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

205 lines
9.6 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 DRAFT_PATH := "user://dev5_battle_ui_draft.json"
const COMPANY_PATH := "user://dev5_battle_ui_company.json"
const SEED := "fedcba98765432100123456789abcdef"
const CONTRACT_OP := "0123456789abcdef0123456789abcdef"
const HIRE_OP_1 := "11112222333344445555666677778888"
const HIRE_OP_2 := "88887777666655554444333322221111"
const ORDER_OP := "abcdefabcdefabcdefabcdefabcdefab"
const READY_OP := "fedcbafedcbafedcbafedcbafedcbafe"
var failures: Array[String] = []
var parsed_touches := 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
root.size = Vector2i(844, 390)
for locale in ["zh_CN", "en"]:
_cleanup()
var prepared := _create_prepared_company()
if not prepared.is_empty():
await verify_battle_ui(prepared, locale)
_cleanup()
if failures.is_empty():
print("ABG_DEV5_BATTLE_UI_OK risk_to_battle=true opening=true controller=true actors=4 enemies=true order=rear_left_front_right phase_telegraph=true event_rail=true pause_resume=true speed=1x,2x no_command_prompt=true restart=active_battle locales=zh_CN,en text_130=true parsed_touch=%d" % parsed_touches)
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func verify_battle_ui(company: Dictionary, locale: String) -> void:
var settings := SettingsStore.new().defaults()
settings.setup_completed = true
settings.locale = locale
settings.text_scale = 1.3
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(3)
expect(shell.app_services.has_service(&"battle_live_page_controller"), "%s AppServices registers Live Battle controller" % locale)
shell.settings = settings
shell.setup_draft = settings.duplicate(true)
shell.risk_selected_id = String(company.active_contract.formation.risk_options[1].risk_option_id)
shell.show_risk_commitment(company)
await _frames(3)
var acknowledge := shell.find_child("RiskCommitmentAcknowledge", true, false) as Button
await _touch(acknowledge)
expect(shell.risk_commitment_acknowledged, "%s Risk Commitment requires explicit acknowledgement" % locale)
await _touch(shell.find_child("RiskBeginBattle", true, false))
expect(shell.current_screen == "battle", "%s Risk Commitment enters Battle Opening" % locale)
await _frames(3)
expect(shell.find_child("BattleActors", true, false).get_child_count() == 4 and shell.find_child("BattleEnemies", true, false).get_child_count() == 3, "%s Battle renders four actors and three enemy markers" % locale)
expect(shell.find_child("BattleEventContext", true, false) != null and shell.find_child("BattleCommittedRule", true, false) != null, "%s Battle exposes event context and committed rule" % locale)
expect(shell.find_child("BattleCommand", true, false) == null, "%s Battle has no combat command prompt" % locale)
# BAT-001 owns an explicit handoff. The live timeline does not begin until
# the player activates Start Observation; opening controls are not a hidden
# auto-start boundary.
var start_observation := shell.find_child("BattleStartObservation", true, false) as Button
await _touch(start_observation)
expect(shell.current_screen == "battle" and not shell.battle_opening_mode, "%s explicit Start Observation opens BAT-002" % locale)
await _frames(3)
var pause := shell.find_child("BattleLivePause", true, false) as Button
var speed := shell.find_child("BattleLiveSpeed", true, false) as Button
expect(pause != null and speed != null, "%s pause and speed controls exist" % locale)
expect(shell.battle_live_view_data.ok and shell.battle_live_view_data.page_id == "battle_live", "%s controller snapshot reaches BAT-002 View" % locale)
expect(shell.battle_live_view_data.observation.operation_id == shell.battle_operation_id and shell.battle_live_view_data.commands.pause_enabled, "%s controller preserves observation identity and pause eligibility" % locale)
await _touch(pause)
expect(shell.battle_paused, "%s Pause stops automatic playback" % locale)
await _touch(shell.find_child("BattleLiveSpeed", true, false))
expect(is_equal_approx(shell.battle_speed, 2.0), "%s Speed toggles to 2x" % locale)
expect(shell.battle_live_view_data.state.speed == 2.0 and shell.battle_live_view_data.state.paused, "%s controller refreshes playback facts after pause/speed" % locale)
for _phase in range(8):
shell.advance_battle_phase()
await _frames(2)
# The current BAT-002 contract may reach an immutable outcome lock within
# this bounded batch. It must still remain on the Battle surface and hand
# OUT-001 explicitly; it must never auto-open Result from the live page.
var live_or_locked := shell.battle_live_state in ["waiting_for_next_event", "event_forecast", "action_committed", "event_resolving", "event_resolved", "paused", "outcome_locked"]
expect(shell.current_screen == "battle" and live_or_locked, "%s live timeline remains on BAT-002 or its explicit outcome lock" % locale)
if shell.battle_live_state != "outcome_locked":
var current_event := shell.find_child("BattleLiveCurrentEvent", true, false)
var waiting_event := shell.find_child("BattleWaitingForNextEvent", true, false)
expect(current_event != null or waiting_event != null, "%s live timeline exposes the current event or explicit waiting state" % locale)
else:
expect(shell.find_child("BattleLiveNextBoundary", true, false) != null, "%s outcome lock exposes the OUT-001 boundary" % locale)
expect(shell.battle_live_view_data.ok and shell.battle_live_view_data.state.name == shell.battle_live_state, "%s controller state remains bound through timeline progression" % locale)
var active: Dictionary = _draft_service().load_company()
expect(active.ok and active.company.active_contract.battle_state.status in ["active", "outcome_locked"], "%s Battle receipt persists during playback or outcome lock" % locale)
shell._invalidate_battle_playback()
shell.queue_free()
await _timer_seconds(1.0)
var resumed := EntryShell.new()
resumed.auto_start = false
resumed.initial_company_service.path = DRAFT_PATH
resumed.initial_company_service.company_path = COMPANY_PATH
root.add_child(resumed)
await _frames(2)
resumed.settings = settings
resumed.setup_draft = settings.duplicate(true)
resumed._open_company_destination(active.company)
await _frames(3)
expect(resumed.current_screen == "battle" and resumed.find_child("BattleActors", true, false) != null, "%s Continue restores the active Battle receipt" % locale)
resumed.battle_paused = true
resumed._invalidate_battle_playback()
resumed.queue_free()
await _timer_seconds(1.0)
func _create_prepared_company() -> 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[1].offer_id)])
var committed: Dictionary = _draft_service().commit_company()
if not committed.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))
return ready.company if ready.ok else {}
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 _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 _timer_seconds(seconds: float) -> void:
await create_timer(seconds).timeout
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("DEV-5 Battle UI: %s" % message)