Files
heros/tools/smoke_event_cells.gd

77 lines
2.5 KiB
GDScript

extends SceneTree
const BattleStateScript := preload("res://scripts/core/battle_state.gd")
func _init() -> void:
var failures: Array[String] = []
_check_condition_cells(failures)
_check_event_cells(failures)
if failures.is_empty():
print("event cells smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_condition_cells(failures: Array[String]) -> void:
var state = _loaded_state(failures, "condition cells")
if state == null:
return
state.battle_conditions["victory"] = {
"type": "unit_reaches_tile",
"team": "player",
"unit_ids": ["cao_cao"],
"cells": [[2, 3], [2, 4]]
}
var objective_cells: Array[Vector2i] = state.get_objective_cells()
if not objective_cells.has(Vector2i(2, 3)) or not objective_cells.has(Vector2i(2, 4)):
failures.append("objective cells missing multi-cell destination: %s" % str(objective_cells))
var progress: String = state.get_objective_progress_text(false)
if not progress.contains("전장 표식 · 미도달"):
failures.append("multi-cell progress text mismatch before reach: %s" % progress)
var cao_cao: Dictionary = state.get_unit("cao_cao")
cao_cao["pos"] = Vector2i(2, 4)
progress = state.get_objective_progress_text(false)
if not progress.contains("전장 표식 · 도달"):
failures.append("multi-cell progress text mismatch after reach: %s" % progress)
if not state._is_condition_met(state.battle_conditions["victory"]):
failures.append("multi-cell unit_reaches_tile condition should be met")
func _check_event_cells(failures: Array[String]) -> void:
var state = _loaded_state(failures, "event cells")
if state == null:
return
var logs: Array[String] = []
state.log_added.connect(func(message: String) -> void:
logs.append(message)
)
state.fired_event_ids.clear()
state.battle_events.clear()
state.battle_events.append({
"id": "multi_cell_cache",
"once": true,
"when": {"type": "unit_reaches_tile", "team": "player", "cells": [[3, 2], [3, 3]]},
"actions": [
{"type": "log", "text": "Multi-cell trigger fired."}
]
})
var cao_cao: Dictionary = state.get_unit("cao_cao")
cao_cao["pos"] = Vector2i(3, 3)
state._run_events("unit_reaches_tile", "player", 1, cao_cao)
if not logs.has("Multi-cell trigger fired."):
failures.append("multi-cell event did not fire from second cell")
func _loaded_state(failures: Array[String], label: String):
var state = BattleStateScript.new()
if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("%s could not load smoke scenario" % label)
return null
return state