Files
heros/tools/smoke_visual_assets.gd

999 lines
54 KiB
GDScript

extends SceneTree
const BattleStateScript := preload("res://scripts/core/battle_state.gd")
const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
const SCENARIO_BACKGROUNDS := [
{
"scenario_path": "res://data/scenarios/001_yellow_turbans.json",
"background_path": "res://art/backgrounds/battlefield_frontier.png",
"label": "001 opening field background",
"allow_default": true
},
{
"scenario_path": "res://data/scenarios/002_sishui_gate.json",
"background_path": "res://art/backgrounds/sishui_gate_pass.png",
"label": "002 Sishui Gate background"
},
{
"scenario_path": "res://data/scenarios/008_wan_castle_escape.json",
"background_path": "res://art/backgrounds/wan_castle_escape.png",
"label": "008 Wan Castle background"
},
{
"scenario_path": "res://data/scenarios/009_xiapi_siege.json",
"background_path": "res://art/backgrounds/xiapi_flooded_siege.png",
"label": "009 Xiapi flooded siege background"
},
{
"scenario_path": "res://data/scenarios/012_guandu_showdown.json",
"background_path": "res://art/backgrounds/guandu_defensive_camps.png",
"label": "012 Guandu defensive camps background"
},
{
"scenario_path": "res://data/scenarios/013_wuchao_raid.json",
"background_path": "res://art/backgrounds/wuchao_night_granary.png",
"label": "013 Wuchao night granary background"
}
]
func _init() -> void:
var failures: Array[String] = []
_check_battle_visual_data(failures)
_check_scene_texture_loading(failures)
_check_hud_focus_text(failures)
_check_hover_intent_badges(failures)
_check_action_button_disabled_reasons(failures)
_check_terrain_and_unit_presentation(failures)
_check_attack_motion_profiles(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", "")
_check_camp_conversation_effect(failures, conversations[2], "bean", 1)
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")
_check_scenario_backgrounds_data(failures)
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)
_check_unit_sprite_resolution(failures, state, "cao_cao", "res://art/units/strategist.png", false)
_check_unit_sprite_resolution(failures, state, "yellow_turban_1", "res://art/units/enemies/enemy_warrior.png", true)
_check_unit_sprite_resolution(failures, state, "yellow_turban_2", "res://art/units/enemies/enemy_infantry.png", true)
_check_unit_sprite_resolution(failures, state, "yellow_turban_3", "res://art/units/enemies/enemy_archer.png", true)
for path in [
"res://art/units/archer.png",
"res://art/units/cavalry.png",
"res://art/units/infantry.png",
"res://art/units/strategist.png",
"res://art/units/warrior.png",
"res://art/units/enemies/enemy_archer.png",
"res://art/units/enemies/enemy_cavalry.png",
"res://art/units/enemies/enemy_infantry.png",
"res://art/units/enemies/enemy_strategist.png",
"res://art/units/enemies/enemy_warrior.png"
]:
_check_alpha_cutout_path(failures, path, "unit cutout %s" % path)
for path in [
"res://art/portraits/cao_cao.png",
"res://art/portraits/cao_ren.png",
"res://art/portraits/dian_wei.png",
"res://art/portraits/guo_jia.png",
"res://art/portraits/xiahou_dun.png",
"res://art/portraits/xiahou_yuan.png",
"res://art/portraits/zhang_he.png"
]:
_check_alpha_cutout_path(failures, path, "officer portrait cutout %s" % path)
var gate_state = BattleStateScript.new()
if not gate_state.load_battle("res://data/scenarios/002_sishui_gate.json"):
failures.append("could not load Sishui Gate for enemy cavalry sprite")
else:
_check_unit_sprite_resolution(failures, gate_state, "hua_xiong_vanguard", "res://art/units/enemies/enemy_cavalry.png", true)
var gate_briefing := gate_state.get_briefing()
var gate_conversations: Array = gate_briefing.get("camp_conversations", [])
if gate_conversations.size() < 3:
failures.append("002 briefing should expose at least three camp conversations")
else:
_check_camp_conversation(failures, gate_conversations[0], "sishui_coalition_reading", "officer", "cao_cao")
_check_camp_conversation(failures, gate_conversations[1], "sishui_xiahou_yuan_ridge", "officer", "xiahou_yuan")
_check_camp_conversation(failures, gate_conversations[2], "sishui_quartermaster_antidote", "topic", "")
_check_camp_conversation_effect(failures, gate_conversations[2], "antidote", 1)
var gate_merchant := gate_state.get_shop_merchant()
if str(gate_merchant.get("name", "")) != "Coalition Merchant":
failures.append("002 shop should expose coalition merchant name")
if (gate_merchant.get("lines", []) as Array).size() < 2:
failures.append("002 shop should expose merchant flavor lines")
var qingzhou_state = BattleStateScript.new()
if not qingzhou_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json"):
failures.append("could not load Qingzhou Campaign camp data")
else:
var qingzhou_conversations: Array = qingzhou_state.get_briefing().get("camp_conversations", [])
if qingzhou_conversations.size() != 2:
failures.append("004 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, qingzhou_conversations[0], "qingzhou_settlement_council", "officer", "cao_cao")
_check_camp_conversation(failures, qingzhou_conversations[1], "qingzhou_village_screen", "officer", "cao_ren")
var qingzhou_merchant := qingzhou_state.get_shop_merchant()
if str(qingzhou_merchant.get("name", "")) != "Qingzhou Road Merchant":
failures.append("004 shop should expose Qingzhou merchant name")
if (qingzhou_merchant.get("lines", []) as Array).size() < 2:
failures.append("004 shop should expose merchant flavor lines")
var qingzhou_pursuit_state = BattleStateScript.new()
if not qingzhou_pursuit_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json", {}, {}, {"pursued_dong_zhuo": true}):
failures.append("could not load Qingzhou pursuit camp data")
else:
var veterans: Dictionary = _find_camp_conversation(
qingzhou_pursuit_state.get_briefing().get("camp_conversations", []),
"qingzhou_hardened_veterans"
)
if veterans.is_empty():
failures.append("004 pursuit flag should expose hardened veterans conversation")
else:
_check_camp_conversation_effect(failures, veterans, "wine", 1)
if not _find_camp_conversation(
qingzhou_pursuit_state.get_briefing().get("camp_conversations", []),
"qingzhou_sishui_stores"
).is_empty():
failures.append("004 pursuit flag should not expose Sishui stores conversation")
var qingzhou_regroup_state = BattleStateScript.new()
if not qingzhou_regroup_state.load_battle("res://data/scenarios/004_qingzhou_campaign.json", {}, {}, {"regrouped_after_sishui": true}):
failures.append("could not load Qingzhou regroup camp data")
else:
var stores: Dictionary = _find_camp_conversation(
qingzhou_regroup_state.get_briefing().get("camp_conversations", []),
"qingzhou_sishui_stores"
)
if stores.is_empty():
failures.append("004 regroup flag should expose Sishui stores conversation")
else:
_check_camp_conversation_effect(failures, stores, "bean", 1)
if not _find_camp_conversation(
qingzhou_regroup_state.get_briefing().get("camp_conversations", []),
"qingzhou_hardened_veterans"
).is_empty():
failures.append("004 regroup flag should not expose hardened veterans conversation")
var puyang_state = BattleStateScript.new()
if not puyang_state.load_battle("res://data/scenarios/005_puyang_raid.json"):
failures.append("could not load Puyang Raid camp data")
else:
var puyang_conversations: Array = puyang_state.get_briefing().get("camp_conversations", [])
if puyang_conversations.size() != 3:
failures.append("005 base briefing should expose exactly three camp conversations")
else:
_check_camp_conversation(failures, puyang_conversations[0], "puyang_night_raid_council", "officer", "cao_cao")
_check_camp_conversation(failures, puyang_conversations[1], "puyang_dian_wei_shield", "officer", "dian_wei")
_check_camp_conversation(failures, puyang_conversations[2], "puyang_raider_stores", "topic", "")
_check_camp_conversation_effect(failures, puyang_conversations[2], "bean", 1)
var puyang_merchant := puyang_state.get_shop_merchant()
if str(puyang_merchant.get("name", "")) != "Puyang Night Trader":
failures.append("005 shop should expose Puyang merchant name")
if (puyang_merchant.get("lines", []) as Array).size() < 2:
failures.append("005 shop should expose merchant flavor lines")
var puyang_pursuit_state = BattleStateScript.new()
if not puyang_pursuit_state.load_battle("res://data/scenarios/005_puyang_raid.json", {}, {}, {"pursued_dong_zhuo": true}):
failures.append("could not load Puyang pursuit camp data")
else:
var vanguard: Dictionary = _find_camp_conversation(
puyang_pursuit_state.get_briefing().get("camp_conversations", []),
"puyang_hardened_vanguard"
)
if vanguard.is_empty():
failures.append("005 pursuit flag should expose hardened vanguard conversation")
else:
_check_camp_conversation_effect(failures, vanguard, "wine", 1)
if not _find_camp_conversation(
puyang_pursuit_state.get_briefing().get("camp_conversations", []),
"puyang_qingzhou_reserve_wagon"
).is_empty():
failures.append("005 pursuit flag should not expose Qingzhou reserve wagon conversation")
var puyang_regroup_state = BattleStateScript.new()
if not puyang_regroup_state.load_battle("res://data/scenarios/005_puyang_raid.json", {}, {}, {"regrouped_after_sishui": true}):
failures.append("could not load Puyang regroup camp data")
else:
var reserve: Dictionary = _find_camp_conversation(
puyang_regroup_state.get_briefing().get("camp_conversations", []),
"puyang_qingzhou_reserve_wagon"
)
if reserve.is_empty():
failures.append("005 regroup flag should expose Qingzhou reserve wagon conversation")
else:
_check_camp_conversation_effect(failures, reserve, "panacea", 1)
if not _find_camp_conversation(
puyang_regroup_state.get_briefing().get("camp_conversations", []),
"puyang_hardened_vanguard"
).is_empty():
failures.append("005 regroup flag should not expose hardened vanguard conversation")
var dingtao_state = BattleStateScript.new()
if not dingtao_state.load_battle("res://data/scenarios/006_dingtao_counterattack.json"):
failures.append("could not load Dingtao Counterattack camp data")
else:
var dingtao_conversations: Array = dingtao_state.get_briefing().get("camp_conversations", [])
if dingtao_conversations.size() != 2:
failures.append("006 base briefing should expose exactly two camp conversations")
else:
_check_camp_conversation(failures, dingtao_conversations[0], "dingtao_countercharge_council", "officer", "cao_cao")
_check_camp_conversation(failures, dingtao_conversations[1], "dingtao_dian_wei_roadblock", "officer", "dian_wei")
var dingtao_merchant := dingtao_state.get_shop_merchant()
if str(dingtao_merchant.get("name", "")) != "Dingtao Field Sutler":
failures.append("006 shop should expose Dingtao merchant name")
if (dingtao_merchant.get("lines", []) as Array).size() < 2:
failures.append("006 shop should expose merchant flavor lines")
_check_shop_item_visibility(failures, dingtao_state, "iron_armor", false, "006 base")
_check_shop_item_visibility(failures, dingtao_state, "war_drum", false, "006 base")
var dingtao_fortified_state = BattleStateScript.new()
if not dingtao_fortified_state.load_battle("res://data/scenarios/006_dingtao_counterattack.json", {}, {}, {"fortified_yan_province": true}):
failures.append("could not load Dingtao fortified camp data")
else:
var fortified: Dictionary = _find_camp_conversation(
dingtao_fortified_state.get_briefing().get("camp_conversations", []),
"dingtao_fortified_reserves"
)
if fortified.is_empty():
failures.append("006 fortified flag should expose fortified reserves conversation")
else:
_check_camp_conversation_effect(failures, fortified, "panacea", 1)
if not _find_camp_conversation(
dingtao_fortified_state.get_briefing().get("camp_conversations", []),
"dingtao_pressed_vanguard"
).is_empty():
failures.append("006 fortified flag should not expose pressed vanguard conversation")
_check_shop_item_visibility(failures, dingtao_fortified_state, "iron_armor", true, "006 fortified")
_check_shop_item_visibility(failures, dingtao_fortified_state, "war_drum", false, "006 fortified")
var dingtao_pressed_state = BattleStateScript.new()
if not dingtao_pressed_state.load_battle("res://data/scenarios/006_dingtao_counterattack.json", {}, {}, {"pressed_lu_bu": true}):
failures.append("could not load Dingtao pressed camp data")
else:
var pressed: Dictionary = _find_camp_conversation(
dingtao_pressed_state.get_briefing().get("camp_conversations", []),
"dingtao_pressed_vanguard"
)
if pressed.is_empty():
failures.append("006 pressed flag should expose pressed vanguard conversation")
else:
_check_camp_conversation_effect(failures, pressed, "wine", 1)
if not _find_camp_conversation(
dingtao_pressed_state.get_briefing().get("camp_conversations", []),
"dingtao_fortified_reserves"
).is_empty():
failures.append("006 pressed flag should not expose fortified reserves conversation")
_check_shop_item_visibility(failures, dingtao_pressed_state, "iron_armor", false, "006 pressed")
_check_shop_item_visibility(failures, dingtao_pressed_state, "war_drum", true, "006 pressed")
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
var icon_path := str(item.get("icon", ""))
_check_image_path(failures, icon_path, "item %s icon" % item_id)
_check_alpha_cutout_path(failures, icon_path, "item %s icon cutout" % item_id)
func _check_scenario_backgrounds_data(failures: Array[String]) -> void:
for expectation in SCENARIO_BACKGROUNDS:
var entry: Dictionary = expectation
var scenario_path := str(entry.get("scenario_path", ""))
var expected_path := str(entry.get("background_path", ""))
var label := str(entry.get("label", scenario_path))
var state = BattleStateScript.new()
if not state.load_battle(scenario_path):
failures.append("could not load scenario for background: %s" % label)
continue
var background_path: String = state.get_map_background_path()
if background_path != expected_path:
failures.append("%s should use %s, got %s" % [label, expected_path, background_path])
continue
_check_image_path(failures, background_path, label)
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")
elif scene._camp_conversation_preview_portrait_path(strategy).is_empty():
failures.append("camp conversation preview should resolve Cao Cao portrait")
elif scene._load_art_texture(scene._camp_conversation_preview_portrait_path(strategy)) == null:
failures.append("camp conversation preview portrait should load")
elif not scene._format_camp_conversation_row_title(strategy).contains("Officer"):
failures.append("camp conversation row title should include group")
elif not scene._format_camp_conversation_preview_text(strategy).contains("Yingchuan"):
failures.append("camp conversation preview should include first dialogue text")
var cache := scene._camp_conversation_by_id("northern_woods_cache")
if cache.is_empty():
failures.append("battle scene should find cache camp conversation by id")
elif not scene._format_camp_conversation_button_text(cache).contains("Supply Bean"):
failures.append("camp conversation button text should preview supply effect")
var merchant_notice := scene._format_shop_merchant_notice_text(scene.state.get_shop_merchant())
if not merchant_notice.contains("Camp Merchant") or not merchant_notice.contains("Roadside stores"):
failures.append("shop merchant notice should include name and flavor lines")
var camp_overview := scene._format_briefing_camp_overview_text(scene.state.get_briefing(), false)
for expected in ["Yingchuan, 184 CE", "Gold 0G", "Talk 3", "1 supply", "Shop 2 buy", "Deploy 2/2", "Formation 4 tiles", "Armory ready"]:
if not camp_overview.contains(expected):
failures.append("camp overview should include %s: %s" % [expected, camp_overview])
var bean: Dictionary = scene.state.get_item_def("bean")
var bean_buy_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 0)
if not bean_buy_detail.contains("Heal 20") or not bean_buy_detail.contains("Owned x0"):
failures.append("shop buy detail should summarize item effect and owned count")
scene.campaign_state.gold = 10
var need_gold_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 0)
if not need_gold_detail.contains("Need 40G"):
failures.append("shop buy detail should explain missing gold")
var sold_out_detail := scene._format_shop_buy_item_detail_text("bean", bean, int(bean.get("price", 0)), 2, 3, 0)
if not sold_out_detail.contains("Stock 0/3") or not sold_out_detail.contains("Sold out"):
failures.append("shop buy detail should explain exhausted finite stock")
var sell_detail := scene._format_shop_sell_item_detail_text("bean", bean, 25, 2)
if not sell_detail.contains("Half-price sale") or not sell_detail.contains("Owned x2"):
failures.append("shop sell detail should summarize sale rule and owned count")
var bean_action := scene._format_shop_buy_action_text("bean", bean, int(bean.get("price", 0)))
if not bean_action.contains("Buy Bean") or not bean_action.contains("50G"):
failures.append("shop buy action should be concise and priced")
var bean_tooltip := scene._format_shop_item_tooltip_text(
scene._format_shop_item_button_text("bean", bean, int(bean.get("price", 0)), 0),
bean_buy_detail
)
if not bean_tooltip.contains("\n") or not bean_tooltip.contains("Owned x0"):
failures.append("shop item tooltip should preserve full item detail")
scene.free()
_check_scenario_background_texture_loading(failures)
func _check_scenario_background_texture_loading(failures: Array[String]) -> void:
for expectation in SCENARIO_BACKGROUNDS:
var entry: Dictionary = expectation
var scenario_path := str(entry.get("scenario_path", ""))
var expected_path := str(entry.get("background_path", ""))
var label := str(entry.get("label", scenario_path))
var scene = BattleSceneScript.new()
if not scene.state.load_battle(scenario_path):
failures.append("could not load scene state for background: %s" % label)
scene.free()
continue
var actual_path: String = scene.state.get_map_background_path()
if actual_path != expected_path:
failures.append("%s scene loaded %s instead of %s" % [label, actual_path, expected_path])
var allow_default := bool(entry.get("allow_default", false))
if not allow_default and actual_path == BattleSceneScript.DEFAULT_BATTLE_BACKGROUND_PATH:
failures.append("%s should not rely on the default battlefield background" % label)
if scene._current_battle_background_texture() == null:
failures.append("battle scene should load texture for %s" % label)
scene.free()
func _check_hud_focus_text(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 for HUD focus text")
scene.free()
return
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
var cao_text := scene._format_unit_focus_text(cao_cao, "Selected")
if not cao_text.contains("Command tactics"):
failures.append("Cao Cao HUD focus should describe command role: %s" % cao_text)
if not cao_text.contains("Move 4 (Foot)") or not cao_text.contains("Attack range 1-1"):
failures.append("Cao Cao HUD focus should clarify move/attack affordance: %s" % cao_text)
if not cao_text.contains("Action:") or not cao_text.contains("Move") or not cao_text.contains("Attack") or not cao_text.contains("Tactic") or not cao_text.contains("Equip") or not cao_text.contains("Wait"):
failures.append("Cao Cao HUD focus should summarize available actions: %s" % cao_text)
if not cao_text.contains("Tile 2,4"):
failures.append("Cao Cao HUD focus should include current tile: %s" % cao_text)
if not cao_text.contains("Cost 1"):
failures.append("Cao Cao HUD focus should include terrain move cost: %s" % cao_text)
if not cao_text.contains("DEF +0"):
failures.append("Cao Cao HUD focus should include terrain defense: %s" % cao_text)
var xiahou_dun: Dictionary = scene.state.get_unit("xiahou_dun")
xiahou_dun["pos"] = Vector2i(3, 1)
var forest_text := scene._unit_current_terrain_text(xiahou_dun)
if not forest_text.contains("Forest") or not forest_text.contains("Cost 3"):
failures.append("Cavalry movement should use mounted move_type cost on forest: %s" % forest_text)
var archer: Dictionary = scene.state.get_unit("yellow_turban_3")
var archer_text := scene._format_unit_focus_text(archer, "Hover")
if not archer_text.contains("Ranged pressure"):
failures.append("Archer HUD focus should describe ranged role: %s" % archer_text)
if not archer_text.contains("Move 4 (Archer)") or not archer_text.contains("Attack range 2-2"):
failures.append("Archer HUD focus should clarify ranged attack affordance: %s" % archer_text)
if not archer_text.contains("Action: Enemy AI"):
failures.append("Enemy archer HUD focus should describe enemy control: %s" % archer_text)
if not scene._unit_current_terrain_text(archer).contains("Plain"):
failures.append("Archer terrain text should reflect its current plain tile")
scene.free()
func _check_action_button_disabled_reasons(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene.wait_button = Button.new()
scene.tactic_button = Button.new()
scene.item_button = Button.new()
scene.equip_button = Button.new()
scene.end_turn_button = Button.new()
scene.threat_button = Button.new()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load battle scene state for action button reasons")
_free_action_button_test_scene(scene)
return
scene.battle_started = true
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
cao_cao["status_effects"] = [{
"type": "action_lock",
"status": "seal",
"action": "skill",
"remaining_phases": 2
}]
scene._update_tactic_button(cao_cao)
if scene.tactic_button.text != "Tactic - Sealed" or not scene.tactic_button.tooltip_text.to_lower().contains("sealed"):
failures.append("sealed unit should explain disabled tactic button: %s | %s" % [scene.tactic_button.text, scene.tactic_button.tooltip_text])
cao_cao["status_effects"] = []
cao_cao["acted"] = true
scene._update_wait_button(cao_cao)
scene._update_tactic_button(cao_cao)
scene._update_item_button(cao_cao)
scene._update_equip_button(cao_cao)
if not scene.wait_button.text.contains("Done"):
failures.append("acted unit wait button should show Done: %s" % scene.wait_button.text)
if not scene.tactic_button.text.contains("Done"):
failures.append("acted unit tactic button should show Done: %s" % scene.tactic_button.text)
if not scene.item_button.text.contains("Done"):
failures.append("acted unit item button should show Done: %s" % scene.item_button.text)
if not scene.equip_button.text.contains("Done"):
failures.append("acted unit equip button should show Done: %s" % scene.equip_button.text)
cao_cao["acted"] = false
cao_cao["moved"] = true
scene._update_equip_button(cao_cao)
if scene.equip_button.text != "Equip - Moved" or not scene.equip_button.tooltip_text.to_lower().contains("before"):
failures.append("moved unit should explain disabled equip button: %s | %s" % [scene.equip_button.text, scene.equip_button.tooltip_text])
cao_cao["moved"] = false
scene.state.set_inventory_snapshot({})
scene._update_item_button(cao_cao)
if scene.item_button.text != "Item - None" or not scene.item_button.tooltip_text.to_lower().contains("no consumable"):
failures.append("empty inventory should explain disabled item button: %s | %s" % [scene.item_button.text, scene.item_button.tooltip_text])
scene.state.current_team = BattleState.TEAM_ENEMY
scene._update_end_turn_button()
if scene.end_turn_button.text != "End Turn - Enemy Turn" or not scene.end_turn_button.tooltip_text.to_lower().contains("player phase"):
failures.append("enemy phase should explain disabled end turn button: %s | %s" % [scene.end_turn_button.text, scene.end_turn_button.tooltip_text])
scene.state.current_team = BattleState.TEAM_PLAYER
scene.battle_started = false
scene._update_threat_button()
if scene.threat_button.text != "Threat - Start Battle" or not scene.threat_button.tooltip_text.to_lower().contains("begin"):
failures.append("inactive battle should explain disabled threat button: %s | %s" % [scene.threat_button.text, scene.threat_button.tooltip_text])
_free_action_button_test_scene(scene)
func _free_action_button_test_scene(scene) -> void:
for button in [
scene.wait_button,
scene.tactic_button,
scene.item_button,
scene.equip_button,
scene.end_turn_button,
scene.threat_button
]:
if button != null and is_instance_valid(button):
button.free()
scene.free()
func _check_hover_intent_badges(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 for hover intent badges")
scene.free()
return
scene.battle_started = true
scene.state.select_unit("cao_cao")
scene._refresh_ranges()
scene.hover_cell = Vector2i(2, 3)
var move_badge := scene._target_preview_badge()
if str(move_badge.get("text", "")) != "MOVE" or str(move_badge.get("kind", "")) != "move":
failures.append("reachable empty tile should show MOVE badge: %s" % str(move_badge))
scene.hover_cell = Vector2i(1, 4)
var select_badge := scene._target_preview_badge()
if str(select_badge.get("text", "")) != "SELECT" or str(select_badge.get("kind", "")) != "select":
failures.append("friendly selectable unit should show SELECT badge: %s" % str(select_badge))
scene.hover_cell = Vector2i(7, 2)
var attack_badge := scene._target_preview_badge()
if attack_badge.is_empty() or str(attack_badge.get("kind", "")) == "move" or str(attack_badge.get("text", "")) == "MOVE":
failures.append("enemy hover should keep attack badge priority: %s" % str(attack_badge))
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
cao_cao["moved"] = true
scene._refresh_ranges()
scene.hover_cell = Vector2i(2, 3)
var moved_badge := scene._target_preview_badge()
if str(moved_badge.get("kind", "")) == "move" or str(moved_badge.get("text", "")) == "MOVE":
failures.append("moved unit should not show MOVE badge: %s" % str(moved_badge))
var default_color := scene._target_preview_badge_color("")
if scene._target_preview_badge_color("move") == default_color:
failures.append("MOVE badge should use a distinct color")
if scene._target_preview_badge_color("select") == default_color:
failures.append("SELECT badge should use a distinct color")
scene.free()
func _check_terrain_and_unit_presentation(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 for presentation helpers")
scene.free()
return
if scene._terrain_key_at(Vector2i(3, 1)) != "F":
failures.append("terrain helper should read forest cells")
if not scene._terrain_key_at(Vector2i(-1, 0)).is_empty():
failures.append("terrain helper should return empty outside the board")
var background_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "G", true)
var fallback_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "G", false)
if background_fill.a >= 0.20:
failures.append("background terrain fill should stay translucent over high-res art")
if fallback_fill.a <= background_fill.a:
failures.append("fallback terrain fill should be stronger than background fill")
if scene._map_grid_color(true).a >= scene._map_grid_color(false).a:
failures.append("background grid should be lighter than fallback grid")
if scene._terrain_edge_color("F", "G").a <= 0.0:
failures.append("forest edge blend should be visible")
if not scene._should_draw_terrain_edge("F", "G", Vector2i(1, 0)):
failures.append("forest should own forest/plain edge drawing")
if scene._should_draw_terrain_edge("G", "F", Vector2i(-1, 0)):
failures.append("plain should not redraw forest-owned edge")
if scene._should_draw_terrain_edge("F", "F", Vector2i(1, 0)):
failures.append("matching terrain should not draw edge blends")
if scene._terrain_edge_width("W", "G") <= scene._terrain_edge_width("G", "F"):
failures.append("water shoreline edge should be wider than grass blend")
if not scene.state.load_battle("res://data/scenarios/002_sishui_gate.json"):
failures.append("could not load Sishui Gate for road presentation helpers")
else:
var road_flags: Dictionary = scene._terrain_connection_flags(Vector2i(2, 4), "R")
if not bool(road_flags.get("west", false)) or not bool(road_flags.get("east", false)):
failures.append("Sishui Gate road should connect west/east at 3,5: %s" % str(road_flags))
if bool(road_flags.get("north", false)) or bool(road_flags.get("south", false)):
failures.append("Sishui Gate road should not connect north/south at 3,5: %s" % str(road_flags))
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not reload opening battle for unit presentation helpers")
scene.free()
return
var generic_enemy: Dictionary = scene.state.get_unit("yellow_turban_2")
var named_officer: Dictionary = scene.state.get_unit("cao_cao")
if not scene._is_generic_enemy_unit(generic_enemy):
failures.append("generic enemy unit should be marked as generic enemy")
if scene._is_generic_enemy_unit(named_officer):
failures.append("named officer should not be marked as generic enemy")
if scene._is_generic_enemy_unit({"team": "enemy", "officer_id": "named_enemy"}):
failures.append("enemy with officer_id should not be marked as generic")
if scene._is_generic_enemy_unit({"team": "player", "officer_id": ""}):
failures.append("player unit should not be marked as generic enemy")
var enemy_modulate: Color = scene._unit_sprite_modulate(generic_enemy, false)
if enemy_modulate.r < 0.99 or enemy_modulate.g < 0.99 or enemy_modulate.b < 0.99 or enemy_modulate.a < 0.97:
failures.append("transparent enemy class sprite should render near its original colors")
var fallback_enemy_modulate: Color = scene._unit_sprite_modulate({"team": "enemy", "officer_id": ""}, false)
if fallback_enemy_modulate == Color.WHITE or fallback_enemy_modulate.a >= 1.0:
failures.append("generic enemy fallback sprite should still receive a distinct semi-real tint")
var acted_modulate: Color = scene._unit_sprite_modulate(generic_enemy, true)
if acted_modulate.a >= enemy_modulate.a:
failures.append("acted generic enemy sprite should still dim below active tint")
scene.free()
func _check_attack_motion_profiles(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 for attack profiles")
scene.free()
return
_check_attack_profile(failures, scene, "cao_cao", Vector2i(1, 3), Vector2i(2, 3), "command_strike")
_check_attack_profile(failures, scene, "xiahou_dun", Vector2i(1, 4), Vector2i(2, 4), "cavalry_charge")
_check_attack_profile(failures, scene, "yellow_turban_1", Vector2i(7, 2), Vector2i(6, 2), "heavy_strike")
_check_attack_profile(failures, scene, "yellow_turban_2", Vector2i(8, 5), Vector2i(7, 5), "infantry_strike")
_check_attack_profile(failures, scene, "yellow_turban_3", Vector2i(7, 6), Vector2i(7, 4), "arrow")
_check_synthetic_attack_profile(failures, scene, "elite_cavalry", "cavalry_charge")
_check_synthetic_attack_profile(failures, scene, "guard_captain", "infantry_strike")
_check_synthetic_attack_profile(failures, scene, "marksman", "arrow", 2)
_check_synthetic_attack_profile(failures, scene, "military_advisor", "command_strike")
_check_synthetic_attack_profile(failures, scene, "commander", "command_strike")
_check_synthetic_attack_profile(failures, scene, "champion", "heavy_strike")
_check_synthetic_attack_profile(failures, scene, "bandit", "heavy_strike")
_check_skill_action_profile(failures, scene, "skill_damage", "tactic_damage", "tactic_flare")
_check_skill_action_profile(failures, scene, "skill_heal", "tactic_heal", "healing_sigil")
_check_skill_action_profile(failures, scene, "skill_support", "tactic_support", "order_banner")
scene._on_unit_action_motion_requested("xiahou_dun", Vector2i(1, 4), Vector2i(2, 4), "attack")
_check_stored_attack_motion(failures, scene, "xiahou_dun", "cavalry_charge", "melee", "attack", "charge_dust")
scene._on_unit_action_motion_requested("yellow_turban_3", Vector2i(7, 6), Vector2i(7, 4), "attack")
_check_stored_attack_motion(failures, scene, "yellow_turban_3", "arrow", "ranged", "attack", "piercing_trace")
scene._on_unit_action_motion_requested("cao_cao", Vector2i(1, 3), Vector2i(3, 3), "skill_damage")
_check_stored_attack_motion(failures, scene, "cao_cao", "tactic_damage", "tactic", "skill_damage", "tactic_flare")
scene._on_unit_action_motion_requested("cao_cao", Vector2i(1, 3), Vector2i(1, 3), "skill_heal")
_check_stored_attack_motion(failures, scene, "cao_cao", "tactic_heal", "tactic", "skill_heal", "healing_sigil")
_check_attack_vfx_signature(failures, scene, "arrow", "piercing_trace")
_check_attack_vfx_signature(failures, scene, "cavalry_charge", "charge_dust")
_check_attack_vfx_signature(failures, scene, "infantry_strike", "shield_spark")
_check_attack_vfx_signature(failures, scene, "command_strike", "command_ring")
_check_attack_vfx_signature(failures, scene, "heavy_strike", "shock_crack")
_check_attack_vfx_signature(failures, scene, "tactic_damage", "tactic_flare")
_check_attack_vfx_signature(failures, scene, "tactic_heal", "healing_sigil")
_check_attack_vfx_signature(failures, scene, "tactic_support", "order_banner")
_check_unique_attack_vfx_signatures(failures, scene)
if scene._action_motion_duration("cavalry_charge") <= scene._action_motion_duration("slash"):
failures.append("cavalry charge animation should last longer than default slash")
if scene._action_motion_duration("tactic_damage") <= scene._action_motion_duration("command_strike"):
failures.append("tactic cast animation should linger longer than command physical strike")
if scene._action_motion_lunge_scale("arrow") >= scene._action_motion_lunge_scale("slash"):
failures.append("arrow animation should keep the archer mostly planted")
if scene._action_motion_lunge_scale("tactic_damage") >= scene._action_motion_lunge_scale("arrow"):
failures.append("tactic animation should keep the caster planted like a spell cast")
if scene._action_motion_impact_radius("heavy_strike") <= scene._action_motion_impact_radius("infantry_strike"):
failures.append("heavy strike impact radius should exceed infantry strike")
if scene._action_motion_impact_radius("cavalry_charge") <= scene._action_motion_impact_radius("arrow"):
failures.append("cavalry charge impact radius should exceed arrow impact")
if scene._action_motion_sfx("arrow") != "bow_release":
failures.append("arrow animation should use bow SFX")
if scene._action_motion_sfx("infantry_strike") != "slash":
failures.append("infantry animation should use slash SFX")
if scene._action_motion_sfx("heavy_strike") != "slash":
failures.append("heavy animation should use swing SFX before hit resolution")
if scene._action_motion_sfx("tactic_damage") != "skill_cast":
failures.append("tactic animation should use skill cast SFX")
_check_attack_motion_curves(failures, scene)
scene.free()
func _check_attack_profile(failures: Array[String], scene, unit_id: String, from_cell: Vector2i, to_cell: Vector2i, expected_profile: String) -> void:
var unit: Dictionary = scene.state.get_unit(unit_id)
if unit.is_empty():
failures.append("missing unit for attack profile: %s" % unit_id)
return
var profile: String = scene._unit_action_motion_profile(unit, from_cell, to_cell, "attack")
if profile != expected_profile:
failures.append("%s attack profile mismatch: expected %s got %s" % [unit_id, expected_profile, profile])
func _check_synthetic_attack_profile(failures: Array[String], scene, class_id: String, expected_profile: String, attack_range := 1) -> void:
var unit := {
"class_id": class_id,
"range": attack_range
}
var profile: String = scene._unit_action_motion_profile(unit, Vector2i(0, 0), Vector2i(0, max(1, attack_range)), "attack")
if profile != expected_profile:
failures.append("%s synthetic attack profile mismatch: expected %s got %s" % [class_id, expected_profile, profile])
func _check_skill_action_profile(failures: Array[String], scene, action_kind: String, expected_profile: String, expected_signature: String) -> void:
var profile: String = scene._unit_action_motion_profile({"class_id": "hero", "range": 1}, Vector2i(0, 0), Vector2i(0, 0), action_kind)
if profile != expected_profile:
failures.append("%s action profile mismatch: expected %s got %s" % [action_kind, expected_profile, profile])
if not scene._action_motion_allows_same_cell(profile):
failures.append("%s should allow same-cell tactic motion" % profile)
if scene._action_motion_vfx_signature(profile) != expected_signature:
failures.append("%s action VFX mismatch: expected %s got %s" % [action_kind, expected_signature, scene._action_motion_vfx_signature(profile)])
func _check_attack_vfx_signature(failures: Array[String], scene, profile: String, expected_signature: String) -> void:
var signature: String = scene._action_motion_vfx_signature(profile)
if signature != expected_signature:
failures.append("%s VFX signature mismatch: expected %s got %s" % [profile, expected_signature, signature])
if str(scene._action_motion_impact_cue(profile)).is_empty():
failures.append("%s should expose an impact cue" % profile)
if float(scene._action_motion_impact_radius(profile)) <= 0.0:
failures.append("%s should expose a positive impact radius" % profile)
func _check_unique_attack_vfx_signatures(failures: Array[String], scene) -> void:
var seen := {}
for profile in ["arrow", "cavalry_charge", "infantry_strike", "command_strike", "heavy_strike"]:
var signature: String = scene._action_motion_vfx_signature(profile)
if seen.has(signature):
failures.append("attack VFX signature should be unique: %s" % signature)
seen[signature] = true
if scene._action_motion_vfx_signature("slash") == scene._action_motion_vfx_signature("heavy_strike"):
failures.append("default slash should not share heavy strike VFX signature")
func _check_stored_attack_motion(failures: Array[String], scene, unit_id: String, expected_profile: String, expected_style: String, expected_kind: String, expected_vfx_signature: String) -> void:
if not scene.unit_action_motion_by_unit.has(unit_id):
failures.append("%s should store an action motion" % unit_id)
return
var motion: Dictionary = scene.unit_action_motion_by_unit[unit_id]
var profile := str(motion.get("profile", ""))
var family := str(motion.get("attack_family", ""))
var style := str(motion.get("style", ""))
var kind := str(motion.get("kind", ""))
var signature := str(motion.get("vfx_signature", ""))
if profile != expected_profile or family != expected_profile:
failures.append("%s stored motion profile mismatch: %s" % [unit_id, str(motion)])
if style != expected_style:
failures.append("%s stored motion style mismatch: %s" % [unit_id, str(motion)])
if kind != expected_kind:
failures.append("%s stored motion kind mismatch: %s" % [unit_id, str(motion)])
if signature != expected_vfx_signature:
failures.append("%s stored motion VFX signature mismatch: %s" % [unit_id, str(motion)])
if str(motion.get("impact_cue", "")).is_empty():
failures.append("%s stored motion should include an impact cue: %s" % [unit_id, str(motion)])
if float(motion.get("impact_radius", 0.0)) <= 0.0:
failures.append("%s stored motion should include a positive impact radius: %s" % [unit_id, str(motion)])
if float(motion.get("duration", 0.0)) <= 0.0:
failures.append("%s stored motion duration should be positive: %s" % [unit_id, str(motion)])
func _check_attack_motion_curves(failures: Array[String], scene) -> void:
var profiles := ["arrow", "cavalry_charge", "infantry_strike", "command_strike", "heavy_strike", "tactic_damage", "tactic_heal", "tactic_support", "slash"]
for profile in profiles:
for sample in [0.0, 0.25, 0.5, 0.75, 1.0]:
var lunge: float = scene._action_motion_lunge_curve(profile, sample)
var peak: float = scene._action_motion_effect_peak(profile, sample)
if lunge < -0.001 or lunge > 1.001:
failures.append("%s lunge curve out of bounds at %.2f: %.3f" % [profile, sample, lunge])
if peak < -0.001 or peak > 1.001:
failures.append("%s effect peak out of bounds at %.2f: %.3f" % [profile, sample, peak])
if absf(scene._action_motion_lunge_curve(profile, 0.0)) > 0.001:
failures.append("%s lunge should start near zero" % profile)
if absf(scene._action_motion_lunge_curve(profile, 1.0)) > 0.001:
failures.append("%s lunge should recover near zero" % profile)
var arrow_mid: float = scene._action_motion_lunge_curve("arrow", 0.5) * scene._action_motion_lunge_scale("arrow")
var infantry_mid: float = scene._action_motion_lunge_curve("infantry_strike", 0.5) * scene._action_motion_lunge_scale("infantry_strike")
var cavalry_mid: float = scene._action_motion_lunge_curve("cavalry_charge", 0.5) * scene._action_motion_lunge_scale("cavalry_charge")
var heavy_early: float = scene._action_motion_lunge_curve("heavy_strike", 0.25) * scene._action_motion_lunge_scale("heavy_strike")
var heavy_late: float = scene._action_motion_lunge_curve("heavy_strike", 0.72) * scene._action_motion_lunge_scale("heavy_strike")
var tactic_mid: float = scene._action_motion_lunge_curve("tactic_damage", 0.5) * scene._action_motion_lunge_scale("tactic_damage")
if not (arrow_mid < infantry_mid and tactic_mid < infantry_mid):
failures.append("lunge curves should keep arrow and tactic planted below infantry: arrow %.3f tactic %.3f infantry %.3f" % [arrow_mid, tactic_mid, infantry_mid])
if cavalry_mid <= infantry_mid:
failures.append("cavalry mid-lunge should exceed infantry: cavalry %.3f infantry %.3f" % [cavalry_mid, infantry_mid])
if heavy_late <= heavy_early:
failures.append("heavy strike should build toward a later lunge: early %.3f late %.3f" % [heavy_early, heavy_late])
if scene._action_motion_effect_peak("arrow", 0.34) <= scene._action_motion_effect_peak("arrow", 0.82):
failures.append("arrow effect should peak early and fade after flight")
if scene._action_motion_effect_peak("heavy_strike", 0.62) <= scene._action_motion_effect_peak("heavy_strike", 0.25):
failures.append("heavy effect should peak later than its wind-up")
if scene._action_motion_effect_peak("heavy_strike", 1.0) > 0.001:
failures.append("heavy effect should fade near zero by the end")
if scene._action_motion_effect_peak("command_strike", 0.0) <= 0.0:
failures.append("command effect should keep a visible ring during wind-up")
if scene._action_motion_effect_peak("tactic_heal", 0.0) <= 0.0:
failures.append("tactic heal effect should keep a visible sigil during wind-up")
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))
_check_skill_motion_signal(failures, "spark", "skill_damage", Vector2i(3, 3), func(skill_state) -> void:
var enemy: Dictionary = skill_state.get_unit("yellow_turban_1")
enemy["pos"] = Vector2i(3, 3)
)
_check_skill_motion_signal(failures, "mend", "skill_heal", Vector2i(1, 3), func(skill_state) -> void:
var caster: Dictionary = skill_state.get_unit("cao_cao")
caster["hp"] = max(1, int(caster.get("hp", 1)) - 10)
)
_check_skill_motion_signal(failures, "guard_order", "skill_support", Vector2i(1, 3), func(_skill_state) -> void:
pass
)
func _check_skill_motion_signal(failures: Array[String], skill_id: String, expected_kind: String, target_cell: Vector2i, setup: Callable) -> void:
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load battle for %s motion" % skill_id)
return
setup.call(state)
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 %s motion" % skill_id)
return
if not state.try_cast_selected_skill(skill_id, target_cell):
failures.append("%s should cast successfully for motion check" % skill_id)
return
var expected := "cao_cao|%s|1,3|%d,%d" % [expected_kind, target_cell.x, target_cell.y]
if not motions.has(expected):
failures.append("%s motion signal missing `%s`: %s" % [skill_id, expected, str(motions)])
func _find_camp_conversation(conversations: Array, conversation_id: String) -> Dictionary:
for conversation in conversations:
if typeof(conversation) == TYPE_DICTIONARY and str(conversation.get("id", "")) == conversation_id:
return conversation
return {}
func _check_shop_item_visibility(failures: Array[String], state, item_id: String, expected_visible: bool, context: String) -> void:
var visible: bool = state.get_shop_item_ids().has(item_id)
if visible != expected_visible:
failures.append("%s shop visibility for %s should be %s" % [context, item_id, str(expected_visible)])
func _check_camp_conversation_effect(failures: Array[String], conversation: Dictionary, expected_item_id: String, expected_count: int) -> void:
var effects: Array = conversation.get("effects", [])
if effects.is_empty():
failures.append("camp conversation %s should expose effects" % str(conversation.get("id", "")))
return
var effect: Dictionary = effects[0]
if str(effect.get("type", "")) != "grant_item":
failures.append("camp conversation effect should be grant_item: %s" % str(effect))
if str(effect.get("item_id", "")) != expected_item_id:
failures.append("camp conversation effect item mismatch: %s" % str(effect))
if int(effect.get("count", 0)) != expected_count:
failures.append("camp conversation effect count mismatch: %s" % str(effect))
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_unit_sprite_resolution(failures: Array[String], state, unit_id: String, expected_sprite: String, expected_enemy_sprite: bool) -> void:
var unit: Dictionary = state.get_unit(unit_id)
if unit.is_empty():
failures.append("missing unit for sprite resolution: %s" % unit_id)
return
var sprite := str(unit.get("sprite", ""))
if sprite != expected_sprite:
failures.append("%s sprite mismatch: expected %s got %s" % [unit_id, expected_sprite, sprite])
if bool(unit.get("uses_enemy_sprite", false)) != expected_enemy_sprite:
failures.append("%s enemy sprite flag mismatch: expected %s got %s" % [unit_id, str(expected_enemy_sprite), str(unit.get("uses_enemy_sprite", false))])
_check_image_path(failures, sprite, "unit %s resolved sprite" % unit_id)
func _check_alpha_cutout_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()])
return
for corner in [Vector2i(0, 0), Vector2i(image.get_width() - 1, 0), Vector2i(0, image.get_height() - 1), Vector2i(image.get_width() - 1, image.get_height() - 1)]:
if image.get_pixelv(corner).a > 0.01:
failures.append("%s should have transparent corners: %s" % [context, path])
return
var transparent_samples := 0
var total_samples := 0
for y in range(0, image.get_height(), 4):
for x in range(0, image.get_width(), 4):
total_samples += 1
if image.get_pixel(x, y).a <= 0.01:
transparent_samples += 1
if transparent_samples < int(total_samples * 0.20):
failures.append("%s should have substantial transparent background: %s (%d/%d sampled pixels)" % [context, path, transparent_samples, total_samples])
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()])