Files
heros/tools/smoke_status_effect_summary.gd

86 lines
2.4 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_status_summary_duration_text(failures)
_check_hud_reuses_status_summary(failures)
if failures.is_empty():
print("status effect summary smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_status_summary_duration_text(failures: Array[String]) -> void:
var state = _loaded_state(failures, "status summary")
if state == null:
return
var cao_cao: Dictionary = state.get_unit("cao_cao")
cao_cao["status_effects"] = [
{
"type": "stat_bonus",
"stat": "atk",
"amount": 3,
"remaining_phases": 2
},
{
"type": "damage_over_time",
"status": "poison",
"amount": 4,
"remaining_phases": 1
},
{
"type": "action_lock",
"status": "seal",
"action": "skill",
"remaining_phases": 3
}
]
var summary: String = state.get_status_effect_summary("cao_cao")
_check_contains(failures, "stat duration", summary, "ATK +3 (2 phases)")
_check_contains(failures, "poison duration", summary, "Poison -4 HP (1 phase)")
_check_contains(failures, "seal duration", summary, "Seal no tactics (3 phases)")
func _check_hud_reuses_status_summary(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json")
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
cao_cao["status_effects"] = [
{
"type": "stat_bonus",
"stat": "def",
"amount": -2,
"remaining_phases": 2
}
]
scene.state.selected_unit_id = "cao_cao"
scene.hover_cell = Vector2i(1, 3)
scene._update_hud()
_check_contains(failures, "selected HUD status", scene.selected_label.text, "상태: DEF -2 (2 phases)")
_check_contains(failures, "hover tile status", scene.cell_info_label.text, "상태: DEF -2 (2 phases)")
scene.free()
func _loaded_state(failures: Array[String], label: String):
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("%s could not load opening scenario" % label)
return null
return state
func _check_contains(failures: Array[String], label: String, text: String, expected: String) -> void:
if text.contains(expected):
return
failures.append("%s expected `%s` in `%s`" % [label, expected, text])