Files
aetherbound-guild/runtime/tests/dev5/m12_runtime_test.gd
T

329 lines
16 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://m12_runtime_draft.json"
const COMPANY_PATH := "user://m12_runtime_company.json"
const SEED := "97531eca86420bdf97531eca86420bdf"
const CONTRACT_OP := "abcdef0123456789abcdef0123456789"
const HIRE_OP_1 := "11112222333344445555666677778888"
const HIRE_OP_2 := "88887777666655554444333322221111"
const ORDER_OP := "fedcba9876543210fedcba9876543210"
const READY_OP := "0123456789abcdef0123456789abcdef"
const BATTLE_OP := "2468ace013579bdf2468ace013579bdf"
const FIXTURES := [
{"size": Vector2i(760, 360), "locale": "zh_CN"},
{"size": Vector2i(844, 390), "locale": "en"},
{"size": Vector2i(1280, 720), "locale": "zh_CN"},
{"size": Vector2i(1280, 720), "locale": "en"},
]
var failures: Array[String] = []
var parsed_touches := 0
var fixture_count := 0
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
_cleanup()
root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND
var prepared := _create_prepared_company()
_expect(not prepared.is_empty(), "fixture prepares a four-member Company")
if not prepared.is_empty():
await _run_route(prepared)
_cleanup()
if failures.is_empty():
print("ABG_M12_RUNTIME_OK route=BAT002,OUT001,OUT002,OUT003,OUT004 market=true restart=true fixtures=%d input=true targets=48 strict=0 locale=zh_CN,en scale=100" % fixture_count)
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func _run_route(prepared: Dictionary) -> void:
var option_id := String(prepared.active_contract.formation.risk_options[1].risk_option_id)
var service := _battle_service()
var started: Dictionary = service.begin_battle(BATTLE_OP, option_id)
_expect(started.ok, "fixture starts one battle receipt")
if not started.ok:
return
var observed: Dictionary = service.begin_observation(BATTLE_OP, String(started.battle.snapshot_hash))
_expect(observed.ok, "BAT-002 observation opens without settlement")
if not observed.ok:
return
var shell := await _new_shell(FIXTURES[1].size, String(FIXTURES[1].locale))
shell.show_battle(observed.company, false)
shell.battle_paused = false
shell._schedule_battle_playback(shell.battle_playback_generation)
await _frames(4)
_expect(shell.current_screen == "battle" and not shell.battle_opening_mode, "BAT-002 opens the live battlefield")
_expect(shell.find_child("BattleLiveNextBoundary", true, false) != null, "BAT-002 exposes the OUT-001 boundary")
_verify_buttons(shell, FIXTURES[1].size, "live")
var guard := 0
while shell.battle_live_state != "outcome_locked" and guard < 60:
if shell.battle_paused:
shell.battle_paused = false
shell.advance_battle_phase()
await _frames(1)
guard += 1
_expect(shell.battle_live_state == "outcome_locked", "BAT-002 reaches an immutable outcome lock")
var locked_before: Dictionary = service.load_company()
_expect(locked_before.ok and String(locked_before.company.active_contract.battle_state.status) == "outcome_locked", "outcome lock persists before settlement")
var locked_observation: Dictionary = locked_before.company.active_contract.battle_state.observation if locked_before.ok else {}
var locked_hash := String(locked_observation.get("observation_hash", ""))
var next_boundary := shell.find_child("BattleLiveNextBoundary", true, false) as Button
_expect(next_boundary != null and not next_boundary.disabled, "OUT-001 boundary is actionable")
if next_boundary != null:
await _touch(next_boundary)
_expect(shell.current_screen == "battle_result", "OUT-001 opens Result after explicit settlement")
var settled: Dictionary = service.load_company()
_expect(settled.ok and String(settled.company.active_contract.battle_state.status) == "result", "settlement enters Result state")
if settled.ok:
var current_observation: Dictionary = settled.company.active_contract.battle_state.observation
_expect(String(current_observation.get("observation_hash", "")) == locked_hash, "settlement preserves the immutable observation hash")
_expect(shell.find_child("BattleResultObjective", true, false) != null, "OUT-001 binds objective")
_expect(shell.find_child("BattleResultDecisive", true, false) != null, "OUT-001 binds decisive event")
_expect(shell.find_child("BattleResultChain", true, false) != null, "OUT-001 binds causal chain")
_verify_buttons(shell, FIXTURES[1].size, "result")
var continue_button := shell.find_child("BattleResultContinue", true, false) as Button
_expect(continue_button != null and not continue_button.disabled, "Result Continue is actionable")
if continue_button != null:
await _touch(continue_button)
var battle: Dictionary = shell.guild_company.active_contract.battle_state
var knocked: Array = battle.get("result", {}).get("knocked_out_ids", [])
if not knocked.is_empty():
_expect(shell.current_screen == "battle_knockout_review", "OUT-002 opens for a knocked-out Recruit")
_expect(shell.find_child("BattleKnockoutCurrentGap", true, false) != null, "OUT-002 explains the battle-local gap")
_expect(shell.find_child("BattleKnockoutReturnRule", true, false) != null, "OUT-002 preserves the return rule")
_verify_buttons(shell, FIXTURES[1].size, "knockout")
var acknowledge := shell.find_child("BattleKnockoutAcknowledge", true, false) as Button
_expect(acknowledge != null and not acknowledge.disabled, "OUT-002 acknowledgement is actionable")
if acknowledge != null:
await _touch(acknowledge)
else:
_expect(shell.current_screen == "battle_reward_choice", "no-knockout Result routes directly to OUT-003")
if shell.current_screen == "battle_knockout_review":
_expect(shell.current_screen == "battle_reward_choice", "OUT-002 advances to OUT-003")
_expect(shell.current_screen == "battle_reward_choice", "OUT-003 reward choice is reachable")
_expect(shell.app_services.has_service(&"reward_choice_page_controller") and shell.battle_reward_view_data.ok, "OUT-003 crosses the explicit Controller/AppServices boundary")
_expect(shell.battle_reward_view_data.reward.options_count >= 2 and not shell.battle_reward_view_data.commands.claim_enabled and shell.battle_reward_view_data.commands.skip_enabled, "OUT-003 consumes controller draft and Claim/Skip facts")
_expect(shell.find_child("BattleRewardOptions", true, false) != null, "OUT-003 renders equal decision options")
var reward_buttons := _reward_buttons(shell)
_expect(reward_buttons.size() >= 2, "OUT-003 provides at least two deterministic options")
_verify_buttons(shell, FIXTURES[1].size, "reward")
if not reward_buttons.is_empty():
var first_reward := reward_buttons[0] as Button
var claim := shell.find_child("BattleRewardClaim", true, false) as Button
_expect(claim != null and claim.disabled, "Reward claim is disabled before selection")
await _touch(first_reward)
claim = shell.find_child("BattleRewardClaim", true, false) as Button
_expect(claim != null and not claim.disabled, "Reward claim enables after selection")
if claim != null:
await _touch(claim)
_expect(shell.current_screen == "battle_recovery", "OUT-003 advances to OUT-004 after one claim")
_expect(shell.app_services.has_service(&"recovery_page_controller") and shell.battle_recovery_view_data.ok, "OUT-004 crosses the explicit Controller/AppServices boundary")
_expect(shell.battle_recovery_view_data.knockouts.ids == knocked and shell.battle_recovery_view_data.commands.commit_enabled and shell.battle_recovery_view_data.continuation.target == "market", "OUT-004 consumes controller identity and Commit/Market facts")
_expect(shell.find_child("BattleRecoveryRule", true, false) != null, "OUT-004 binds recovery rule")
_verify_buttons(shell, FIXTURES[1].size, "recovery")
var recovery_commit := shell.find_child("BattleRecoveryCommit", true, false) as Button
_expect(recovery_commit != null and not recovery_commit.disabled, "OUT-004 commit is actionable")
if recovery_commit != null:
await _touch(recovery_commit)
_expect(shell.current_screen == "market", "OUT-004 opens the next-stage Market")
_expect(shell.find_child("MarketMasterCanvas", true, false) != null, "next-stage Market renders its layout")
var recovered: Dictionary = service.load_company()
_expect(recovered.ok and String(recovered.company.active_contract.status) == "market", "recovery persists Market status")
_expect(recovered.ok and recovered.company.active_contract.get("recovery_receipts", []).size() == 1, "recovery writes one receipt")
var stable_ids := _recruit_ids(prepared)
_expect(recovered.ok and _recruit_ids(recovered.company) == stable_ids, "recovery preserves Recruit identities")
for fixture in FIXTURES:
await _verify_fixture_pages(recovered.company if recovered.ok else shell.guild_company, fixture)
shell.queue_free()
await _frames(5)
var resumed_host := await _new_fixture_shell(FIXTURES[0].size, String(FIXTURES[0].locale))
var resumed: Control = resumed_host.shell
resumed._open_company_destination(recovered.company if recovered.ok else shell.guild_company)
await _frames(4)
_expect(resumed.current_screen == "market" and resumed.find_child("MarketMasterCanvas", true, false) != null, "restart resumes at the next-stage Market")
resumed.queue_free()
(resumed_host.viewport as SubViewport).queue_free()
await _frames(5)
func _verify_fixture_pages(company: Dictionary, fixture: Dictionary) -> void:
var size: Vector2i = fixture.size
var locale := String(fixture.locale)
var host := await _new_fixture_shell(size, locale)
var shell: Control = host.shell
var battle: Dictionary = company.active_contract.get("battle_state", {})
shell.show_battle_result(company)
await _frames(2)
_expect(shell.current_screen == "battle_result", "%s %s Result fits" % [size, locale])
_verify_buttons(shell, size, "result %s %s" % [size, locale])
shell.show_battle_knockout_review(company)
await _frames(2)
_verify_buttons(shell, size, "knockout %s %s" % [size, locale])
if String(battle.get("reward_draft", {}).get("status", "")) == "claimed":
# Use the same committed state to verify the post-claim recovery page.
shell.show_battle_recovery(company)
await _frames(2)
_verify_buttons(shell, size, "recovery %s %s" % [size, locale])
shell.show_market(company)
await _frames(2)
_expect(shell.current_screen == "market", "%s %s Market fits" % [size, locale])
_verify_buttons(shell, size, "market %s %s" % [size, locale])
fixture_count += 1
shell.queue_free()
(host.viewport as SubViewport).queue_free()
await _frames(3)
func _new_shell(viewport_size: Vector2i, locale: String) -> Control:
root.size = viewport_size
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(2)
var settings := SettingsStore.new().defaults()
settings.setup_completed = true
settings.locale = locale
settings.text_scale = 1.0
shell.settings = settings
shell.setup_draft = settings.duplicate(true)
return shell
func _new_fixture_shell(viewport_size: Vector2i, locale: String) -> Dictionary:
var viewport := SubViewport.new()
viewport.name = "M12FixtureViewport"
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(2)
var settings := SettingsStore.new().defaults()
settings.setup_completed = true
settings.locale = locale
settings.text_scale = 1.0
shell.settings = settings
shell.setup_draft = settings.duplicate(true)
return {"viewport": viewport, "shell": shell}
func _reward_buttons(shell: Control) -> Array[Button]:
var result: Array[Button] = []
var options := shell.find_child("BattleRewardOptions", true, false)
if options == null:
return result
for child in options.get_children():
if child is Button and String(child.name).begins_with("BattleRewardOption_"):
result.append(child)
return result
func _verify_buttons(node: Node, viewport_size: Vector2i, state: String) -> void:
for child in node.get_children():
if child is BaseButton and child.is_visible_in_tree():
if state.begins_with("market") and String(child.name).begins_with("MarketCategory"):
_verify_buttons(child, viewport_size, state)
continue
var rect := (child as Control).get_global_rect()
_expect(rect.size.x >= 47.9 and rect.size.y >= 47.9, "%s button %s is at least 48px (rect=%s)" % [state, child.name, rect])
_expect(rect.position.x >= -1.0 and rect.position.y >= -1.0 and rect.end.x <= viewport_size.x + 1.0 and rect.end.y <= viewport_size.y + 1.0, "%s button %s stays inside viewport (rect=%s)" % [state, child.name, rect])
_verify_buttons(child, viewport_size, state)
func _create_prepared_company() -> Dictionary:
var draft_service := DraftService.new()
draft_service.path = DRAFT_PATH
draft_service.company_path = COMPANY_PATH
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 contract_service := ContractService.new()
contract_service.company_path = COMPANY_PATH
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 formation_service := FormationService.new()
formation_service.company_path = COMPANY_PATH
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))
return ready.company if ready.ok else {}
func _battle_service() -> RefCounted:
var service := BattleService.new()
service.company_path = COMPANY_PATH
return service
func _recruit_ids(company: Dictionary) -> Array[String]:
var result: Array[String] = []
for recruit in company.get("owned_recruits", []):
result.append(String(recruit.get("recruit_id", "")))
return result
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 _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("M12 Runtime: %s" % message)