Files
heros/tools/smoke_event_withdraw.gd

118 lines
3.9 KiB
GDScript

extends SceneTree
const BattleStateScript := preload("res://scripts/core/battle_state.gd")
func _init() -> void:
var failures: Array[String] = []
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/009_xiapi_siege.json"):
push_error("Could not load Xiapi smoke scenario.")
quit(1)
return
_check_single_withdraw(state, failures)
_check_multi_withdraw(state, failures)
if failures.is_empty():
print("event withdraw smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_single_withdraw(state, failures: Array[String]) -> void:
var logs := []
var feedback := []
state.log_added.connect(func(message: String) -> void:
logs.append(message)
)
state.combat_feedback_requested.connect(func(unit_id: String, text: String, kind: String) -> void:
feedback.append({"unit_id": unit_id, "text": text, "kind": kind})
)
_spawn_smoke_unit(state, "withdraw_smoke_enemy", "Smoke Raider", Vector2i(4, 4))
logs.clear()
feedback.clear()
var before_living: int = state.get_living_units("enemy").size()
state._execute_event_action({"type": "withdraw_unit", "unit_id": "withdraw_smoke_enemy"})
var unit: Dictionary = state.get_unit("withdraw_smoke_enemy")
if unit.is_empty():
failures.append("single withdraw smoke unit disappeared from state")
return
if bool(unit.get("deployed", true)):
failures.append("single withdraw unit should no longer be deployed")
if not bool(unit.get("alive", false)):
failures.append("single withdraw unit should stay alive for non-defeat retreat semantics")
if not state.get_unit_at(Vector2i(4, 4)).is_empty():
failures.append("single withdraw unit should no longer occupy its map cell")
if state.get_living_units("enemy").size() != before_living - 1:
failures.append("single withdraw should remove one living enemy from battle counts")
_check_log_contains(failures, logs, "Smoke Raider 전장을 물러났다.")
_check_feedback_contains(failures, feedback, "withdraw_smoke_enemy", "퇴각", "fade")
func _check_multi_withdraw(state, failures: Array[String]) -> void:
_spawn_smoke_unit(state, "withdraw_smoke_north", "North Raider", Vector2i(5, 4))
_spawn_smoke_unit(state, "withdraw_smoke_south", "South Raider", Vector2i(6, 4))
state._execute_event_action({
"type": "withdraw_units",
"unit_ids": ["withdraw_smoke_north", "withdraw_smoke_south"]
})
for unit_id in ["withdraw_smoke_north", "withdraw_smoke_south"]:
var unit: Dictionary = state.get_unit(unit_id)
if unit.is_empty():
failures.append("multi withdraw unit missing from state: %s" % unit_id)
continue
if bool(unit.get("deployed", true)):
failures.append("multi withdraw unit should no longer be deployed: %s" % unit_id)
if not bool(unit.get("alive", false)):
failures.append("multi withdraw unit should stay alive: %s" % unit_id)
func _spawn_smoke_unit(state, unit_id: String, unit_name: String, cell: Vector2i) -> void:
state._execute_event_action({
"type": "spawn_deployment",
"deployment": {
"unit_id": unit_id,
"name": unit_name,
"class_id": "cavalry",
"team": "enemy",
"level": 8,
"pos": [cell.x, cell.y],
"base": {"hp": 40, "atk": 15, "def": 8, "agi": 11}
}
})
func _check_log_contains(failures: Array[String], logs: Array, expected: String) -> void:
for log_entry in logs:
if str(log_entry) == expected:
return
failures.append("expected log `%s` in `%s`" % [expected, logs])
func _check_feedback_contains(
failures: Array[String],
feedback: Array,
expected_unit_id: String,
expected_text: String,
expected_kind: String
) -> void:
for entry in feedback:
if (
str(entry.get("unit_id", "")) == expected_unit_id
and str(entry.get("text", "")) == expected_text
and str(entry.get("kind", "")) == expected_kind
):
return
failures.append("expected feedback `%s/%s/%s` in `%s`" % [
expected_unit_id,
expected_text,
expected_kind,
feedback
])