Files
aetherbound-guild/runtime/tests/p9_0r3_dynamic_slice_test.gd
T

93 lines
3.0 KiB
GDScript

extends SceneTree
const MainScene = preload("res://main.tscn")
var game: Control
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
game = MainScene.instantiate()
game.auto_boot = false
game.audio_enabled = false
root.add_child(game)
await settle(12)
game.locale = "zh_CN"
game.text_scale = 1.0
game.reduced_motion = false
game.muted = true
game.boot_verified = true
game.front_choice = read_string("ABG_P9_0R3_FRONT", "Hearthguard")
game.rear_choice = read_string("ABG_P9_0R3_REAR", "Farstring")
game.depart()
var seen_feedback_labels := 0
var seen_values: Dictionary = {}
var elapsed := 0.0
while game.page != game.AppPage.VICTORY and elapsed < 14.0:
await process_frame
elapsed += 1.0 / 30.0
if find_control(game, "BattleFeedbackLabel") != null:
seen_feedback_labels += 1
if not game.active_battle_feedback.is_empty():
seen_values[int(game.active_battle_feedback["delta"])] = true
if game.page != game.AppPage.VICTORY:
failures.append("dynamic feedback slice did not reach victory")
if game.battle_feedback_history.size() != 4:
failures.append("dynamic feedback slice did not commit exactly four payloads")
if seen_feedback_labels < 12:
failures.append("dynamic feedback labels were not visible across enough rendered frames")
if seen_values.size() != 4:
failures.append("dynamic feedback values were not distinct across all phase commits")
if elapsed >= 8.0:
failures.append("dynamic feedback battle exceeded eight-second pacing target")
if game.guard_events != 1 or game.rear_events != 1 or game.victory_events != 1:
failures.append("dynamic feedback changed authoritative event counts")
await create_timer(1.0).timeout
game.queue_free()
game = null
await settle(210)
if failures.is_empty():
print("ABG_P9_0R3_DYNAMIC_SLICE_OK duration=%.2f front=%s rear=%s feedback=4 values=%s visible_frames=%d impact_once=true renderer=normal" % [elapsed, read_string("ABG_P9_0R3_FRONT", "Hearthguard"), read_string("ABG_P9_0R3_REAR", "Farstring"), sorted_values(seen_values), seen_feedback_labels])
call_deferred("finish", 0)
else:
for failure in failures:
push_error(failure)
call_deferred("finish", 1)
func sorted_values(values: Dictionary) -> String:
var keys := values.keys()
keys.sort()
var output: Array[String] = []
for value in keys:
output.append(("+" if int(value) > 0 else "") + str(value))
return ",".join(output)
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 read_string(key: String, fallback: String) -> String:
var value := OS.get_environment(key)
return value if not value.is_empty() else fallback
func finish(exit_code: int) -> void:
quit(exit_code)
func settle(frames: int) -> void:
for frame in range(frames):
await process_frame