Files
aetherbound-guild/runtime/tests/dev6/roster_detail_test.gd
T

180 lines
7.2 KiB
GDScript

extends SceneTree
const EntryShell = preload("res://entry/entry_shell.gd")
const SettingsStore = preload("res://entry/settings_store.gd")
const DraftService = preload("res://entry/initial_company_draft_service.gd")
const ContractService = preload("res://entry/guild_contract_service.gd")
const DRAFT_PATH := "user://dev6_roster_draft.json"
const COMPANY_PATH := "user://dev6_roster_company.json"
const SEED := "99887766554433221100ffeeddccbbaa"
const CONTRACT_OP := "abcdefabcdefabcdefabcdefabcdefab"
const HIRE_OP_1 := "11112222333344445555666677778888"
const HIRE_OP_2 := "88887777666655554444333322221111"
var failures: Array[String] = []
var parsed_touches := 0
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
_cleanup()
var company := _create_market_company()
if not company.is_empty():
await verify_roster(company)
_cleanup()
if failures.is_empty():
print("ABG_DEV6_ROSTER_OK guild_entry=true members=4 list=true detail=true identity=true profession=true trait=true level_xp=true equipment=true history=true dismiss_review=true reason=true back=true restart=true parsed_touch=%d" % parsed_touches)
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func verify_roster(company: Dictionary) -> void:
var settings := SettingsStore.new().defaults()
settings.setup_completed = true
settings.locale = "en"
settings.text_scale = 1.3
root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
# Single target size (owner policy).
root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_KEEP
root.content_scale_size = Vector2i(1280, 720)
root.size = Vector2i(1280, 720)
var shell := EntryShell.new()
shell.auto_start = false
shell.initial_company_service.path = DRAFT_PATH
shell.initial_company_service.company_path = COMPANY_PATH
root.add_child(shell)
await _frames(3)
shell.settings = settings
shell.setup_draft = settings.duplicate(true)
shell.show_guild_handoff(company)
var roster_entry := await _wait_for_node(shell, "GuildRosterButton") as Button
expect(roster_entry != null and not roster_entry.disabled, "Guild exposes a real Roster entry")
await _touch(roster_entry)
expect(await _wait_for_node(shell, "RosterList") != null and shell.find_child("RosterDetail", true, false) != null, "Roster renders list and selected detail")
var member_buttons := 0
var roster_list := shell.find_child("RosterList", true, false)
if roster_list == null:
expect(false, "RosterList exists for member count")
else:
for child in roster_list.get_children():
if child is Button:
member_buttons += 1
expect(member_buttons == 4, "Roster renders four stable member controls")
var dismiss := await _wait_for_node(shell, "RosterDismiss") as Button
expect(dismiss != null and not dismiss.disabled and not String(dismiss.tooltip_text).is_empty(), "Roster dismissal is enabled with a real consequence review")
var first_id := String(company.owned_recruits[0].recruit_id)
await _touch(await _wait_for_node(shell, "RosterMember0"))
expect(shell.roster_selected_recruit_id == first_id, "Roster selection changes selected stable ID")
await _touch(await _wait_for_node(shell, "RosterOpenDetail"))
expect(await _wait_for_node(shell, "RecruitDetailProfession") != null and shell.find_child("RecruitDetailTrait", true, false) != null, "Recruit Detail names Profession and Trait")
expect(shell.find_child("RecruitDetailGrowth", true, false) != null and shell.find_child("RecruitDetailEquipment", true, false) != null and shell.find_child("RecruitDetailHistory", true, false) != null, "Recruit Detail names level/XP, equipment and history")
var detail_dismiss := await _wait_for_node(shell, "RecruitDetailDismiss") as Button
expect(detail_dismiss != null and not detail_dismiss.disabled and not String(detail_dismiss.tooltip_text).is_empty(), "Recruit Detail dismissal exposes a real consequence review")
await _touch(await _wait_for_node(shell, "RecruitDetailBackRoster"))
expect(shell.current_screen == "roster", "Back returns to Roster")
await _touch(await _wait_for_node(shell, "RosterBackGuild"))
expect(shell.current_screen == "guild_handoff", "Roster Back returns to Guild")
shell.queue_free()
await _timer_seconds(0.2)
var resumed := EntryShell.new()
resumed.auto_start = false
resumed.initial_company_service.path = DRAFT_PATH
resumed.initial_company_service.company_path = COMPANY_PATH
root.add_child(resumed)
await _frames(2)
resumed.settings = settings
resumed.setup_draft = settings.duplicate(true)
resumed._open_company_destination(company)
await _wait_for_node(resumed, "MarketLayout")
expect(resumed.current_screen == "market", "restart preserves the Company destination without inventing roster state")
resumed.queue_free()
await _timer_seconds(0.2)
func _create_market_company() -> Dictionary:
var draft: Dictionary = _draft_service().begin_or_load(SEED)
if not draft.ok:
return {}
_draft_service().set_selection([String(draft.draft.offers[0].offer_id), String(draft.draft.offers[1].offer_id)])
if not _draft_service().commit_company().ok:
return {}
var created: Dictionary = _contract_service().create_contract(CONTRACT_OP, "CTR-R1-01", "standard")
if not created.ok:
return {}
var offers: Array = created.company.active_contract.market_board.recruit_offers
_contract_service().hire_recruit(HIRE_OP_1, String(offers[0].source_offer_id), 14)
var hired: Dictionary = _contract_service().hire_recruit(HIRE_OP_2, String(offers[1].source_offer_id), 14)
return hired.company if hired.ok else {}
func _draft_service() -> RefCounted:
var service := DraftService.new()
service.path = DRAFT_PATH
service.company_path = COMPANY_PATH
return service
func _contract_service() -> RefCounted:
var service := ContractService.new()
service.company_path = COMPANY_PATH
return service
func _wait_for_node(parent: Node, node_name: String, max_frames := 600) -> Node:
for _i in range(max_frames):
var node := parent.find_child(node_name, true, false)
if node != null:
# Let the container/layout settle before the caller reads rects or
# touches the node (fixed frame budgets were the old flake source).
await _frames(2)
return node
await process_frame
return null
func _touch(control: Control) -> void:
if control == null:
expect(false, "touch target exists")
return
var center := control.get_global_rect().get_center()
var press := InputEventScreenTouch.new()
press.position = center
press.pressed = true
press.index = 0
Input.parse_input_event(press)
await _frames(2)
var release := InputEventScreenTouch.new()
release.position = center
release.pressed = false
release.index = 0
Input.parse_input_event(release)
parsed_touches += 1
await _frames(5)
func _frames(count: int) -> void:
for _index in range(count):
await process_frame
func _timer_seconds(seconds: float) -> void:
await create_timer(seconds).timeout
func _cleanup() -> void:
for path in [DRAFT_PATH, "%s.bak" % DRAFT_PATH, "%s.candidate" % DRAFT_PATH, "%s.bak.candidate" % DRAFT_PATH, COMPANY_PATH, "%s.bak" % COMPANY_PATH, "%s.candidate" % COMPANY_PATH, "%s.bak.candidate" % COMPANY_PATH, "%s.corrupt" % COMPANY_PATH]:
if FileAccess.file_exists(path):
DirAccess.remove_absolute(path)
func expect(condition: bool, message: String) -> void:
if not condition:
failures.append("DEV-6 roster: %s" % message)