190 lines
7.9 KiB
GDScript
190 lines
7.9 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 FormationService = preload("res://entry/formation_risk_service.gd")
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const BattleService = preload("res://entry/battle_service.gd")
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const DRAFT_PATH := "user://bat34_draft.json"
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const COMPANY_PATH := "user://bat34_company.json"
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const SEED := "2468ace013579bdf2468ace013579bdf"
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const CONTRACT_OP := "00112233445566778899aabbccddeeff"
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const HIRE_OP_1 := "11112222333344445555666677778888"
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const HIRE_OP_2 := "88887777666655554444333322221111"
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const ORDER_OP := "abcdefabcdefabcdefabcdefabcdefab"
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const READY_OP := "fedcbafedcbafedcbafedcbafedcbafe"
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const BATTLE_OP := "1234567890abcdef1234567890abcdef"
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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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root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
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root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND
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root.size = Vector2i(844, 390)
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var company := _prepare_company()
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expect(not company.is_empty(), "fixture prepares a battle-ready Company")
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if not company.is_empty():
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var started: Dictionary = _battle_service().begin_battle(BATTLE_OP, String(company.active_contract.formation.risk_options[1].risk_option_id))
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expect(started.ok, "fixture begins one battle receipt")
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if started.ok:
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var shell := await _shell()
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shell.show_battle(started.company, false)
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await _frames(4)
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shell.battle_paused = false
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shell._clear_battle_playback_timer()
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for _step in range(4):
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shell.advance_battle_phase()
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await _frames(1)
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shell.battle_paused = true
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shell._clear_battle_playback_timer()
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var before_hash := _company_hash()
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shell._battle_live_toggle_inspect()
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await _frames(3)
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expect(shell.current_screen == "battle_inspect" and shell.battle_paused, "BAT-003 opens a contained inspect surface and freezes time")
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expect(shell.find_child("BattleActorEventInspectPanel", true, false) != null and shell.find_child("BattleInspectFacts", true, false) != null, "BAT-003 shows causal actor/event facts")
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expect(shell.find_child("BattleInspectClose", true, false) != null and shell.find_child("BattleInspectPin", true, false) != null, "BAT-003 exposes close and local pin actions")
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await _touch(shell.find_child("BattleInspectPin", true, false))
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expect(_company_hash() == before_hash and shell.current_screen == "battle_inspect", "pin changes no authoritative battle state")
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await _touch(shell.find_child("BattleInspectClose", true, false))
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expect(shell.current_screen == "battle" and shell.battle_live_state == "paused", "closing BAT-003 returns to the paused battle")
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shell._battle_live_open_retreat_entry()
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await _frames(3)
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expect(shell.current_screen == "battle_pause_controls" and shell.battle_paused, "BAT-004 opens a contained pause/control surface")
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expect(shell.find_child("BattlePauseControlsPanel", true, false) != null and shell.find_child("BattlePauseLog", true, false) != null, "BAT-004 exposes a readable event log")
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expect(shell.find_child("BattlePauseResume", true, false) != null and shell.find_child("BattlePauseSpeed", true, false) != null and shell.find_child("BattlePauseRetreat", true, false) != null, "BAT-004 exposes Resume, Speed and Retreat boundary")
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var baseline_speed: float = shell.battle_speed
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await _touch(shell.find_child("BattlePauseSpeed", true, false))
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expect(shell.battle_speed != baseline_speed and shell.current_screen == "battle_pause_controls", "pause speed cycles locally while remaining paused")
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await _touch(shell.find_child("BattlePauseLogToggle", true, false))
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expect(shell.find_child("BattlePauseLog", true, false) != null and shell.current_screen == "battle_pause_controls", "pause log expands without resuming")
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await _touch(shell.find_child("BattlePauseRetreat", true, false))
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expect(_company_hash() == before_hash and shell.battle_paused, "retreat entry creates no receipt")
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await _touch(shell.find_child("BattlePauseClose", true, false))
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expect(shell.current_screen == "battle" and shell.battle_paused, "closing BAT-004 returns to the paused battlefield")
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shell.queue_free()
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await _frames(4)
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_cleanup()
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if failures.is_empty():
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print("ABG_BAT003_BAT004_RUNTIME_OK inspect=actor,event,cause,hash pin=local_only pause=resume,speed,log,settings,retreat boundary=receipt_freeze focus=touch 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 _shell() -> Control:
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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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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 = 1.0
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shell.settings = settings
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shell.setup_draft = settings.duplicate(true)
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return shell
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func _prepare_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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if not hired.ok:
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return {}
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var begun: Dictionary = _formation_service().begin_formation()
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if not begun.ok:
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return {}
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var saved: Dictionary = _formation_service().save_order(ORDER_OP, begun.formation.base_front_to_rear_ids)
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if not saved.ok:
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return {}
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var ready: Dictionary = _formation_service().accept_readiness(READY_OP, String(saved.receipt.order_hash))
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return ready.company if ready.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 _formation_service() -> RefCounted:
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var service := FormationService.new()
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service.company_path = COMPANY_PATH
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return service
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func _battle_service() -> RefCounted:
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var service := BattleService.new()
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service.company_path = COMPANY_PATH
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return service
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func _company_hash() -> String:
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var loaded: Dictionary = _battle_service().load_company()
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return String(loaded.company.company_hash) if loaded.ok else ""
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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 _cleanup() -> void:
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for path in [DRAFT_PATH, COMPANY_PATH, "%s.bak" % DRAFT_PATH, "%s.bak" % COMPANY_PATH, "%s.candidate" % DRAFT_PATH, "%s.candidate" % COMPANY_PATH, "%s.bak.candidate" % DRAFT_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("BAT-003/004: %s" % message)
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