Files
heros/tools/smoke_event_after_event.gd

105 lines
2.7 KiB
GDScript

extends SceneTree
const BattleStateScript := preload("res://scripts/core/battle_state.gd")
func _init() -> void:
var failures: Array[String] = []
_check_manual_gate(failures)
_check_same_pass_gate(failures)
if failures.is_empty():
print("event after_event smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_manual_gate(failures: Array[String]) -> void:
var state = _loaded_state(failures, "manual gate")
if state == null:
return
var logs := []
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": "dependent_report",
"once": true,
"when": {
"type": "turn_start",
"team": "player",
"turn": 1,
"after_event": "signal_ready"
},
"actions": [
{"type": "log", "text": "Dependent event fired."}
]
})
state._run_events("turn_start", "player", 1)
if logs.has("Dependent event fired."):
failures.append("after_event dependent fired before prerequisite")
state.fired_event_ids["signal_ready"] = true
state._run_events("turn_start", "player", 1)
if not logs.has("Dependent event fired."):
failures.append("after_event dependent did not fire after prerequisite")
logs.clear()
state._run_events("turn_start", "player", 1)
if logs.has("Dependent event fired."):
failures.append("after_event dependent repeated despite once flag")
func _check_same_pass_gate(failures: Array[String]) -> void:
var state = _loaded_state(failures, "same pass gate")
if state == null:
return
var logs := []
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": "signal_ready",
"once": true,
"when": {"type": "turn_start", "team": "player", "turn": 1},
"actions": [
{"type": "log", "text": "Signal ready."}
]
})
state.battle_events.append({
"id": "dependent_report",
"once": true,
"when": {
"type": "turn_start",
"team": "player",
"turn": 1,
"after_event": "signal_ready"
},
"actions": [
{"type": "log", "text": "Dependent event fired."}
]
})
state._run_events("turn_start", "player", 1)
if not logs.has("Signal ready."):
failures.append("same-pass prerequisite did not fire")
if not logs.has("Dependent event fired."):
failures.append("same-pass dependent did not fire after prerequisite")
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