Add post-move attack targeting hints

This commit is contained in:
2026-06-18 22:07:06 +09:00
parent d639d356f7
commit e5d4b4f010
2 changed files with 305 additions and 2 deletions

View File

@@ -117,6 +117,95 @@ func _check_scene_post_move_menu_flow(failures: Array[String]) -> void:
if not scene.state.get_selected_unit().is_empty() or scene._has_pending_move():
failures.append("post-move Wait should clear selection and pending metadata")
_check_scene_post_move_attack_targeting(failures)
scene.free()
func _check_scene_post_move_attack_targeting(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 attack targeting 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"] = 24
enemy["def"] = 1
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
cao_cao["agi"] = 999
cao_cao["atk"] = 60
scene.state.rng.seed = 1
scene.state.battle_events.append({
"id": "pending_attack_gold",
"once": true,
"when": {
"type": "unit_reaches_tile",
"unit_ids": ["cao_cao"],
"pos": [2, 3]
},
"actions": [{"type": "grant_gold", "amount": 33}]
})
if not scene.state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for attack targeting flow")
scene.free()
return
scene._refresh_ranges()
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
if not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("attack targeting setup should leave the post-move menu visible")
if scene.basic_attack_targeting:
failures.append("attack targeting should be off before pressing Attack")
if not scene.attack_cells.is_empty():
failures.append("attack range should stay hidden before pressing Attack")
if scene.state.get_battle_gold_reward() != 0:
failures.append("attack setup should not commit pending move events early")
scene._on_post_move_attack_pressed()
if not scene.basic_attack_targeting:
failures.append("Attack should enter target selection mode")
if scene.post_move_menu != null and scene.post_move_menu.visible:
failures.append("post-move menu should hide while selecting an attack target")
if scene.targeting_hint_panel == null or not scene.targeting_hint_panel.visible:
failures.append("targeting hint panel should be visible during attack targeting")
if not scene.attack_cells.has(Vector2i(3, 3)):
failures.append("attack targeting should highlight the adjacent enemy cell")
var markers := scene._attack_target_marker_entries()
if markers.size() != 1 or markers[0].get("cell", Vector2i.ZERO) != Vector2i(3, 3):
failures.append("attack target markers should include only the reachable enemy: %s" % str(markers))
scene._on_targeting_back_pressed()
cao_cao = scene.state.get_unit("cao_cao")
if scene.basic_attack_targeting or not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("Back 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("Back should preserve the pending moved unit without acting")
scene._on_post_move_attack_pressed()
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.basic_attack_targeting:
failures.append("attack click should clear pending move and targeting state")
if not scene.state.get_selected_unit().is_empty():
failures.append("attack 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("attack click should commit the moved attacker action")
if int(enemy.get("hp", 0)) >= enemy_hp_before and bool(enemy.get("alive", true)):
failures.append("attack click should damage or defeat the target")
if scene.state.get_battle_gold_reward() != 33:
failures.append("attack click should commit deferred movement event before resolving attack")
scene.free()