Files
heros/tools/smoke_roster_choices.gd
2026-06-20 00:10:17 +09:00

152 lines
5.3 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_required_only_roster(failures)
_check_optional_roster(failures)
_check_roster_button_guard(failures)
_check_roster_visual_rows(failures)
if failures.is_empty():
print("roster choices smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_required_only_roster(failures: Array[String]) -> void:
var state = _loaded_state(failures, "required-only roster", "res://data/scenarios/001_yellow_turbans.json")
if state == null:
return
if not state.has_deployment_roster():
failures.append("001 should keep roster rules for required deployments")
if state.has_deployment_roster_choices():
failures.append("001 should not expose roster choices when every player unit is required")
if state.try_set_unit_deployed("cao_cao", false):
failures.append("001 should not allow Cao Cao to be moved to reserve")
if state.try_set_unit_deployed("xiahou_dun", false):
failures.append("001 should not allow Xiahou Dun to be moved to reserve")
func _check_optional_roster(failures: Array[String]) -> void:
var state = _loaded_state(failures, "optional roster", "res://data/scenarios/007_xian_emperor_escort.json")
if state == null:
return
if not state.has_deployment_roster_choices():
failures.append("007 should expose roster choices for optional deployed officers")
func _check_roster_button_guard(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json")
scene.battle_started = false
scene.briefing_panel.visible = true
scene._on_roster_pressed()
if scene.roster_menu.visible:
failures.append("roster menu should not open when there are no roster choices")
scene.free()
func _check_roster_visual_rows(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
if not scene.state.load_battle(
"res://data/scenarios/007_xian_emperor_escort.json",
{},
{},
{},
["dian_wei", "xiahou_yuan", "cao_ren"]
):
failures.append("007 could not load for roster visual rows")
scene.free()
return
scene._rebuild_roster_menu()
if scene.roster_list == null or scene.roster_list.get_child_count() < 5:
failures.append("roster visual rows should list required and optional officers")
else:
var visible_text := _collect_child_text(scene.roster_list)
var tooltip_text := _collect_child_tooltips(scene.roster_list)
if not visible_text.contains("조조") or not visible_text.contains("품계") or not visible_text.contains("출진"):
failures.append("roster rows should show compact name/status badges: %s" % visible_text)
if visible_text.contains("병장:") or visible_text.contains("청동검") or visible_text.contains("피갑"):
failures.append("roster rows should leave equipment detail to tooltips: %s" % visible_text)
if not tooltip_text.contains("병장:") or not tooltip_text.contains("필수 출진") or not tooltip_text.contains("호위 대상"):
failures.append("roster row tooltips should preserve equipment and lock detail: %s" % tooltip_text)
if not tooltip_text.contains("클릭하면 출진과 예비"):
failures.append("roster row tooltips should explain optional toggle behavior: %s" % tooltip_text)
if not _has_descendant_texture(scene.roster_list):
failures.append("roster rows should reuse officer portrait artwork")
var cao_cao: Dictionary = scene.state.get_unit("cao_cao_ch7")
if scene._format_roster_unit_button_text(cao_cao).contains("품계"):
failures.append("roster row button text should stay compact")
scene.free()
func _loaded_state(failures: Array[String], label: String, path: String):
var state = BattleStateScript.new()
if not state.load_battle(path):
failures.append("%s could not load scenario: %s" % [label, path])
return null
return state
func _collect_child_text(root: Node) -> String:
if root == null:
return ""
var parts: Array[String] = []
_collect_child_text_into(root, parts)
return "\n".join(parts)
func _collect_child_text_into(root: Node, parts: Array[String]) -> void:
if root == null:
return
if root is Button:
var button_text := str((root as Button).text).strip_edges()
if not button_text.is_empty():
parts.append(button_text)
elif root is Label:
var label_text := str((root as Label).text).strip_edges()
if not label_text.is_empty():
parts.append(label_text)
for child in root.get_children():
_collect_child_text_into(child, parts)
func _collect_child_tooltips(root: Node) -> String:
if root == null:
return ""
var parts: Array[String] = []
_collect_child_tooltips_into(root, parts)
return "\n".join(parts)
func _collect_child_tooltips_into(root: Node, parts: Array[String]) -> void:
if root == null:
return
if root is Control:
var tooltip := str((root as Control).tooltip_text).strip_edges()
if not tooltip.is_empty():
parts.append(tooltip)
for child in root.get_children():
_collect_child_tooltips_into(child, parts)
func _has_descendant_texture(root: Node) -> bool:
if root == null:
return false
if root is TextureRect and (root as TextureRect).texture != null:
return true
for child in root.get_children():
if _has_descendant_texture(child):
return true
return false