Files
heros/tools/smoke_post_move_action_flow.gd

125 lines
5.1 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_deferred_move_events(failures)
_check_scene_post_move_menu_flow(failures)
if failures.is_empty():
print("post move action flow smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_deferred_move_events(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 for pending move state")
return
var from_cell := Vector2i(1, 3)
var to_cell := Vector2i(2, 3)
state.battle_events.append({
"id": "pending_move_gold",
"once": true,
"when": {
"type": "unit_reaches_tile",
"unit_ids": ["cao_cao"],
"pos": [to_cell.x, to_cell.y]
},
"actions": [{"type": "grant_gold", "amount": 77}]
})
if not state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for pending move state")
return
if not state.try_move_selected(to_cell, true):
failures.append("tentative move should succeed")
return
var cao_cao: Dictionary = state.get_unit("cao_cao")
if cao_cao.get("pos", Vector2i.ZERO) != to_cell:
failures.append("tentative move should update position")
if not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("tentative move should mark moved but not acted")
if state.get_battle_gold_reward() != 0:
failures.append("tentative move should defer unit_reaches_tile rewards")
if not state.cancel_pending_move("cao_cao", from_cell, to_cell):
failures.append("pending move cancel should succeed")
cao_cao = state.get_unit("cao_cao")
if cao_cao.get("pos", Vector2i.ZERO) != from_cell or bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("pending move cancel should restore original action state")
if state.get_battle_gold_reward() != 0:
failures.append("canceled pending move should not fire movement event")
if not state.try_move_selected(to_cell, true):
failures.append("second tentative move should succeed")
if not state.commit_pending_move_events("cao_cao"):
failures.append("pending move commit should keep battle active")
if state.get_battle_gold_reward() != 77:
failures.append("pending move commit should fire deferred movement event")
func _check_scene_post_move_menu_flow(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 scene 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()
if not scene.state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for scene flow")
scene.free()
return
scene._refresh_ranges()
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
if not scene._has_pending_move():
failures.append("scene should keep pending move metadata after move click")
if scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("post-move action menu should be visible after moving")
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("scene move should be pending with action still available")
if scene.state.get_selected_unit().is_empty():
failures.append("scene should keep moved unit selected for follow-up action")
if not scene.attack_cells.is_empty():
failures.append("attack cells should wait until Attack is chosen from the post-move menu")
scene._handle_cancel_input()
cao_cao = scene.state.get_unit("cao_cao")
if scene._has_pending_move() or (scene.post_move_menu != null and scene.post_move_menu.visible):
failures.append("right-click cancel handler should clear pending move menu state")
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(1, 3) or bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("right-click cancel handler should restore the starting cell")
scene._refresh_ranges()
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
scene._on_post_move_wait_pressed()
cao_cao = scene.state.get_unit("cao_cao")
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("post-move Wait should commit movement and end the unit action")
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")
scene.free()
func _screen_for_cell(cell: Vector2i) -> Vector2:
return BattleSceneScript.BOARD_OFFSET + Vector2(cell.x, cell.y) * BattleSceneScript.TILE_SIZE + Vector2.ONE * (BattleSceneScript.TILE_SIZE * 0.5)