Add local post-move tactic and item pickers

This commit is contained in:
2026-06-18 22:19:58 +09:00
parent e5d4b4f010
commit 493496fc6f
2 changed files with 555 additions and 10 deletions

View File

@@ -8,6 +8,8 @@ func _init() -> void:
var failures: Array[String] = []
_check_deferred_move_events(failures)
_check_scene_post_move_menu_flow(failures)
_check_scene_post_move_tactic_picker_flow(failures)
_check_scene_post_move_item_picker_flow(failures)
if failures.is_empty():
print("post move action flow smoke ok")
@@ -209,5 +211,194 @@ func _check_scene_post_move_attack_targeting(failures: Array[String]) -> void:
scene.free()
func _check_scene_post_move_tactic_picker_flow(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for tactic picker flow")
scene.free()
return
scene.battle_started = true
scene.campaign_complete_screen = false
scene.briefing_panel.visible = false
scene.result_panel.visible = false
scene._clear_pending_move_state()
var enemy: Dictionary = scene.state.get_unit("yellow_turban_1")
enemy["pos"] = Vector2i(3, 3)
enemy["hp"] = 28
enemy["def"] = 1
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
cao_cao["int"] = 80
cao_cao["mp"] = 10
scene.state.battle_events.append({
"id": "pending_tactic_gold",
"once": true,
"when": {
"type": "unit_reaches_tile",
"unit_ids": ["cao_cao"],
"pos": [2, 3]
},
"actions": [{"type": "grant_gold", "amount": 44}]
})
if not scene.state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for tactic picker flow")
scene.free()
return
scene._refresh_ranges()
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
if scene.post_move_tactic_button == null or scene.post_move_tactic_button.disabled:
failures.append("post-move Tactic should be enabled when Spark has a valid target")
scene._on_post_move_tactic_pressed()
if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "tactic":
failures.append("post-move Tactic should open the local tactic picker")
if scene.post_move_menu != null and scene.post_move_menu.visible:
failures.append("post-move action menu should hide while the tactic picker is open")
if scene.tactic_menu != null and scene.tactic_menu.visible:
failures.append("post-move local tactic picker should not use the side tactic menu")
var escape := InputEventKey.new()
escape.keycode = KEY_ESCAPE
scene._handle_key(escape)
cao_cao = scene.state.get_unit("cao_cao")
if scene.post_move_picker_panel != null and scene.post_move_picker_panel.visible:
failures.append("Escape should close the local tactic picker")
if not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("Escape from the tactic picker should return to the post-move action menu")
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("Escape from the tactic picker should preserve the pending move")
scene._on_post_move_tactic_pressed()
scene._on_post_move_tactic_option_pressed("spark")
if scene.selected_skill_id != "spark":
failures.append("choosing Spark should enter tactic targeting mode")
if scene.post_move_picker_panel != null and scene.post_move_picker_panel.visible:
failures.append("tactic picker should hide after choosing a tactic")
if scene.targeting_hint_panel == null or not scene.targeting_hint_panel.visible:
failures.append("targeting hint panel should be visible during tactic targeting")
if not scene.skill_cells.has(Vector2i(3, 3)):
failures.append("Spark targeting should highlight the adjacent enemy cell")
scene._on_targeting_back_pressed()
cao_cao = scene.state.get_unit("cao_cao")
if not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("tactic Back should return to the post-move action menu")
if scene.selected_skill_id != "":
failures.append("tactic Back should clear the selected tactic")
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("tactic Back should preserve the pending moved unit without acting")
scene._on_post_move_tactic_pressed()
scene._on_post_move_tactic_option_pressed("spark")
var enemy_hp_before := int(enemy.get("hp", 0))
scene._handle_board_click(_screen_for_cell(Vector2i(3, 3)))
cao_cao = scene.state.get_unit("cao_cao")
enemy = scene.state.get_unit("yellow_turban_1")
if scene._has_pending_move() or scene.selected_skill_id != "":
failures.append("tactic target click should clear pending move and selected tactic")
if not scene.state.get_selected_unit().is_empty():
failures.append("tactic target click should clear selected unit after acting")
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or not bool(cao_cao.get("acted", false)):
failures.append("tactic target click should commit the moved caster action")
if int(enemy.get("hp", 0)) >= enemy_hp_before and bool(enemy.get("alive", true)):
failures.append("tactic target click should damage or defeat the target")
if scene.state.get_battle_gold_reward() != 44:
failures.append("tactic target click should commit deferred movement event before resolving tactic")
scene.free()
func _check_scene_post_move_item_picker_flow(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for item picker flow")
scene.free()
return
scene.battle_started = true
scene.campaign_complete_screen = false
scene.briefing_panel.visible = false
scene.result_panel.visible = false
scene._clear_pending_move_state()
scene.state.set_inventory_snapshot({"bean": 1})
var ally: Dictionary = scene.state.get_unit("xiahou_dun")
ally["pos"] = Vector2i(2, 4)
ally["hp"] = 12
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
cao_cao["mp"] = 10
scene.state.battle_events.append({
"id": "pending_item_gold",
"once": true,
"when": {
"type": "unit_reaches_tile",
"unit_ids": ["cao_cao"],
"pos": [2, 3]
},
"actions": [{"type": "grant_gold", "amount": 55}]
})
if not scene.state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for item picker flow")
scene.free()
return
scene._refresh_ranges()
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
if scene.post_move_item_button == null or scene.post_move_item_button.disabled:
failures.append("post-move Item should be enabled when Bean can heal an adjacent ally")
scene._on_post_move_item_pressed()
if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "item":
failures.append("post-move Item should open the local item picker")
if scene.post_move_menu != null and scene.post_move_menu.visible:
failures.append("post-move action menu should hide while the item picker is open")
if scene.item_menu != null and scene.item_menu.visible:
failures.append("post-move local item picker should not use the side item menu")
scene._on_post_move_item_option_pressed("bean")
if scene.selected_item_id != "bean":
failures.append("choosing Bean should enter item targeting mode")
if scene.post_move_picker_panel != null and scene.post_move_picker_panel.visible:
failures.append("item picker should hide after choosing an item")
if scene.targeting_hint_panel == null or not scene.targeting_hint_panel.visible:
failures.append("targeting hint panel should be visible during item targeting")
if not scene.item_cells.has(Vector2i(2, 4)):
failures.append("Bean targeting should highlight the adjacent injured ally")
scene._on_targeting_back_pressed()
cao_cao = scene.state.get_unit("cao_cao")
if not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("item Back should return to the post-move action menu")
if scene.selected_item_id != "":
failures.append("item Back should clear the selected item")
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("item Back should preserve the pending moved unit without acting")
scene._on_post_move_item_pressed()
scene._on_post_move_item_option_pressed("bean")
var ally_hp_before := int(ally.get("hp", 0))
scene._handle_board_click(_screen_for_cell(Vector2i(2, 4)))
cao_cao = scene.state.get_unit("cao_cao")
ally = scene.state.get_unit("xiahou_dun")
if scene._has_pending_move() or scene.selected_item_id != "":
failures.append("item target click should clear pending move and selected item")
if not scene.state.get_selected_unit().is_empty():
failures.append("item target click should clear selected unit after acting")
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or not bool(cao_cao.get("acted", false)):
failures.append("item target click should commit the moved user action")
if int(ally.get("hp", 0)) <= ally_hp_before:
failures.append("item target click should heal the selected ally")
if int(scene.state.get_inventory_snapshot().get("bean", 0)) != 0:
failures.append("item target click should consume the Bean")
if scene.state.get_battle_gold_reward() != 55:
failures.append("item target click should commit deferred movement event before resolving item")
scene.free()
func _screen_for_cell(cell: Vector2i) -> Vector2:
return BattleSceneScript.BOARD_OFFSET + Vector2(cell.x, cell.y) * BattleSceneScript.TILE_SIZE + Vector2.ONE * (BattleSceneScript.TILE_SIZE * 0.5)