Files
aetherbound-guild/runtime/tests/p9_0r9_first_company_touch_test.gd
T

98 lines
2.9 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.page = game.AppPage.FIRST_MISSION
game.render()
await settle(6)
await tap("OpenFrontSelectionButton")
await tap("Front_Hearthguard")
await tap("Front_Wayrunner")
expect(game.front_choice == "Wayrunner", "touch replaces the front")
await tap("ContinueRearSelectionButton")
await tap("Rear_Farstring")
await tap("Rear_Kindhand")
expect(game.rear_choice == "Kindhand", "touch replaces the rear")
await tap("ReviewFormationButton")
await tap("ReviseFrontButton")
expect(game.page == game.AppPage.FRONT_SELECTION and game.rear_choice == "Kindhand", "front revision preserves rear")
await tap("Front_Hearthguard")
await tap("ContinueRearSelectionButton")
await tap("ReviewFormationButton")
await tap("ReviseRearButton")
await tap("Rear_Farstring")
await tap("ReviewFormationButton")
await tap("CommitFormationButton")
expect(game.page == game.AppPage.BATTLE and game.battle_playing, "touch commit reaches battle")
expect(game.front_choice == "Hearthguard" and game.rear_choice == "Farstring", "touch commits the revised formation")
expect(game.formation_commit_count == 1, "touch commits exactly once")
game.queue_free()
game = null
await settle(90)
if failures.is_empty():
print("ABG_P9_0R9_FIRST_COMPANY_TOUCH_OK touch=%d fallback=0 direct=0 revise=front,rear 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(7)
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("P9.0R9 first Company touch: %s" % message)