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