Add battlefield visuals and camp talk slice
This commit is contained in:
113
tools/smoke_visual_assets.gd
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113
tools/smoke_visual_assets.gd
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@@ -0,0 +1,113 @@
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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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var failures: Array[String] = []
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_check_battle_visual_data(failures)
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_check_scene_texture_loading(failures)
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_check_attack_motion_signal(failures)
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if failures.is_empty():
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print("visual assets smoke ok")
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quit(0)
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return
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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 _check_battle_visual_data(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("could not load opening battle")
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return
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var briefing := state.get_briefing()
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if (briefing.get("camp_dialogue", []) as Array).is_empty():
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failures.append("001 briefing should expose camp dialogue")
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var merchant := state.get_shop_merchant()
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if merchant.is_empty() or (merchant.get("lines", []) as Array).is_empty():
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failures.append("001 shop should expose merchant lines")
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_check_image_path(failures, state.get_map_background_path(), "001 map background")
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for unit_id in ["cao_cao", "xiahou_dun", "yellow_turban_1", "yellow_turban_2", "yellow_turban_3"]:
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var unit := state.get_unit(unit_id)
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if unit.is_empty():
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failures.append("missing expected unit: %s" % unit_id)
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continue
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_check_image_path(failures, str(unit.get("sprite", "")), "unit %s sprite" % unit_id)
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for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
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var item := state.get_item_def(item_id)
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if item.is_empty():
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failures.append("missing expected item: %s" % item_id)
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continue
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_check_image_path(failures, str(item.get("icon", "")), "item %s icon" % item_id)
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func _check_scene_texture_loading(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load battle scene state")
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scene.free()
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return
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if scene._current_battle_background_texture() == null:
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failures.append("battle scene should load a battlefield background texture")
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var archer: Dictionary = scene.state.get_unit("yellow_turban_3")
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if scene._load_art_texture(str(archer.get("sprite", ""))) == null:
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failures.append("battle scene should load archer sprite texture")
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var panacea: Dictionary = scene.state.get_item_def("panacea")
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if scene._load_art_texture(str(panacea.get("icon", ""))) == null:
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failures.append("battle scene should load panacea icon texture")
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scene.free()
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func _check_attack_motion_signal(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("could not load battle for attack motion")
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return
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var attacker := state.get_unit("cao_cao")
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var target := state.get_unit("yellow_turban_1")
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if attacker.is_empty() or target.is_empty():
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failures.append("missing attacker or target for attack motion")
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return
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attacker["pos"] = Vector2i(6, 2)
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target["pos"] = Vector2i(7, 2)
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var motions: Array[String] = []
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state.unit_action_motion_requested.connect(func(unit_id: String, from_cell: Vector2i, to_cell: Vector2i, action_kind: String) -> void:
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motions.append("%s|%s|%d,%d|%d,%d" % [unit_id, action_kind, from_cell.x, from_cell.y, to_cell.x, to_cell.y])
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)
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if not state.select_unit("cao_cao"):
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failures.append("could not select Cao Cao for attack motion")
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return
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if not state.try_attack_selected("yellow_turban_1"):
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failures.append("Cao Cao should be able to attack adjacent target")
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return
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if not motions.has("cao_cao|attack|6,2|7,2"):
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failures.append("attack motion signal missing expected Cao Cao attack: %s" % str(motions))
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func _check_image_path(failures: Array[String], path: String, context: String) -> void:
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if path.is_empty():
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failures.append("%s has an empty image path" % context)
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return
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if not path.begins_with("res://"):
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failures.append("%s must use a res:// path: %s" % [context, path])
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return
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if not FileAccess.file_exists(path):
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failures.append("%s references missing image: %s" % [context, path])
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return
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var image := Image.new()
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var err := image.load(path)
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if err != OK:
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failures.append("%s references unreadable image: %s" % [context, path])
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return
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if image.get_width() < 512 or image.get_height() < 512:
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failures.append("%s image should be at least 512x512: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()])
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