Files
aetherbound-guild/runtime/tests/dev5/battle_cycle_capture_test.gd
T

203 lines
7.6 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 FormationService = preload("res://entry/formation_risk_service.gd")
const BattleService = preload("res://entry/battle_service.gd")
const DRAFT_PATH := "user://dev5_capture_draft.json"
const COMPANY_PATH := "user://dev5_capture_company.json"
const SEED := "aabbccddeeff00112233445566778899"
const CONTRACT_OP := "abcdefabcdefabcdefabcdefabcdefab"
const HIRE_OP_1 := "11112222333344445555666677778888"
const HIRE_OP_2 := "88887777666655554444333322221111"
const ORDER_OP := "fedcbafedcbafedcbafedcbafedcbafe"
const READY_OP := "1234567890abcdef1234567890abcdef"
const BATTLE_OP := "0123456789abcdef0123456789abcdef"
const RECOVERY_OP := "0f0f0f0ff0f0f0f00f0f0f0fff0f0f0f"
const STATES := ["battle_opening", "battle_live", "result", "knockout", "recovery", "next_market"]
var output_root := ""
var failures: Array[String] = []
var fixture_index := 0
var viewport_size := Vector2i(844, 390)
var locale := "en"
var text_scale := 1.0
func _initialize() -> void:
call_deferred("run_capture")
func run_capture() -> void:
fixture_index = int(OS.get_environment("ABG_CAPTURE_FIXTURE_INDEX"))
var fixtures := [
{"size": Vector2i(760, 360), "locale": "zh_CN", "scale": 1.0},
{"size": Vector2i(844, 390), "locale": "en", "scale": 1.3},
{"size": Vector2i(1280, 720), "locale": "zh_CN", "scale": 1.0},
{"size": Vector2i(1280, 720), "locale": "en", "scale": 1.3},
]
if fixture_index < 0 or fixture_index >= fixtures.size():
push_error("unknown DEV-5 fixture index %d" % fixture_index)
quit(1)
return
viewport_size = fixtures[fixture_index].size
locale = fixtures[fixture_index].locale
text_scale = fixtures[fixture_index].scale
output_root = OS.get_environment("ABG_EVIDENCE_DIR")
if output_root.is_empty():
output_root = "/tmp/abg-dev5-candidate"
output_root = output_root.path_join("captures")
DirAccess.make_dir_recursive_absolute(output_root)
_cleanup()
var snapshots := _create_cycle_snapshots()
if snapshots.is_empty():
quit(1)
return
var viewport := SubViewport.new()
viewport.size = viewport_size
viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
root.add_child(viewport)
var shell := EntryShell.new()
shell.auto_start = false
shell.initial_company_service.path = DRAFT_PATH
shell.initial_company_service.company_path = COMPANY_PATH
viewport.add_child(shell)
await _frames(3)
var settings := SettingsStore.new().defaults()
settings.setup_completed = true
settings.locale = locale
settings.text_scale = text_scale
shell.settings = settings
shell.setup_draft = settings.duplicate(true)
for state in STATES:
_apply_state(shell, snapshots, String(state))
await _frames(6)
_verify_buttons(shell, String(state))
await RenderingServer.frame_post_draw
var image := viewport.get_texture().get_image()
var path := output_root.path_join("fixture%d-%s.png" % [fixture_index, String(state)])
if image.save_png(path) != OK:
failures.append("capture failed: %s" % state)
shell.queue_free()
viewport.queue_free()
await _frames(100)
_cleanup()
if failures.is_empty():
print("ABG_DEV5_CAPTURE_OK fixture=%d viewport=%dx%d locale=%s text_%d=true states=battle_opening,battle_live,result,knockout,recovery,next_market frames=6 root=%s" % [fixture_index, viewport_size.x, viewport_size.y, locale, int(round(text_scale * 100.0)), output_root])
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func _apply_state(shell: Control, snapshots: Dictionary, state: String) -> void:
match state:
"battle_opening":
shell.battle_paused = false
shell.show_battle(snapshots.opening, false)
"battle_live":
shell.battle_paused = false
shell.show_battle(snapshots.live, false)
"result":
shell.battle_result_diagnosis_open = true
shell.show_battle_result(snapshots.result)
"knockout":
shell.show_battle_knockout_review(snapshots.result)
"recovery":
shell.show_battle_recovery(snapshots.result)
"next_market":
shell.show_market(snapshots.recovered)
func _verify_buttons(node: Node, state: String) -> void:
for child in node.get_children():
if child is BaseButton and child.is_visible_in_tree():
var rect: Rect2 = child.get_global_rect()
if rect.position.x < -0.5 or rect.position.y < -0.5 or rect.end.x > viewport_size.x + 0.5 or rect.end.y > viewport_size.y + 0.5:
failures.append("%s button %s outside viewport: %s" % [state, child.name, rect])
if rect.size.x < 44.0 or rect.size.y < 44.0:
failures.append("%s button %s below 44px: %s" % [state, child.name, rect.size])
_verify_buttons(child, state)
func _create_cycle_snapshots() -> 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[2].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)
if not hired.ok:
return {}
var begun: Dictionary = _formation_service().begin_formation()
var saved: Dictionary = _formation_service().save_order(ORDER_OP, begun.formation.base_front_to_rear_ids)
var ready: Dictionary = _formation_service().accept_readiness(READY_OP, String(saved.receipt.order_hash))
if not ready.ok:
return {}
var option_id := String(ready.company.active_contract.formation.risk_options[1].risk_option_id)
var started: Dictionary = _battle_service().begin_battle(BATTLE_OP, option_id)
if not started.ok:
return {}
var opening: Dictionary = started.company.duplicate(true)
var latest: Dictionary = started
for _phase in range(5):
latest = _battle_service().advance_battle(BATTLE_OP)
if not latest.ok:
return {}
var live: Dictionary = latest.company.duplicate(true)
for _phase in range(4):
latest = _battle_service().advance_battle(BATTLE_OP)
if not latest.ok:
return {}
var result: Dictionary = latest.company.duplicate(true)
var recovered: Dictionary = _battle_service().recover_next_stage(RECOVERY_OP)
if not recovered.ok:
return {}
return {"opening": opening, "live": live, "result": result, "recovered": recovered.company.duplicate(true)}
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 _formation_service() -> RefCounted:
var service := FormationService.new()
service.company_path = COMPANY_PATH
return service
func _battle_service() -> RefCounted:
var service := BattleService.new()
service.company_path = COMPANY_PATH
return service
func _frames(count: int) -> void:
for _index in range(count):
await process_frame
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)