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