Add objective update notice
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@@ -1,6 +1,7 @@
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extends SceneTree
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const BattleStateScript := preload("res://scripts/core/battle_state.gd")
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const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
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func _init() -> void:
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@@ -48,6 +49,8 @@ func _init() -> void:
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_progress_text("res://data/scenarios/045_fancheng_relief.json", false),
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"Reach (10, 5): not reached"
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)
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_check_objective_update(failures)
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_check_objective_notice(failures)
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if failures.is_empty():
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print("objective progress smoke ok")
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@@ -73,6 +76,74 @@ func _defeat_text(path: String) -> String:
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return state.get_defeat_progress_text()
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func _check_objective_update(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("objective update smoke could not load scenario")
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return
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var signal_values := []
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var logs := []
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state.objective_updated.connect(func(victory: String, defeat: String) -> void:
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signal_values.append({"victory": victory, "defeat": defeat})
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)
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state.log_added.connect(func(message: String) -> void:
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logs.append(message)
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)
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state._apply_objective_event({
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"victory": "Defeat the new vanguard.",
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"defeat": "Cao Cao is defeated."
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})
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if signal_values.size() != 1:
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failures.append("objective update signal expected 1 emission, got %d" % signal_values.size())
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else:
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var signal_value: Dictionary = signal_values[0]
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if str(signal_value.get("victory", "")) != "Defeat the new vanguard.":
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failures.append("objective update signal victory mismatch: %s" % str(signal_value.get("victory", "")))
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if str(signal_value.get("defeat", "")) != "Cao Cao is defeated.":
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failures.append("objective update signal defeat mismatch: %s" % str(signal_value.get("defeat", "")))
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_check_log_contains(failures, logs, "Objective updated: Defeat the new vanguard.")
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_check_log_contains(failures, logs, "Defeat condition updated: Cao Cao is defeated.")
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signal_values.clear()
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logs.clear()
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state._apply_objective_event({"defeat": "Supply train is lost."})
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if signal_values.size() != 1:
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failures.append("defeat-only objective signal expected 1 emission, got %d" % signal_values.size())
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else:
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var defeat_signal_value: Dictionary = signal_values[0]
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if not str(defeat_signal_value.get("victory", "")).is_empty():
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failures.append("defeat-only objective signal should not include victory: %s" % str(defeat_signal_value.get("victory", "")))
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if str(defeat_signal_value.get("defeat", "")) != "Supply train is lost.":
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failures.append("defeat-only objective signal mismatch: %s" % str(defeat_signal_value.get("defeat", "")))
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_check_log_contains(failures, logs, "Defeat condition updated: Supply train is lost.")
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func _check_log_contains(failures: Array[String], logs: Array, expected: String) -> void:
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for log_entry in logs:
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if str(log_entry) == expected:
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return
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failures.append("expected log `%s` in `%s`" % [expected, logs])
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func _check_objective_notice(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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scene._on_objective_updated("Defeat the new vanguard.", "")
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if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
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failures.append("objective notice panel should be visible after objective update")
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elif not scene.objective_notice_label.text.contains("Defeat the new vanguard."):
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failures.append("objective notice label missing updated objective: %s" % scene.objective_notice_label.text)
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scene._on_objective_updated("", "Supply train is lost.")
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if scene.objective_notice_panel == null or not scene.objective_notice_panel.visible:
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failures.append("objective notice panel should be visible after defeat update")
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elif not scene.objective_notice_label.text.contains("Supply train is lost."):
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failures.append("objective notice label missing updated defeat condition: %s" % scene.objective_notice_label.text)
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if scene.objective_notice_timer <= 0.0:
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failures.append("objective notice timer should be active")
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scene.free()
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func _check_contains(failures: Array[String], label: String, text: String, expected: String) -> void:
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if text.contains(expected):
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return
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