extends SceneTree const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd") const SAVE_PATH := "user://campaign_save.json" const MANUAL_SAVE_PATH := "user://campaign_manual_save.json" const SETTINGS_PATH := "user://heros_settings.json" func _init() -> void: var save_backup := _backup_user_file(SAVE_PATH) var manual_backup := _backup_user_file(MANUAL_SAVE_PATH) var settings_backup := _backup_user_file(SETTINGS_PATH) var failures: Array[String] = [] _clear_user_file(SAVE_PATH) _clear_user_file(MANUAL_SAVE_PATH) _clear_user_file(SETTINGS_PATH) _check_title_menu_start_load_and_settings(failures) if not _restore_user_file(SAVE_PATH, save_backup): failures.append("could not restore campaign save after title menu smoke") if not _restore_user_file(MANUAL_SAVE_PATH, manual_backup): failures.append("could not restore manual campaign save after title menu smoke") if not _restore_user_file(SETTINGS_PATH, settings_backup): failures.append("could not restore title settings after title menu smoke") if failures.is_empty(): print("title menu smoke ok") quit(0) return for failure in failures: push_error(failure) quit(1) func _check_title_menu_start_load_and_settings(failures: Array[String]) -> void: var scene = BattleSceneScript.new() scene._ready() if scene.title_screen_root == null or not scene.title_screen_root.visible: failures.append("title screen should be visible on startup") if scene.bgm_player == null or scene.bgm_player.stream == null or scene.current_bgm_key != "menu": failures.append("title screen should start with an audible menu BGM stream") elif scene.bgm_player.volume_db < -12.0: failures.append("title menu BGM should be loud enough to hear by default: %.1fdb" % scene.bgm_player.volume_db) if scene._bgm_stream_for("battle") == null: failures.append("battle BGM stream should load before combat starts") for sfx_key in [ "ui_click", "menu_confirm", "menu_cancel", "footstep", "slash", "bow_release", "hit_heavy", "guard_block", "skill_cast", "fire_skill", "item_pickup", "victory_sting", "defeat_sting" ]: if scene._sfx_stream_for(sfx_key) == null: failures.append("SFX stream should load: %s" % sfx_key) if scene.title_background_texture_rect == null or scene.title_background_texture_rect.texture == null: failures.append("title screen should show a high-resolution battlefield backdrop") elif BattleSceneScript.TITLE_BACKGROUND_PATH == BattleSceneScript.DEFAULT_BATTLE_BACKGROUND_PATH: failures.append("title screen should use a dedicated cinematic background, not the first battle map backdrop") if scene.title_portrait_texture_rect == null or scene.title_portrait_texture_rect.texture == null: failures.append("title screen should show Cao Cao portrait art") if scene.title_panel == null or scene.title_panel.position.x > 100.0: failures.append("title menu panel should sit on the left side of the cinematic title screen") if scene.title_caption_label == null or scene.title_caption_label.text != "조조전": failures.append("title screen should present the campaign title in Korean") if scene.briefing_panel == null or scene.briefing_panel.visible: failures.append("briefing should stay hidden behind the title screen") if scene.title_start_button == null or scene.title_start_button.text != "처음부터 시작": failures.append("title screen should expose Start from Beginning") if scene.title_load_button == null or scene.title_load_button.text != "게임 로드": failures.append("title screen should expose Game Load") elif not scene.title_load_button.disabled: failures.append("Game Load should be disabled when no save exists") if scene.title_load_panel == null: failures.append("title screen should create a load-slot selection panel") elif scene.title_load_panel.visible: failures.append("load-slot selection panel should stay hidden until Game Load is pressed") if scene.title_settings_button == null or scene.title_settings_button.text != "환경 설정": failures.append("title screen should expose Settings") scene._on_title_settings_pressed() if scene.title_settings_panel == null or not scene.title_settings_panel.visible: failures.append("title settings panel should open from the title screen") if scene.title_start_button != null and scene.title_start_button.visible: failures.append("title settings should replace the main title commands while open") if scene.title_bgm_toggle == null or scene.title_sfx_toggle == null or scene.title_edge_scroll_toggle == null: failures.append("title settings should expose BGM, SFX, and edge-scroll toggles") if scene.title_bgm_volume_slider == null or scene.title_sfx_volume_slider == null: failures.append("title settings should expose BGM and SFX volume sliders") scene._on_title_bgm_toggled(false) if scene.title_bgm_enabled: failures.append("BGM toggle should disable background music") scene._on_title_bgm_volume_changed(45.0) if scene.title_bgm_volume_percent != 45: failures.append("BGM volume slider should update the saved BGM volume percent") scene._on_title_sfx_toggled(false) if scene.title_sfx_enabled: failures.append("SFX toggle should disable sound effects") scene._on_title_sfx_volume_changed(35.0) if scene.title_sfx_volume_percent != 35: failures.append("SFX volume slider should update the saved SFX volume percent") scene._on_title_edge_scroll_toggled(false) if scene.title_edge_scroll_enabled: failures.append("edge-scroll toggle should disable edge scrolling") if scene._update_edge_scroll(0.25): failures.append("edge scrolling should not move while disabled in settings") var persisted_scene = BattleSceneScript.new() persisted_scene._ready() if persisted_scene.title_bgm_enabled or persisted_scene.title_sfx_enabled or persisted_scene.title_edge_scroll_enabled: failures.append("title settings toggles should persist into a new scene instance") if persisted_scene.title_bgm_volume_percent != 45 or persisted_scene.title_sfx_volume_percent != 35: failures.append("title settings volume values should persist into a new scene instance") persisted_scene.free() scene._on_title_settings_back_pressed() if scene.title_settings_panel != null and scene.title_settings_panel.visible: failures.append("settings back should hide the title settings panel") scene._on_title_start_pressed() if scene.title_screen_root != null and scene.title_screen_root.visible: failures.append("starting a new game should hide the title screen") if not scene._is_opening_prologue_visible(): failures.append("starting a new campaign should show the opening prologue before briefing") if scene.briefing_panel != null and scene.briefing_panel.visible: failures.append("opening prologue should hold back the first briefing until advanced") if scene.opening_prologue_title_label == null or scene.opening_prologue_body_label == null: failures.append("opening prologue should expose title and story text") elif not scene.opening_prologue_body_label.text.contains("조조"): failures.append("opening prologue should first explain Cao Cao before the Yellow Turban battle") if scene.opening_prologue_step_label == null or not scene.opening_prologue_step_label.text.ends_with("/4"): failures.append("opening prologue should give Cao Cao, decision, Xiahou Dun, and Yingchuan their own beats") if scene.opening_prologue_scene_texture_rect == null or scene.opening_prologue_scene_texture_rect.texture == null: failures.append("opening prologue should show generated story artwork") elif scene.opening_prologue_scene_texture_rect.custom_minimum_size.x <= scene.opening_prologue_scene_texture_rect.custom_minimum_size.y: failures.append("opening prologue story artwork should use a wide cinematic frame") elif scene.opening_prologue_scene_texture_rect.custom_minimum_size.x < 1200 or scene.opening_prologue_scene_texture_rect.custom_minimum_size.y < 700: failures.append("opening prologue story artwork should fill the first screen instead of sitting in a small frame") if scene.opening_prologue_body_label != null and scene.opening_prologue_body_label.custom_minimum_size.x < 500: failures.append("opening prologue body text should have enough caption width for Korean copy") var first_story_texture: Texture2D = null if scene.opening_prologue_scene_texture_rect != null: first_story_texture = scene.opening_prologue_scene_texture_rect.texture scene._on_opening_prologue_next_pressed() if scene.opening_prologue_scene_texture_rect == null or scene.opening_prologue_scene_texture_rect.texture == first_story_texture: failures.append("opening prologue should change story artwork per page") if scene.opening_prologue_title_label == null or scene.opening_prologue_title_label.text != "맹덕의 결심": failures.append("opening prologue should move from Cao Cao background to his decision") elif not scene.opening_prologue_body_label.text.contains("황건") or not scene.opening_prologue_body_label.text.contains("작은 군세"): failures.append("opening prologue decision page should explain why Cao Cao raises troops") scene._on_opening_prologue_next_pressed() if scene.opening_prologue_title_label == null or scene.opening_prologue_title_label.text != "하후돈의 합류": failures.append("opening prologue should then show Xiahou Dun joining Cao Cao") elif not scene.opening_prologue_body_label.text.contains("하후돈") or not scene.opening_prologue_body_label.text.contains("첫 군령"): failures.append("opening prologue Xiahou Dun page should link the relationship to the first command") scene._on_opening_prologue_next_pressed() if scene.opening_prologue_title_label == null or scene.opening_prologue_title_label.text != "영천으로": failures.append("opening prologue should end by pointing toward Yingchuan") var prologue_guard := 0 while scene._is_opening_prologue_visible() and prologue_guard < 8: scene._on_opening_prologue_next_pressed() prologue_guard += 1 if scene._is_opening_prologue_visible(): failures.append("opening prologue should close after advancing through its pages") if scene.briefing_panel == null or not scene.briefing_panel.visible: failures.append("finishing the opening prologue should enter the first briefing") if not scene.campaign_state.has_save(): failures.append("starting a new game should create the main campaign save") if not scene.campaign_state.save_manual_game(): failures.append("manual checkpoint should be writable for title load selection") scene._show_title_menu() scene._update_title_menu_state() if scene.title_load_button == null or scene.title_load_button.disabled: failures.append("Game Load should become available after a campaign save exists") scene._on_title_load_pressed() if scene.title_load_panel == null or not scene.title_load_panel.visible: failures.append("Game Load should open a load-slot selection panel instead of loading immediately") if scene.title_start_button != null and scene.title_start_button.visible: failures.append("load-slot selection should replace the main title commands while open") if scene.title_load_auto_button == null or scene.title_load_auto_button.disabled: failures.append("load-slot selection should enable the automatic campaign save") elif not scene.title_load_auto_button.text.contains("자동 기록"): failures.append("automatic load slot should be labeled in Korean") if scene.title_load_manual_button == null or scene.title_load_manual_button.disabled: failures.append("load-slot selection should enable the manual checkpoint save") elif not scene.title_load_manual_button.text.contains("수동 봉인"): failures.append("manual load slot should be labeled in Korean") scene._show_title_menu() if scene.title_load_panel != null and scene.title_load_panel.visible: failures.append("showing the title menu again should reset the load-slot panel") scene._on_title_load_pressed() scene._on_title_load_back_pressed() if scene.title_load_panel != null and scene.title_load_panel.visible: failures.append("load-slot back should close the title load panel") scene._on_title_load_pressed() scene._on_title_load_auto_pressed() if scene.title_screen_root != null and scene.title_screen_root.visible: failures.append("loading a saved game should hide the title screen") if scene._is_opening_prologue_visible(): failures.append("loading a saved game should skip the new-campaign opening prologue") if scene.briefing_panel == null or not scene.briefing_panel.visible: failures.append("loading a saved game should enter the current campaign briefing") if scene.top_settings_button == null: failures.append("top toolbar should expose an in-game Settings icon") scene._on_settings_pressed() if scene.settings_panel == null or not scene.settings_panel.visible: failures.append("top Settings icon should open the in-game settings panel") if scene.settings_bgm_toggle == null or scene.settings_sfx_toggle == null or scene.settings_edge_scroll_toggle == null: failures.append("in-game settings panel should expose BGM, SFX, and edge-scroll toggles") if scene.settings_bgm_volume_slider == null or scene.settings_sfx_volume_slider == null: failures.append("in-game settings panel should expose BGM and SFX volume sliders") scene._on_settings_bgm_toggled(true) scene._on_settings_sfx_toggled(true) scene._on_settings_edge_scroll_toggled(true) scene._on_settings_bgm_volume_changed(70.0) scene._on_settings_sfx_volume_changed(60.0) if not scene.title_bgm_enabled or not scene.title_sfx_enabled or not scene.title_edge_scroll_enabled: failures.append("in-game settings toggles should update the shared settings state") if scene.title_bgm_volume_percent != 70 or scene.title_sfx_volume_percent != 60: failures.append("in-game settings sliders should update the shared volume state") scene._hide_settings_panel() scene._on_new_campaign_pressed() if not scene._is_opening_prologue_visible(): failures.append("top New Campaign should also show the opening prologue") scene._on_opening_prologue_skip_pressed() if scene.briefing_panel == null or not scene.briefing_panel.visible: failures.append("skipping the top New Campaign prologue should enter the first briefing") scene.free() func _backup_user_file(path: String) -> Dictionary: if not FileAccess.file_exists(path): return {"exists": false, "text": ""} return { "exists": true, "text": FileAccess.get_file_as_string(path) } func _restore_user_file(path: String, backup: Dictionary) -> bool: if bool(backup.get("exists", false)): var file := FileAccess.open(path, FileAccess.WRITE) if file == null: return false file.store_string(str(backup.get("text", ""))) return true return _clear_user_file(path) func _clear_user_file(path: String) -> bool: if not FileAccess.file_exists(path): return true return DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) == OK