Files
heros/tools/smoke_visual_assets.gd

156 lines
7.0 KiB
GDScript

extends SceneTree
const BattleStateScript := preload("res://scripts/core/battle_state.gd")
const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
func _init() -> void:
var failures: Array[String] = []
_check_battle_visual_data(failures)
_check_scene_texture_loading(failures)
_check_attack_motion_signal(failures)
if failures.is_empty():
print("visual assets smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_battle_visual_data(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle")
return
var briefing := state.get_briefing()
if (briefing.get("camp_dialogue", []) as Array).is_empty():
failures.append("001 briefing should expose camp dialogue")
var conversations: Array = briefing.get("camp_conversations", [])
if conversations.size() < 3:
failures.append("001 briefing should expose at least three camp conversations")
else:
_check_camp_conversation(failures, conversations[0], "cao_cao_strategy", "officer", "cao_cao")
_check_camp_conversation(failures, conversations[1], "xiahou_dun_vanguard", "officer", "xiahou_dun")
_check_camp_conversation(failures, conversations[2], "northern_woods_cache", "topic", "")
var merchant := state.get_shop_merchant()
if merchant.is_empty() or (merchant.get("lines", []) as Array).is_empty():
failures.append("001 shop should expose merchant lines")
_check_image_path(failures, state.get_map_background_path(), "001 map background")
for unit_id in ["cao_cao", "xiahou_dun", "yellow_turban_1", "yellow_turban_2", "yellow_turban_3"]:
var unit := state.get_unit(unit_id)
if unit.is_empty():
failures.append("missing expected unit: %s" % unit_id)
continue
_check_image_path(failures, str(unit.get("sprite", "")), "unit %s sprite" % unit_id)
for item_id in ["bronze_sword", "training_spear", "short_bow", "hand_axe", "iron_armor", "panacea"]:
var item := state.get_item_def(item_id)
if item.is_empty():
failures.append("missing expected item: %s" % item_id)
continue
_check_image_path(failures, str(item.get("icon", "")), "item %s icon" % item_id)
func _check_scene_texture_loading(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load battle scene state")
scene.free()
return
if scene._current_battle_background_texture() == null:
failures.append("battle scene should load a battlefield background texture")
var archer: Dictionary = scene.state.get_unit("yellow_turban_3")
if scene._load_art_texture(str(archer.get("sprite", ""))) == null:
failures.append("battle scene should load archer sprite texture")
var panacea: Dictionary = scene.state.get_item_def("panacea")
if scene._load_art_texture(str(panacea.get("icon", ""))) == null:
failures.append("battle scene should load panacea icon texture")
var conversations: Array = scene.state.get_briefing().get("camp_conversations", [])
if not conversations.is_empty():
var first_lines: Array = (conversations[0] as Dictionary).get("lines", [])
if not first_lines.is_empty():
var first_line: Dictionary = first_lines[0]
if scene._load_art_texture(str(first_line.get("portrait", ""))) == null:
failures.append("battle scene should load camp conversation speaker portrait")
var scene_conversations: Array = scene._camp_conversation_entries()
if scene_conversations.size() < 3:
failures.append("battle scene should expose camp conversation entries")
var strategy := scene._camp_conversation_by_id("cao_cao_strategy")
if strategy.is_empty():
failures.append("battle scene should find Cao Cao camp conversation by id")
elif not scene._format_camp_conversation_button_text(strategy).contains("Cao Cao"):
failures.append("camp conversation button text should include label/speaker")
scene.free()
func _check_attack_motion_signal(failures: Array[String]) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load battle for attack motion")
return
var attacker := state.get_unit("cao_cao")
var target := state.get_unit("yellow_turban_1")
if attacker.is_empty() or target.is_empty():
failures.append("missing attacker or target for attack motion")
return
attacker["pos"] = Vector2i(6, 2)
target["pos"] = Vector2i(7, 2)
var motions: Array[String] = []
state.unit_action_motion_requested.connect(func(unit_id: String, from_cell: Vector2i, to_cell: Vector2i, action_kind: String) -> void:
motions.append("%s|%s|%d,%d|%d,%d" % [unit_id, action_kind, from_cell.x, from_cell.y, to_cell.x, to_cell.y])
)
if not state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for attack motion")
return
if not state.try_attack_selected("yellow_turban_1"):
failures.append("Cao Cao should be able to attack adjacent target")
return
if not motions.has("cao_cao|attack|6,2|7,2"):
failures.append("attack motion signal missing expected Cao Cao attack: %s" % str(motions))
func _check_camp_conversation(failures: Array[String], conversation: Dictionary, expected_id: String, expected_group: String, expected_officer_id: String) -> void:
if str(conversation.get("id", "")) != expected_id:
failures.append("camp conversation id mismatch: expected %s got %s" % [expected_id, str(conversation.get("id", ""))])
if str(conversation.get("group", "")) != expected_group:
failures.append("camp conversation group mismatch for %s" % expected_id)
if str(conversation.get("officer_id", "")) != expected_officer_id:
failures.append("camp conversation officer mismatch for %s" % expected_id)
if str(conversation.get("label", "")).is_empty():
failures.append("camp conversation label missing for %s" % expected_id)
var lines: Array = conversation.get("lines", [])
if lines.is_empty():
failures.append("camp conversation lines missing for %s" % expected_id)
return
var first_line: Dictionary = lines[0]
if str(first_line.get("text", "")).is_empty():
failures.append("camp conversation first text missing for %s" % expected_id)
if expected_group == "officer" and str(first_line.get("portrait", "")).is_empty():
failures.append("camp conversation officer portrait missing for %s" % expected_id)
func _check_image_path(failures: Array[String], path: String, context: String) -> void:
if path.is_empty():
failures.append("%s has an empty image path" % context)
return
if not path.begins_with("res://"):
failures.append("%s must use a res:// path: %s" % [context, path])
return
if not FileAccess.file_exists(path):
failures.append("%s references missing image: %s" % [context, path])
return
var image := Image.new()
var err := image.load(path)
if err != OK:
failures.append("%s references unreadable image: %s" % [context, path])
return
if image.get_width() < 512 or image.get_height() < 512:
failures.append("%s image should be at least 512x512: %s (%dx%d)" % [context, path, image.get_width(), image.get_height()])