Files
aetherbound-guild/runtime/tests/p9_1/full_first_session_runtime_test.gd
T

333 lines
12 KiB
GDScript

extends SceneTree
const MainScene = preload("res://main.tscn")
const FacadeScript = preload("res://compat/p9_0_root_facade.gd")
const VIEWPORTS := [Vector2i(844, 390), Vector2i(1280, 720), Vector2i(390, 844)]
const PROFILES := ["normal", "active", "efficient", "adversarial", "returning"]
const TOUCHES_PER_PROFILE := 38
var failures: Array[String] = []
var viewport: SubViewport
var game: Control
var touch_count := 0
var drag_count := 0
var fallback_count := 0
var direct_count := 0
var captures_root := ""
var profile_results: Dictionary = {}
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
captures_root = OS.get_environment("ABG_P9_1_RUNTIME_CAPTURE_ROOT")
var recording_only := OS.get_environment("ABG_P9_1_RUNTIME_RECORDING_ONLY") == "1"
var active_profiles: Array[String] = ["normal"]
if not recording_only:
active_profiles.assign(PROFILES)
else:
await process_frame
root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND
root.content_scale_size = Vector2i(844, 390)
root.size = Vector2i(844, 390)
DisplayServer.window_set_size(Vector2i(844, 390))
await process_frame
var interaction_viewport := Vector2i(root.get_visible_rect().size)
for profile in active_profiles:
await run_profile(profile, profile == "normal")
await destroy_game()
_assert_profile_results(active_profiles)
if not recording_only:
await verify_layout_matrix()
if failures.is_empty():
if recording_only:
print("ABG_P9_1_RUNTIME_RECORDING_OK viewport=%sx%s touch=%d drag=%d fallback=%d direct=%d final=true restart=true" % [interaction_viewport.x, interaction_viewport.y, touch_count, drag_count, fallback_count, direct_count])
else:
print("ABG_P9_1_FULL_FIRST_SESSION_RUNTIME_OK profiles=%d touch=%d drag=%d fallback=%d direct=%d root=%sx%s layout_matrix=844x390,1280x720,390x844 locales=zh_CN,en text_130=true reduced_motion=true mute_captions=true low_power=true restart=true" % [active_profiles.size(), touch_count, drag_count, fallback_count, direct_count, interaction_viewport.x, interaction_viewport.y])
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func run_profile(profile: String, capture: bool) -> void:
game = MainScene.instantiate()
game.auto_boot = false
game.audio_enabled = false
root.add_child(game)
await settle(10)
game.locale = "zh_CN"
game.muted = true
game.boot_verified = true
game.page = game.AppPage.TITLE
game.render()
await settle(6)
var touches_before := touch_count
var decision_times: Array[float] = []
var last_decision := Time.get_ticks_msec() / 1000.0
await tap("EnterGameButton")
await tap("StartNewGameButton")
await tap("OpenRecruitSelectionButton")
await drag_without_selection()
await tap("Recruit_Wayrunner")
await tap("Recruit_Farstring")
await tap("Recruit_Wayrunner")
await tap("Recruit_Kindhand")
await tap("ReviewFormationButton")
await tap("ReviseRecruitSelectionButton")
await tap("Recruit_Farstring")
await tap("Recruit_Hearthguard")
await tap("ReviewFormationButton")
await tap("CommitFormationButton")
decision_times.append(_decision_gap(last_decision))
last_decision = Time.get_ticks_msec() / 1000.0
_assert_page(game.AppPage.BATTLE, "%s enters battle one" % profile)
await wait_for_page(game.AppPage.VICTORY, profile)
if capture:
await capture_state("01-result-one")
await tap("ContinueAdaptationButton")
await tap("Adaptation_EQ_061")
await tap("Adaptation_EQ_002")
await tap("BeginSecondBattle")
decision_times.append(_decision_gap(last_decision))
last_decision = Time.get_ticks_msec() / 1000.0
await wait_for_page(game.AppPage.SECOND_RESULT, profile)
if capture:
await capture_state("02-result-two")
await tap("OpenGuildReturnButton")
await tap("GuildChoice_retain_item")
await tap("GuildChoice_recruit_rear")
await tap("BeginThirdBattle")
decision_times.append(_decision_gap(last_decision))
last_decision = Time.get_ticks_msec() / 1000.0
await wait_for_page(game.AppPage.SESSION_RESULT, profile)
if capture:
await capture_state("03-result-three")
await tap("OpenRouteBoardButton")
await tap("Route_R6_01")
await tap("Route_R6_03")
await tap("ReviewRouteButton")
await tap("CancelRouteReviewButton")
await tap("Route_R6_02")
await tap("ReviewRouteButton")
await tap("CommitRouteButton")
decision_times.append(_decision_gap(last_decision))
last_decision = Time.get_ticks_msec() / 1000.0
await wait_for_page(game.AppPage.SECOND_CYCLE_RESULT, profile)
if capture:
await capture_state("04-result-four")
await tap("OpenTrainingButton")
await tap("Training_Rear")
await tap("ReviewTrainingButton")
await tap("CancelTrainingReviewButton")
await tap("Training_Front")
await tap("ReviewTrainingButton")
await tap("CommitTrainingButton")
decision_times.append(_decision_gap(last_decision))
last_decision = Time.get_ticks_msec() / 1000.0
await wait_for_page(game.AppPage.THIRD_CYCLE_RESULT, profile)
_assert_page(game.AppPage.THIRD_CYCLE_RESULT, "%s reaches final result" % profile)
var completed_snapshot: Dictionary = game.facade.session_state.snapshot()
if capture:
await capture_state("05-final-result")
await tap("ReplayGrowthButton")
await tap("RestartConfirmButton")
_assert_page(game.AppPage.MAIN_MENU, "%s restart returns to Main Menu" % profile)
_assert_clean_restart(profile)
profile_results[profile] = {
"decision_gaps": decision_times.duplicate(),
"max_gap": decision_times.max(),
"touch_count": touch_count,
"completed_snapshot": completed_snapshot,
"final_coin": game.coin,
"final_page": game.page,
}
expect(touch_count - touches_before == TOUCHES_PER_PROFILE, "%s uses the exact visible touch trace" % profile)
print("ABG_P9_1_PROFILE_RESULT profile=%s completed_coin=%d restart_page=%d decisions=%s max_gap=%.2f" % [profile, int(completed_snapshot["resources"]["coin"]), game.page, decision_times, decision_times.max()])
if decision_times.max() > 8.0:
failures.append("%s longest decision gap %.2fs exceeds 8s" % [profile, decision_times.max()])
func wait_for_page(target_page: int, profile: String) -> void:
var previous_scale := Engine.time_scale
Engine.time_scale = {
"normal": 8.0,
"active": 12.0,
"efficient": 16.0,
"adversarial": 6.0,
"returning": 10.0,
}.get(profile, 8.0)
var frame_limit := 900
for frame in range(frame_limit):
if game.page == target_page:
break
await process_frame
Engine.time_scale = previous_scale
_assert_page(target_page, "%s automatic battle reaches page %d" % [profile, target_page])
await settle(6)
func verify_layout_matrix() -> void:
for fixture in [
{"size": VIEWPORTS[0], "locale": "zh_CN", "scale": 1.0, "motion": false, "low_power": false},
{"size": VIEWPORTS[1], "locale": "en", "scale": 1.3, "motion": true, "low_power": false},
{"size": VIEWPORTS[2], "locale": "zh_CN", "scale": 1.3, "motion": true, "low_power": true},
]:
var test_viewport := SubViewport.new()
test_viewport.size = fixture["size"]
test_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
root.add_child(test_viewport)
var fixture_game := MainScene.instantiate()
fixture_game.auto_boot = false
fixture_game.audio_enabled = false
test_viewport.add_child(fixture_game)
await settle(8)
fixture_game.boot_verified = true
fixture_game.locale = fixture["locale"]
fixture_game.text_scale = fixture["scale"]
fixture_game.reduced_motion = fixture["motion"]
fixture_game.muted = true
fixture_game.facade.presentation_settings.low_power = fixture["low_power"]
fixture_game.page = fixture_game.AppPage.MAIN_MENU
fixture_game.render()
await settle(4)
verify_buttons(fixture_game, Rect2(Vector2.ZERO, fixture["size"]), str(fixture["size"]))
fixture_game.queue_free()
test_viewport.queue_free()
await settle(45)
func verify_buttons(node: Node, bounds: Rect2, label: String) -> void:
if node is BaseButton and node.is_visible_in_tree():
var rect: Rect2 = node.get_global_rect()
if not (rect.position.x >= -0.5 and rect.position.y >= -0.5 and rect.end.x <= bounds.end.x + 0.5 and rect.end.y <= bounds.end.y + 0.5):
failures.append("%s button %s outside viewport: %s" % [label, node.name, rect])
if rect.size.x < 44.0 or rect.size.y < 44.0:
failures.append("%s button %s below 44px: %s" % [label, node.name, rect.size])
for child in node.get_children():
verify_buttons(child, bounds, label)
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 on page %s" % [node_name, game.page])
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 drag_without_selection() -> void:
var selection_before: Array[String] = game.selected_recruits.duplicate()
var start := root.get_final_transform() * Vector2(330.0, 112.0)
var finish := root.get_final_transform() * Vector2(370.0, 112.0)
var down := InputEventScreenTouch.new()
down.index = 0
down.position = start
down.pressed = true
Input.parse_input_event(down)
await process_frame
var drag := InputEventScreenDrag.new()
drag.index = 0
drag.position = finish
drag.relative = finish - start
drag.velocity = Vector2(240.0, 0.0)
Input.parse_input_event(drag)
await process_frame
var up := InputEventScreenTouch.new()
up.index = 0
up.position = finish
up.pressed = false
Input.parse_input_event(up)
drag_count += 1
await settle(4)
expect(game.selected_recruits == selection_before, "neutral ScreenDrag does not select a Recruit")
func capture_state(state_name: String) -> void:
if captures_root.is_empty():
return
DirAccess.make_dir_recursive_absolute(captures_root)
await settle(3)
await RenderingServer.frame_post_draw
var image := root.get_texture().get_image()
var error := image.save_png(captures_root.path_join(state_name + ".png"))
if error != OK:
failures.append("capture %s failed with %s" % [state_name, error])
func _assert_profile_results(profiles: Array[String]) -> void:
var expected: Dictionary = {}
for profile in profiles:
expect(profile_results.has(profile), "profile %s reports completion" % profile)
if profile_results.has(profile):
expect(int(profile_results[profile]["final_coin"]) == 0, "%s restart clears Coin" % profile)
expect(int(profile_results[profile]["final_page"]) == FacadeScript.AppPage.MAIN_MENU, "%s restart ends at Main Menu" % profile)
if profile_results.has(profile):
var completed: Dictionary = profile_results[profile]["completed_snapshot"]
if expected.is_empty():
expected = completed
else:
expect(completed == expected, "%s domain snapshot matches normal profile" % profile)
func _assert_clean_restart(profile: String) -> void:
expect(game.selected_recruits.is_empty(), "%s restart clears selected recruits" % profile)
expect(game.front_choice.is_empty() and game.rear_choice.is_empty(), "%s restart clears party" % profile)
expect(game.coin == 0 and not game.battle_playing, "%s restart clears transient battle" % profile)
func _decision_gap(last_time: float) -> float:
return maxf(0.0, Time.get_ticks_msec() / 1000.0 - last_time)
func _assert_page(expected: int, message: String) -> void:
if game.page != expected:
failures.append("%s (actual page %s)" % [message, game.page])
func destroy_game() -> void:
if game != null and is_instance_valid(game):
game.queue_free()
game = null
if viewport != null and is_instance_valid(viewport):
viewport.queue_free()
viewport = null
await settle(60)
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("P9.1 full first-session runtime: %s" % message)