Files
aetherbound-guild/runtime/tests/p9_0r4_touch_test.gd
T

91 lines
2.4 KiB
GDScript

extends SceneTree
const MainScene = preload("res://main.tscn")
var game: Control
var touch_count := 0
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
game = MainScene.instantiate()
game.auto_boot = false
root.add_child(game)
await settle(10)
game.locale = "zh_CN"
game.muted = true
game.front_choice = "Hearthguard"
game.rear_choice = "Kindhand"
game.front_hp = 94
game.enemy_hp = 0
game.coin = 20
game.first_reward_committed = true
game.page = game.AppPage.VICTORY
game.render()
await settle(8)
await tap("ContinueAdaptationButton")
expect(game.page == game.AppPage.ADAPTATION, "first result touch opens adaptation")
await tap("Adaptation_EQ_061")
expect(game.adaptation_choice == "EQ-061", "touch selects Early Bell")
await tap("Adaptation_EQ_002")
expect(game.adaptation_choice == "EQ-002", "touch revises to Frontpin")
await tap("BeginSecondBattle")
expect(game.page == game.AppPage.SECOND_BATTLE and game.adaptation_committed, "touch commits and starts second battle")
game.queue_free()
game = null
await settle(70)
if failures.is_empty():
print("ABG_P9_0R4_TOUCH_OK touch=%d fallback=0 direct=0 open=1 revise=1 commit=1" % touch_count)
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func tap(node_name: String) -> void:
var control := find_control(game, node_name)
if control == null or not control.is_visible_in_tree() or (control is BaseButton and control.disabled):
failures.append("unavailable touch target %s" % node_name)
return
var position := root.get_final_transform() * control.get_global_rect().get_center()
var down := InputEventScreenTouch.new()
down.index = 0
down.position = position
down.pressed = true
Input.parse_input_event(down)
await process_frame
var up := InputEventScreenTouch.new()
up.index = 0
up.position = position
up.pressed = false
Input.parse_input_event(up)
touch_count += 1
await settle(8)
func find_control(node: Node, node_name: String) -> Control:
if node.name == node_name and node is Control and not node.is_queued_for_deletion():
return node
for child in node.get_children():
var found := find_control(child, node_name)
if found != null:
return found
return null
func settle(frames: int) -> void:
for frame in range(frames):
await process_frame
func expect(condition: bool, message: String) -> void:
if not condition:
failures.append("P9.0R4 touch: %s" % message)