977 lines
46 KiB
GDScript
977 lines
46 KiB
GDScript
extends SceneTree
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const BattleStateScript := preload("res://scripts/core/battle_state.gd")
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const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
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func _init() -> void:
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var failures: Array[String] = []
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_check_deferred_move_events(failures)
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_check_scene_post_move_menu_flow(failures)
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_check_scene_post_move_edge_positioning(failures)
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_check_scene_post_move_scrolled_view_positioning(failures)
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_check_scene_post_move_menu_tracks_map_scroll(failures)
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_check_scene_post_move_text_fit(failures)
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_check_scene_post_move_blocked_command_labels(failures)
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_check_scene_post_move_tactic_picker_flow(failures)
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_check_scene_post_move_item_picker_flow(failures)
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_check_scene_auto_attack_safe_origin_and_counter_preview(failures)
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_check_scene_enemy_click_auto_attack(failures)
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if failures.is_empty():
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print("post move action flow 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_deferred_move_events(failures: Array[String]) -> void:
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var state = BattleStateScript.new()
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if not state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load opening battle for pending move state")
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return
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var from_cell := Vector2i(1, 3)
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var to_cell := Vector2i(2, 3)
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state.get_unit("cao_cao")["pos"] = from_cell
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state.battle_events.append({
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"id": "pending_move_gold",
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"once": true,
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"when": {
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"type": "unit_reaches_tile",
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"unit_ids": ["cao_cao"],
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"pos": [to_cell.x, to_cell.y]
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},
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"actions": [{"type": "grant_gold", "amount": 77}]
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})
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if not state.select_unit("cao_cao"):
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failures.append("could not select Cao Cao for pending move state")
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return
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if not state.try_move_selected(to_cell, true):
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failures.append("tentative move should succeed")
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return
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var cao_cao: Dictionary = state.get_unit("cao_cao")
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if cao_cao.get("pos", Vector2i.ZERO) != to_cell:
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failures.append("tentative move should update position")
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if not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
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failures.append("tentative move should mark moved but not acted")
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if state.get_battle_gold_reward() != 0:
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failures.append("tentative move should defer unit_reaches_tile rewards")
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if not state.cancel_pending_move("cao_cao", from_cell, to_cell):
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failures.append("pending move cancel should succeed")
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cao_cao = state.get_unit("cao_cao")
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if cao_cao.get("pos", Vector2i.ZERO) != from_cell or bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
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failures.append("pending move cancel should restore original action state")
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if state.get_battle_gold_reward() != 0:
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failures.append("canceled pending move should not fire movement event")
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if not state.try_move_selected(to_cell, true):
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failures.append("second tentative move should succeed")
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if not state.commit_pending_move_events("cao_cao"):
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failures.append("pending move commit should keep battle active")
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if state.get_battle_gold_reward() != 77:
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failures.append("pending move commit should fire deferred movement event")
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func _check_scene_post_move_menu_flow(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load opening battle for scene flow")
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scene.free()
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return
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scene.battle_started = true
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scene.campaign_complete_screen = false
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scene.briefing_panel.visible = false
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scene.result_panel.visible = false
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scene._clear_pending_move_state()
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scene.state.get_unit("cao_cao")["pos"] = Vector2i(1, 3)
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if not scene.state.select_unit("cao_cao"):
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failures.append("could not select Cao Cao for scene flow")
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scene.free()
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return
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scene._refresh_ranges()
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scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
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var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
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if not scene._has_pending_move():
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failures.append("scene should keep pending move metadata after move click")
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if scene.post_move_menu == null or not scene.post_move_menu.visible:
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failures.append("post-move action menu should be visible after moving")
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else:
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_check_local_panel_position(failures, scene, scene.post_move_menu, Vector2i(2, 3), "post-move action menu")
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_check_local_command_button_tooltips_suppressed(failures, [
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scene.post_move_attack_button,
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scene.post_move_tactic_button,
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scene.post_move_item_button,
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scene.post_move_wait_button,
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scene.post_move_cancel_button
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], "post-move action menu")
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if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
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failures.append("scene move should be pending with action still available")
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if scene.state.get_selected_unit().is_empty():
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failures.append("scene should keep moved unit selected for follow-up action")
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if not scene.attack_cells.is_empty():
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failures.append("attack cells should wait until Attack is chosen from the post-move menu")
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var right_click := InputEventMouseButton.new()
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right_click.button_index = MOUSE_BUTTON_RIGHT
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right_click.pressed = true
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right_click.position = _screen_for_cell(Vector2i(2, 3))
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scene._unhandled_input(right_click)
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cao_cao = scene.state.get_unit("cao_cao")
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if scene._has_pending_move() or (scene.post_move_menu != null and scene.post_move_menu.visible):
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failures.append("right-click cancel handler should clear pending move menu state")
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if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(1, 3) or bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
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failures.append("right-click cancel handler should restore the starting cell")
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scene._refresh_ranges()
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scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
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scene._on_post_move_wait_pressed()
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cao_cao = scene.state.get_unit("cao_cao")
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if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or not bool(cao_cao.get("acted", false)):
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failures.append("post-move Wait should commit movement and end the unit action")
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if not scene.state.get_selected_unit().is_empty() or scene._has_pending_move():
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failures.append("post-move Wait should clear selection and pending metadata")
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_check_scene_post_move_attack_targeting(failures)
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scene.free()
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func _check_scene_post_move_edge_positioning(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load opening battle for edge menu positioning")
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scene.free()
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return
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scene.battle_started = true
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scene.campaign_complete_screen = false
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scene.briefing_panel.visible = false
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scene.result_panel.visible = false
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scene._clear_pending_move_state()
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if not scene.state.select_unit("cao_cao"):
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failures.append("could not select Cao Cao for edge menu positioning")
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scene.free()
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return
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var edge_cell := Vector2i(scene.state.map_size.x - 1, 3)
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var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
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cao_cao["pos"] = edge_cell
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cao_cao["moved"] = true
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cao_cao["acted"] = false
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scene.pending_move_unit_id = "cao_cao"
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scene.pending_move_from_cell = Vector2i(edge_cell.x - 1, edge_cell.y)
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scene.pending_move_to_cell = edge_cell
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scene._show_post_move_menu()
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if scene.post_move_menu == null or not scene.post_move_menu.visible:
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failures.append("edge post-move action menu should be visible")
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else:
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_check_local_panel_position(failures, scene, scene.post_move_menu, edge_cell, "edge post-move action menu")
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scene.free()
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func _check_scene_post_move_scrolled_view_positioning(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load opening battle for scrolled menu positioning")
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scene.free()
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return
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scene.battle_started = true
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scene.campaign_complete_screen = false
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scene.briefing_panel.visible = false
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scene.result_panel.visible = false
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scene._clear_pending_move_state()
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scene.board_scroll_offset = scene._clamped_board_scroll_offset(Vector2(-9999.0, -9999.0))
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var edge_cell := Vector2i(scene.state.map_size.x - 1, scene.state.map_size.y - 1)
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var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
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cao_cao["pos"] = edge_cell
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cao_cao["moved"] = true
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cao_cao["acted"] = false
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scene.state.select_unit("cao_cao")
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scene.pending_move_unit_id = "cao_cao"
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scene.pending_move_from_cell = Vector2i(edge_cell.x - 1, edge_cell.y)
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scene.pending_move_to_cell = edge_cell
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scene._show_post_move_menu()
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if scene.post_move_menu == null or not scene.post_move_menu.visible:
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failures.append("scrolled post-move action menu should be visible")
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else:
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_check_local_panel_position(failures, scene, scene.post_move_menu, edge_cell, "scrolled post-move action menu")
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scene.free()
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func _check_scene_post_move_menu_tracks_map_scroll(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load opening battle for scroll-tracking menu")
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scene.free()
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return
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scene.battle_started = true
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scene.campaign_complete_screen = false
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scene.briefing_panel.visible = false
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scene.result_panel.visible = false
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scene._clear_pending_move_state()
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var pending_cell := Vector2i(10, 6)
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var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
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cao_cao["pos"] = pending_cell
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cao_cao["moved"] = true
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cao_cao["acted"] = false
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scene.state.select_unit("cao_cao")
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scene.pending_move_unit_id = "cao_cao"
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scene.pending_move_from_cell = Vector2i(9, 6)
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scene.pending_move_to_cell = pending_cell
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scene._show_post_move_menu()
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if scene.post_move_menu == null or not scene.post_move_menu.visible:
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failures.append("scroll-tracking post-move menu should be visible")
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scene.free()
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return
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scene.post_move_menu.position = Vector2(1.0, 1.0)
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var map_rect: Rect2 = scene._minimap_map_rect()
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if not scene._scroll_board_to_minimap_position(map_rect.end):
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failures.append("minimap scroll should move the opening large map")
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var expected_position: Vector2 = scene._local_command_panel_position_for_cell(pending_cell, scene.POST_MOVE_MENU_SIZE)
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if scene.post_move_menu.position.distance_squared_to(expected_position) > 0.01:
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failures.append("post-move menu should track board scroll: %s vs %s" % [str(scene.post_move_menu.position), str(expected_position)])
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_check_local_panel_position(failures, scene, scene.post_move_menu, pending_cell, "scroll-tracking post-move action menu")
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scene.free()
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func _check_scene_post_move_text_fit(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load opening battle for post-move text fit")
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scene.free()
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return
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scene.battle_started = true
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scene.campaign_complete_screen = false
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scene.briefing_panel.visible = false
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scene.result_panel.visible = false
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scene._clear_pending_move_state()
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if not scene.state.select_unit("cao_cao"):
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failures.append("could not select Cao Cao for post-move text fit")
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scene.free()
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return
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var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
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cao_cao["name"] = "매우 긴 이름의 임시 선봉장"
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cao_cao["pos"] = Vector2i(2, 3)
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cao_cao["moved"] = true
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cao_cao["acted"] = false
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scene.pending_move_unit_id = "cao_cao"
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scene.pending_move_from_cell = Vector2i(1, 3)
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scene.pending_move_to_cell = Vector2i(2, 3)
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scene._show_post_move_menu()
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if scene.post_move_title_label == null:
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failures.append("post-move menu should expose a fitted title label")
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else:
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_check_fitted_label_font(failures, scene.post_move_title_label, BattleSceneScript.LOCAL_COMMAND_TITLE_FONT_SIZE, BattleSceneScript.LOCAL_COMMAND_TITLE_MIN_FONT_SIZE, "post-move long unit title")
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scene._show_post_move_picker("tactic")
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if scene.post_move_picker_title_label == null:
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failures.append("post-move picker should expose a fitted title label")
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else:
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_check_fitted_label_font(failures, scene.post_move_picker_title_label, BattleSceneScript.LOCAL_COMMAND_TITLE_FONT_SIZE, BattleSceneScript.LOCAL_COMMAND_TITLE_MIN_FONT_SIZE, "post-move picker long unit title")
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if scene.post_move_picker_detail_label == null:
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failures.append("post-move picker should expose a fitted detail label")
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else:
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_check_fitted_label_font(failures, scene.post_move_picker_detail_label, BattleSceneScript.LOCAL_COMMAND_DETAIL_FONT_SIZE, BattleSceneScript.LOCAL_COMMAND_DETAIL_MIN_FONT_SIZE, "post-move picker detail")
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_check_local_command_button_tooltips_suppressed(failures, [
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scene.post_move_picker_back_button,
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scene.post_move_picker_cancel_move_button,
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scene.targeting_hint_back_button,
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scene.targeting_hint_cancel_move_button
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], "local command utility buttons")
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scene.selected_item_id = "very_long_supply_order_marker_name"
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scene.selected_skill_id = ""
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scene.basic_attack_targeting = false
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scene._update_targeting_hint_panel()
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if scene.targeting_hint_panel != null and scene.targeting_hint_panel.visible:
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failures.append("targeting guidance should stay on the board instead of opening a hint panel")
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if scene.targeting_hint_panel != null and scene.targeting_hint_panel.mouse_filter != Control.MOUSE_FILTER_IGNORE:
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failures.append("retired targeting hint panel should never block board clicks")
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if scene.targeting_hint_title_label == null:
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failures.append("targeting hint should expose a fitted title label")
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else:
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_check_fitted_label_font(failures, scene.targeting_hint_title_label, BattleSceneScript.LOCAL_COMMAND_TITLE_FONT_SIZE, BattleSceneScript.LOCAL_COMMAND_TITLE_MIN_FONT_SIZE, "targeting long item title")
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if scene.targeting_hint_detail_label == null:
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failures.append("targeting hint should expose a fitted detail label")
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else:
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_check_fitted_label_font(failures, scene.targeting_hint_detail_label, BattleSceneScript.LOCAL_COMMAND_DETAIL_FONT_SIZE, BattleSceneScript.LOCAL_COMMAND_DETAIL_MIN_FONT_SIZE, "targeting detail")
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scene.free()
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func _check_scene_post_move_blocked_command_labels(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load opening battle for blocked command labels")
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scene.free()
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return
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scene.battle_started = true
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scene.campaign_complete_screen = false
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scene.briefing_panel.visible = false
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scene.result_panel.visible = false
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scene._clear_pending_move_state()
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scene.state.set_inventory_snapshot({})
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var far_cell := Vector2i(scene.state.map_size.x - 2, scene.state.map_size.y - 2)
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for unit in scene.state.units:
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if unit.get("team", "") == BattleStateScript.TEAM_ENEMY:
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unit["pos"] = far_cell
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var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
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cao_cao["pos"] = Vector2i(1, 3)
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cao_cao["mp"] = 0
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if not scene.state.select_unit("cao_cao"):
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failures.append("could not select Cao Cao for blocked command labels")
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scene.free()
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return
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scene._refresh_ranges()
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scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
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if scene.post_move_menu == null or not scene.post_move_menu.visible:
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failures.append("blocked command label setup should show the post-move menu")
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else:
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if scene.post_move_attack_button == null or not scene.post_move_attack_button.disabled or scene.post_move_attack_button.text != "" or str(scene.post_move_attack_button.get_meta("disabled_hint", "")) != "타격 없음":
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failures.append("blocked attack command should explain itself through local hover metadata")
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if scene.post_move_tactic_button == null or not scene.post_move_tactic_button.disabled or scene.post_move_tactic_button.text != "" or str(scene.post_move_tactic_button.get_meta("disabled_hint", "")) != "책략 없음":
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failures.append("blocked tactic command should explain itself through local hover metadata")
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if scene.post_move_item_button == null or not scene.post_move_item_button.disabled or scene.post_move_item_button.text != "" or str(scene.post_move_item_button.get_meta("disabled_hint", "")) != "보급 없음":
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failures.append("blocked item command should explain itself through local hover metadata")
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_check_local_command_button_tooltips_suppressed(failures, [
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scene.post_move_attack_button,
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scene.post_move_tactic_button,
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scene.post_move_item_button
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], "blocked post-move commands")
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scene._on_local_command_button_mouse_entered(scene.post_move_attack_button)
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if scene.post_move_title_label == null or not scene.post_move_title_label.text.contains("타격 없음"):
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failures.append("blocked attack hover should surface disabled reason in the local title plate: %s" % scene.post_move_title_label.text)
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scene._on_local_command_button_mouse_exited()
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scene.free()
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func _check_scene_post_move_attack_targeting(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
|
|
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
|
|
failures.append("could not load opening battle for attack targeting flow")
|
|
scene.free()
|
|
return
|
|
scene.battle_started = true
|
|
scene.campaign_complete_screen = false
|
|
scene.briefing_panel.visible = false
|
|
scene.result_panel.visible = false
|
|
scene._clear_pending_move_state()
|
|
|
|
var enemy: Dictionary = scene.state.get_unit("yellow_turban_1")
|
|
enemy["pos"] = Vector2i(3, 3)
|
|
enemy["hp"] = 24
|
|
enemy["def"] = 1
|
|
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
|
|
cao_cao["pos"] = Vector2i(1, 3)
|
|
cao_cao["agi"] = 999
|
|
cao_cao["atk"] = 60
|
|
scene.state.rng.seed = 1
|
|
|
|
scene.state.battle_events.append({
|
|
"id": "pending_attack_gold",
|
|
"once": true,
|
|
"when": {
|
|
"type": "unit_reaches_tile",
|
|
"unit_ids": ["cao_cao"],
|
|
"pos": [2, 3]
|
|
},
|
|
"actions": [{"type": "grant_gold", "amount": 33}]
|
|
})
|
|
|
|
if not scene.state.select_unit("cao_cao"):
|
|
failures.append("could not select Cao Cao for attack targeting flow")
|
|
scene.free()
|
|
return
|
|
scene._refresh_ranges()
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
|
|
if not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
|
|
failures.append("attack targeting setup should leave the post-move menu visible")
|
|
if scene.post_move_attack_button == null or scene.post_move_attack_button.disabled or scene.post_move_attack_button.text != "" or str(scene.post_move_attack_button.get_meta("command_label", "")) != "타격령":
|
|
failures.append("available attack command should stay icon-first and enabled")
|
|
scene._on_local_command_button_mouse_entered(scene.post_move_attack_button)
|
|
if scene.post_move_title_label == null or not scene.post_move_title_label.text.contains("타격령"):
|
|
failures.append("available attack hover should explain the icon in the local title plate")
|
|
scene._on_local_command_button_mouse_exited()
|
|
if scene.basic_attack_targeting:
|
|
failures.append("attack targeting should be off before pressing Attack")
|
|
if not scene.attack_cells.is_empty():
|
|
failures.append("attack range should stay hidden before pressing Attack")
|
|
if scene.state.get_battle_gold_reward() != 0:
|
|
failures.append("attack setup should not commit pending move events early")
|
|
|
|
scene._on_post_move_attack_pressed()
|
|
if not scene.basic_attack_targeting:
|
|
failures.append("Attack should enter target selection mode")
|
|
if scene.post_move_menu != null and scene.post_move_menu.visible:
|
|
failures.append("post-move menu should hide while selecting an attack target")
|
|
if scene.targeting_hint_panel != null and scene.targeting_hint_panel.visible:
|
|
failures.append("attack targeting should not open a separate hint panel")
|
|
if not scene.attack_cells.has(Vector2i(3, 3)):
|
|
failures.append("attack targeting should highlight the adjacent enemy cell")
|
|
var markers := scene._attack_target_marker_entries()
|
|
if markers.size() != 1 or markers[0].get("cell", Vector2i.ZERO) != Vector2i(3, 3):
|
|
failures.append("attack target markers should include only the reachable enemy: %s" % str(markers))
|
|
|
|
scene._on_targeting_back_pressed()
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
if scene.basic_attack_targeting or not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
|
|
failures.append("Back should return to the post-move action menu")
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
|
|
failures.append("Back should preserve the pending moved unit without acting")
|
|
|
|
scene._on_post_move_attack_pressed()
|
|
var enemy_hp_before := int(enemy.get("hp", 0))
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(3, 3)))
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
enemy = scene.state.get_unit("yellow_turban_1")
|
|
if scene._has_pending_move() or scene.basic_attack_targeting:
|
|
failures.append("attack click should clear pending move and targeting state")
|
|
if not scene.state.get_selected_unit().is_empty():
|
|
failures.append("attack click should clear selected unit after acting")
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or not bool(cao_cao.get("acted", false)):
|
|
failures.append("attack click should commit the moved attacker action")
|
|
if int(enemy.get("hp", 0)) >= enemy_hp_before and bool(enemy.get("alive", true)):
|
|
failures.append("attack click should damage or defeat the target")
|
|
if scene.state.get_battle_gold_reward() != 33:
|
|
failures.append("attack click should commit deferred movement event before resolving attack")
|
|
|
|
scene.free()
|
|
|
|
|
|
func _check_scene_enemy_click_auto_attack(failures: Array[String]) -> void:
|
|
var scene = BattleSceneScript.new()
|
|
scene._create_hud()
|
|
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
|
|
failures.append("could not load opening battle for enemy click auto attack")
|
|
scene.free()
|
|
return
|
|
scene.battle_started = true
|
|
scene.campaign_complete_screen = false
|
|
scene.briefing_panel.visible = false
|
|
scene.result_panel.visible = false
|
|
scene._clear_pending_move_state()
|
|
|
|
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
|
|
var enemy: Dictionary = scene.state.get_unit("yellow_turban_1")
|
|
cao_cao["pos"] = Vector2i(1, 3)
|
|
cao_cao["atk"] = 60
|
|
cao_cao["agi"] = 999
|
|
cao_cao["moved"] = false
|
|
cao_cao["acted"] = false
|
|
enemy["pos"] = Vector2i(4, 3)
|
|
enemy["hp"] = 24
|
|
enemy["max_hp"] = 24
|
|
enemy["def"] = 1
|
|
enemy["alive"] = true
|
|
scene.state.rng.seed = 1
|
|
|
|
if not scene.state.select_unit("cao_cao"):
|
|
failures.append("could not select Cao Cao for enemy click auto attack")
|
|
scene.free()
|
|
return
|
|
scene._refresh_ranges()
|
|
if scene._is_targeting_mode():
|
|
failures.append("move+attack marker setup should not enter formal targeting mode")
|
|
if scene.attack_cells.has(Vector2i(4, 3)):
|
|
failures.append("auto attack setup enemy should start outside current attack range")
|
|
var auto_markers := scene._target_selection_marker_entries()
|
|
var found_auto_marker := false
|
|
for marker in auto_markers:
|
|
if marker.get("cell", Vector2i.ZERO) != Vector2i(4, 3):
|
|
continue
|
|
found_auto_marker = true
|
|
if marker.get("target_id", "") != "yellow_turban_1":
|
|
failures.append("move+attack marker should keep the clicked target id: %s" % str(marker))
|
|
if marker.get("text", "") != "행공":
|
|
failures.append("move+attack marker should use compact battlefield text: %s" % str(marker))
|
|
if marker.get("origin", Vector2i.ZERO) != Vector2i(3, 3):
|
|
failures.append("move+attack marker should expose the chosen attack origin: %s" % str(marker))
|
|
if marker.get("origin", Vector2i.ZERO) == Vector2i(1, 3):
|
|
failures.append("move+attack marker origin should differ from the current cell: %s" % str(marker))
|
|
if not bool(marker.get("requires_move", false)):
|
|
failures.append("move+attack marker should flag that movement is required: %s" % str(marker))
|
|
if not found_auto_marker:
|
|
failures.append("selected unit should mark enemies reachable by move+attack: %s" % str(auto_markers))
|
|
scene.hover_cell = Vector2i(4, 3)
|
|
var auto_badge := scene._target_preview_badge()
|
|
if not str(auto_badge.get("text", "")).contains("행공"):
|
|
failures.append("hovering a move+attack target should explain the combined action: %s" % str(auto_badge))
|
|
if not ["advance", "counter", "danger"].has(str(auto_badge.get("kind", ""))):
|
|
failures.append("move+attack hover badge should use an attack-risk color kind: %s" % str(auto_badge))
|
|
|
|
cao_cao["status_effects"] = [{
|
|
"type": "action_lock",
|
|
"status": "disarm",
|
|
"action": "attack",
|
|
"remaining_phases": 2
|
|
}]
|
|
scene._refresh_ranges()
|
|
for marker in scene._target_selection_marker_entries():
|
|
if marker.get("target_id", "") == "yellow_turban_1":
|
|
failures.append("attack-locked units should not mark move+attack targets: %s" % str(marker))
|
|
scene.hover_cell = Vector2i(4, 3)
|
|
var locked_badge := scene._target_preview_badge()
|
|
if str(locked_badge.get("text", "")).contains("행공"):
|
|
failures.append("attack-locked hover badge should not offer move+attack: %s" % str(locked_badge))
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(4, 3)))
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(1, 3) or int(enemy.get("hp", 0)) != 24:
|
|
failures.append("attack-locked enemy click should not auto-move or attack")
|
|
cao_cao["status_effects"] = []
|
|
scene._refresh_ranges()
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(4, 3)))
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
enemy = scene.state.get_unit("yellow_turban_1")
|
|
var auto_origin: Vector2i = cao_cao.get("pos", Vector2i.ZERO)
|
|
if absi(auto_origin.x - Vector2i(4, 3).x) + absi(auto_origin.y - Vector2i(4, 3).y) != 1:
|
|
failures.append("enemy click should auto-move to an attack origin, got %s" % str(auto_origin))
|
|
if not bool(cao_cao.get("acted", false)) or not bool(cao_cao.get("moved", false)):
|
|
failures.append("enemy click auto attack should spend the unit action")
|
|
if int(enemy.get("hp", 0)) >= 24 and bool(enemy.get("alive", true)):
|
|
failures.append("enemy click auto attack should damage or defeat the target")
|
|
if scene._has_pending_move() or scene.basic_attack_targeting:
|
|
failures.append("enemy click auto attack should not leave pending or targeting UI state")
|
|
|
|
scene.free()
|
|
|
|
|
|
func _check_scene_auto_attack_safe_origin_and_counter_preview(failures: Array[String]) -> void:
|
|
var scene = BattleSceneScript.new()
|
|
scene._create_hud()
|
|
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
|
|
failures.append("could not load opening battle for safe auto attack origin")
|
|
scene.free()
|
|
return
|
|
scene.battle_started = true
|
|
scene.campaign_complete_screen = false
|
|
scene.briefing_panel.visible = false
|
|
scene.result_panel.visible = false
|
|
scene._clear_pending_move_state()
|
|
|
|
for unit in scene.state.units:
|
|
if unit.get("team", "") == BattleStateScript.TEAM_ENEMY:
|
|
unit["pos"] = Vector2i(scene.state.map_size.x - 2, scene.state.map_size.y - 2)
|
|
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
|
|
var enemy: Dictionary = scene.state.get_unit("yellow_turban_1")
|
|
cao_cao["pos"] = Vector2i(1, 3)
|
|
cao_cao["move"] = 4
|
|
cao_cao["range"] = 2
|
|
cao_cao["min_range"] = 1
|
|
cao_cao["atk"] = 30
|
|
cao_cao["agi"] = 999
|
|
cao_cao["hp"] = 80
|
|
cao_cao["max_hp"] = 80
|
|
cao_cao["moved"] = false
|
|
cao_cao["acted"] = false
|
|
enemy["pos"] = Vector2i(5, 3)
|
|
enemy["range"] = 1
|
|
enemy["min_range"] = 1
|
|
enemy["atk"] = 70
|
|
enemy["agi"] = 0
|
|
enemy["hp"] = 80
|
|
enemy["max_hp"] = 80
|
|
enemy["def"] = 1
|
|
enemy["alive"] = true
|
|
enemy["controllable"] = true
|
|
scene.state.rng.seed = 1
|
|
|
|
if not scene.state.select_unit("cao_cao"):
|
|
failures.append("could not select Cao Cao for safe auto attack origin")
|
|
scene.free()
|
|
return
|
|
scene._refresh_ranges()
|
|
var auto_markers := scene._target_selection_marker_entries()
|
|
var safe_marker := {}
|
|
for marker in auto_markers:
|
|
if marker.get("target_id", "") == "yellow_turban_1":
|
|
safe_marker = marker
|
|
break
|
|
if safe_marker.is_empty():
|
|
failures.append("safe auto attack setup should mark the reachable enemy: %s" % str(auto_markers))
|
|
else:
|
|
if safe_marker.get("origin", Vector2i.ZERO) != Vector2i(3, 3):
|
|
failures.append("auto attack should prefer the non-counter origin: %s" % str(safe_marker))
|
|
if bool(safe_marker.get("counter_in_range", true)):
|
|
failures.append("safe auto attack marker should expose no counter risk: %s" % str(safe_marker))
|
|
if str(safe_marker.get("kind", "")) != "advance":
|
|
failures.append("safe auto attack marker should use advance color: %s" % str(safe_marker))
|
|
var origin_marker_rect: Rect2 = scene._auto_attack_origin_marker_rect(safe_marker.get("origin", Vector2i.ZERO))
|
|
if not scene._rect_for_cell(Vector2i(3, 3)).encloses(origin_marker_rect):
|
|
failures.append("auto attack origin marker should fit inside the chosen origin cell: %s" % str(origin_marker_rect))
|
|
var route_points: PackedVector2Array = scene._auto_attack_route_points(safe_marker.get("origin", Vector2i.ZERO), safe_marker.get("cell", Vector2i.ZERO))
|
|
if route_points.size() != 2:
|
|
failures.append("auto attack route should expose two drawable points: %s" % str(route_points))
|
|
elif not scene._rect_for_cell(Vector2i(3, 3)).has_point(route_points[0]) or not scene._rect_for_cell(Vector2i(5, 3)).has_point(route_points[1]):
|
|
failures.append("auto attack route should connect the origin and target cells: %s" % str(route_points))
|
|
var far_route_points: PackedVector2Array = scene._auto_attack_route_points(Vector2i(-1, -1), safe_marker.get("cell", Vector2i.ZERO))
|
|
if not far_route_points.is_empty():
|
|
failures.append("auto attack route should not draw from invalid off-board origins: %s" % str(far_route_points))
|
|
|
|
scene.basic_attack_targeting = true
|
|
scene.attack_cells.clear()
|
|
scene.attack_cells.append(Vector2i(5, 3))
|
|
for marker in scene._target_selection_marker_entries():
|
|
if bool(marker.get("requires_move", false)):
|
|
failures.append("formal attack targeting should not show move+attack origin routes: %s" % str(marker))
|
|
scene.hover_cell = Vector2i(5, 3)
|
|
scene._update_forecast()
|
|
if scene.forecast_label.text.contains("행공"):
|
|
failures.append("formal attack targeting forecast should not describe auto move+attack: %s" % scene.forecast_label.text)
|
|
scene.basic_attack_targeting = false
|
|
scene._refresh_ranges()
|
|
|
|
scene.hover_cell = Vector2i(5, 3)
|
|
var safe_badge := scene._target_preview_badge()
|
|
if str(safe_badge.get("kind", "")) != "advance" or str(safe_badge.get("text", "")).contains("반"):
|
|
failures.append("safe auto attack hover should not show counter risk: %s" % str(safe_badge))
|
|
scene._update_forecast()
|
|
var safe_forecast: String = scene.forecast_label.text
|
|
if not safe_forecast.contains("행공") or not safe_forecast.contains("진 4,4") or safe_forecast.contains("사거리 밖"):
|
|
failures.append("safe auto attack forecast should describe the chosen advance origin: %s" % safe_forecast)
|
|
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(5, 3)))
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(3, 3):
|
|
failures.append("auto attack click should use the same safe origin as marker and hover: %s" % str(cao_cao.get("pos", Vector2i.ZERO)))
|
|
|
|
scene.free()
|
|
|
|
var risky_scene = BattleSceneScript.new()
|
|
risky_scene._create_hud()
|
|
if not risky_scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
|
|
failures.append("could not load opening battle for risky auto attack preview")
|
|
risky_scene.free()
|
|
return
|
|
risky_scene.battle_started = true
|
|
risky_scene.campaign_complete_screen = false
|
|
risky_scene.briefing_panel.visible = false
|
|
risky_scene.result_panel.visible = false
|
|
risky_scene._clear_pending_move_state()
|
|
for unit in risky_scene.state.units:
|
|
if unit.get("team", "") == BattleStateScript.TEAM_ENEMY:
|
|
unit["pos"] = Vector2i(risky_scene.state.map_size.x - 2, risky_scene.state.map_size.y - 2)
|
|
var risky_attacker: Dictionary = risky_scene.state.get_unit("cao_cao")
|
|
var risky_enemy: Dictionary = risky_scene.state.get_unit("yellow_turban_1")
|
|
risky_attacker["pos"] = Vector2i(1, 3)
|
|
risky_attacker["move"] = 8
|
|
risky_attacker["range"] = 1
|
|
risky_attacker["min_range"] = 1
|
|
risky_attacker["atk"] = 80
|
|
risky_attacker["agi"] = 0
|
|
risky_attacker["hp"] = 40
|
|
risky_attacker["max_hp"] = 40
|
|
risky_attacker["moved"] = false
|
|
risky_attacker["acted"] = false
|
|
risky_enemy["pos"] = Vector2i(5, 3)
|
|
risky_enemy["range"] = 1
|
|
risky_enemy["min_range"] = 1
|
|
risky_enemy["atk"] = 70
|
|
risky_enemy["agi"] = 50
|
|
risky_enemy["hp"] = 20
|
|
risky_enemy["max_hp"] = 20
|
|
risky_enemy["def"] = 1
|
|
risky_enemy["alive"] = true
|
|
risky_enemy["controllable"] = true
|
|
var risky_preview := risky_scene._auto_attack_preview_for_origin(risky_attacker, risky_enemy, Vector2i(4, 3))
|
|
if risky_preview.is_empty() or not bool(risky_preview.get("would_defeat", false)) or not bool(risky_preview.get("counter_in_range", false)):
|
|
failures.append("risky auto attack preview should expose miss-counter risk on a potential KO: %s" % str(risky_preview))
|
|
var risky_badge := risky_scene._auto_attack_target_preview_badge_for_origin(risky_attacker, risky_enemy, Vector2i(4, 3))
|
|
if not str(risky_badge.get("text", "")).contains("반") or not ["counter", "danger"].has(str(risky_badge.get("kind", ""))):
|
|
failures.append("risky auto attack badge should show counter risk: %s" % str(risky_badge))
|
|
if not risky_scene.state.select_unit("cao_cao"):
|
|
failures.append("could not select Cao Cao for risky auto attack forecast")
|
|
else:
|
|
risky_scene.hover_cell = Vector2i(5, 3)
|
|
risky_scene._update_forecast()
|
|
var risky_forecast: String = risky_scene.forecast_label.text
|
|
if not risky_forecast.contains("행공") or not risky_forecast.contains("반격"):
|
|
failures.append("risky auto attack forecast should show counter risk: %s" % risky_forecast)
|
|
risky_enemy["controllable"] = false
|
|
var escort_preview := risky_scene._auto_attack_preview_for_origin(risky_attacker, risky_enemy, Vector2i(4, 3))
|
|
if bool(escort_preview.get("counter_in_range", false)):
|
|
failures.append("non-controllable targets should not show counter risk: %s" % str(escort_preview))
|
|
risky_scene.free()
|
|
|
|
|
|
func _check_scene_post_move_tactic_picker_flow(failures: Array[String]) -> void:
|
|
var scene = BattleSceneScript.new()
|
|
scene._create_hud()
|
|
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
|
|
failures.append("could not load opening battle for tactic picker flow")
|
|
scene.free()
|
|
return
|
|
scene.battle_started = true
|
|
scene.campaign_complete_screen = false
|
|
scene.briefing_panel.visible = false
|
|
scene.result_panel.visible = false
|
|
scene._clear_pending_move_state()
|
|
|
|
var enemy: Dictionary = scene.state.get_unit("yellow_turban_1")
|
|
enemy["pos"] = Vector2i(3, 3)
|
|
enemy["hp"] = 28
|
|
enemy["def"] = 1
|
|
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
|
|
cao_cao["pos"] = Vector2i(1, 3)
|
|
cao_cao["int"] = 80
|
|
cao_cao["mp"] = 10
|
|
|
|
scene.state.battle_events.append({
|
|
"id": "pending_tactic_gold",
|
|
"once": true,
|
|
"when": {
|
|
"type": "unit_reaches_tile",
|
|
"unit_ids": ["cao_cao"],
|
|
"pos": [2, 3]
|
|
},
|
|
"actions": [{"type": "grant_gold", "amount": 44}]
|
|
})
|
|
|
|
if not scene.state.select_unit("cao_cao"):
|
|
failures.append("could not select Cao Cao for tactic picker flow")
|
|
scene.free()
|
|
return
|
|
scene._refresh_ranges()
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
|
|
if scene.post_move_tactic_button == null or scene.post_move_tactic_button.disabled:
|
|
failures.append("post-move Tactic should be enabled when Spark has a valid target")
|
|
|
|
scene._on_tactic_pressed()
|
|
if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "tactic":
|
|
failures.append("post-move Tactic shortcut should open the local tactic picker")
|
|
if scene.post_move_menu != null and scene.post_move_menu.visible:
|
|
failures.append("post-move action menu should hide while the tactic picker is open")
|
|
if scene.tactic_menu != null and scene.tactic_menu.visible:
|
|
failures.append("post-move tactic shortcut should not use the side tactic menu")
|
|
_check_post_move_picker_option_tooltips_suppressed(failures, scene, "post-move tactic picker")
|
|
|
|
var escape := InputEventKey.new()
|
|
escape.keycode = KEY_ESCAPE
|
|
scene._handle_key(escape)
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
if scene.post_move_picker_panel != null and scene.post_move_picker_panel.visible:
|
|
failures.append("Escape should close the local tactic picker")
|
|
if not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
|
|
failures.append("Escape from the tactic picker should return to the post-move action menu")
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
|
|
failures.append("Escape from the tactic picker should preserve the pending move")
|
|
|
|
scene._on_post_move_tactic_pressed()
|
|
scene._on_post_move_tactic_option_pressed("spark")
|
|
if scene.selected_skill_id != "spark":
|
|
failures.append("choosing Spark should enter tactic targeting mode")
|
|
if scene.post_move_picker_panel != null and scene.post_move_picker_panel.visible:
|
|
failures.append("tactic picker should hide after choosing a tactic")
|
|
if scene.targeting_hint_panel != null and scene.targeting_hint_panel.visible:
|
|
failures.append("tactic targeting should not open a separate hint panel")
|
|
if not scene.skill_cells.has(Vector2i(3, 3)):
|
|
failures.append("Spark targeting should highlight the adjacent enemy cell")
|
|
var tactic_markers := scene._skill_target_marker_entries()
|
|
if tactic_markers.size() != 1 or tactic_markers[0].get("cell", Vector2i.ZERO) != Vector2i(3, 3):
|
|
failures.append("tactic target markers should include only the Spark target: %s" % str(tactic_markers))
|
|
else:
|
|
if str(tactic_markers[0].get("text", "")) != "퇴각":
|
|
failures.append("tactic target marker should preview the deterministic KO: %s" % str(tactic_markers[0]))
|
|
if str(tactic_markers[0].get("kind", "")) != "damage":
|
|
failures.append("tactic target marker should use damage color: %s" % str(tactic_markers[0]))
|
|
|
|
scene._on_targeting_back_pressed()
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
if not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
|
|
failures.append("tactic Back should return to the post-move action menu")
|
|
if scene.selected_skill_id != "":
|
|
failures.append("tactic Back should clear the selected tactic")
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
|
|
failures.append("tactic Back should preserve the pending moved unit without acting")
|
|
|
|
scene._on_post_move_tactic_pressed()
|
|
scene._on_post_move_tactic_option_pressed("spark")
|
|
var enemy_hp_before := int(enemy.get("hp", 0))
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(3, 3)))
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
enemy = scene.state.get_unit("yellow_turban_1")
|
|
if scene._has_pending_move() or scene.selected_skill_id != "":
|
|
failures.append("tactic target click should clear pending move and selected tactic")
|
|
if not scene.state.get_selected_unit().is_empty():
|
|
failures.append("tactic target click should clear selected unit after acting")
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or not bool(cao_cao.get("acted", false)):
|
|
failures.append("tactic target click should commit the moved caster action")
|
|
if int(enemy.get("hp", 0)) >= enemy_hp_before and bool(enemy.get("alive", true)):
|
|
failures.append("tactic target click should damage or defeat the target")
|
|
if scene.state.get_battle_gold_reward() != 44:
|
|
failures.append("tactic target click should commit deferred movement event before resolving tactic")
|
|
|
|
scene.free()
|
|
|
|
|
|
func _check_scene_post_move_item_picker_flow(failures: Array[String]) -> void:
|
|
var scene = BattleSceneScript.new()
|
|
scene._create_hud()
|
|
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
|
|
failures.append("could not load opening battle for item picker flow")
|
|
scene.free()
|
|
return
|
|
scene.battle_started = true
|
|
scene.campaign_complete_screen = false
|
|
scene.briefing_panel.visible = false
|
|
scene.result_panel.visible = false
|
|
scene._clear_pending_move_state()
|
|
scene.state.set_inventory_snapshot({"bean": 1})
|
|
|
|
var ally: Dictionary = scene.state.get_unit("xiahou_dun")
|
|
ally["pos"] = Vector2i(2, 4)
|
|
ally["hp"] = 12
|
|
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
|
|
cao_cao["pos"] = Vector2i(1, 3)
|
|
cao_cao["mp"] = 10
|
|
|
|
scene.state.battle_events.append({
|
|
"id": "pending_item_gold",
|
|
"once": true,
|
|
"when": {
|
|
"type": "unit_reaches_tile",
|
|
"unit_ids": ["cao_cao"],
|
|
"pos": [2, 3]
|
|
},
|
|
"actions": [{"type": "grant_gold", "amount": 55}]
|
|
})
|
|
|
|
if not scene.state.select_unit("cao_cao"):
|
|
failures.append("could not select Cao Cao for item picker flow")
|
|
scene.free()
|
|
return
|
|
scene._refresh_ranges()
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
|
|
if scene.post_move_item_button == null or scene.post_move_item_button.disabled:
|
|
failures.append("post-move Item should be enabled when Bean can heal an adjacent ally")
|
|
|
|
scene._on_item_pressed()
|
|
if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "item":
|
|
failures.append("post-move Item shortcut should open the local item picker")
|
|
if scene.post_move_menu != null and scene.post_move_menu.visible:
|
|
failures.append("post-move action menu should hide while the item picker is open")
|
|
if scene.item_menu != null and scene.item_menu.visible:
|
|
failures.append("post-move item shortcut should not use the side item menu")
|
|
_check_post_move_picker_option_tooltips_suppressed(failures, scene, "post-move item picker")
|
|
|
|
scene._on_post_move_item_option_pressed("bean")
|
|
if scene.selected_item_id != "bean":
|
|
failures.append("choosing Bean should enter item targeting mode")
|
|
if scene.post_move_picker_panel != null and scene.post_move_picker_panel.visible:
|
|
failures.append("item picker should hide after choosing an item")
|
|
if scene.targeting_hint_panel != null and scene.targeting_hint_panel.visible:
|
|
failures.append("item targeting should not open a separate hint panel")
|
|
if not scene.item_cells.has(Vector2i(2, 4)):
|
|
failures.append("Bean targeting should highlight the adjacent injured ally")
|
|
var item_markers := scene._item_target_marker_entries()
|
|
if item_markers.size() != 1 or item_markers[0].get("cell", Vector2i.ZERO) != Vector2i(2, 4):
|
|
failures.append("item target markers should include only the Bean target: %s" % str(item_markers))
|
|
else:
|
|
if str(item_markers[0].get("text", "")) != "+20 병력":
|
|
failures.append("item target marker should preview healing: %s" % str(item_markers[0]))
|
|
if str(item_markers[0].get("kind", "")) != "heal":
|
|
failures.append("item target marker should use heal color: %s" % str(item_markers[0]))
|
|
|
|
scene._on_targeting_back_pressed()
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
if not scene._has_pending_move() or scene.post_move_menu == null or not scene.post_move_menu.visible:
|
|
failures.append("item Back should return to the post-move action menu")
|
|
if scene.selected_item_id != "":
|
|
failures.append("item Back should clear the selected item")
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
|
|
failures.append("item Back should preserve the pending moved unit without acting")
|
|
|
|
scene._on_post_move_item_pressed()
|
|
scene._on_post_move_item_option_pressed("bean")
|
|
var ally_hp_before := int(ally.get("hp", 0))
|
|
scene._handle_board_click(_screen_for_cell(Vector2i(2, 4)))
|
|
cao_cao = scene.state.get_unit("cao_cao")
|
|
ally = scene.state.get_unit("xiahou_dun")
|
|
if scene._has_pending_move() or scene.selected_item_id != "":
|
|
failures.append("item target click should clear pending move and selected item")
|
|
if not scene.state.get_selected_unit().is_empty():
|
|
failures.append("item target click should clear selected unit after acting")
|
|
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or not bool(cao_cao.get("acted", false)):
|
|
failures.append("item target click should commit the moved user action")
|
|
if int(ally.get("hp", 0)) <= ally_hp_before:
|
|
failures.append("item target click should heal the selected ally")
|
|
if int(scene.state.get_inventory_snapshot().get("bean", 0)) != 0:
|
|
failures.append("item target click should consume the Bean")
|
|
if scene.state.get_battle_gold_reward() != 55:
|
|
failures.append("item target click should commit deferred movement event before resolving item")
|
|
|
|
scene.free()
|
|
|
|
|
|
func _check_local_panel_position(failures: Array[String], scene, panel: Control, cell: Vector2i, label: String) -> void:
|
|
var padding := BattleSceneScript.LOCAL_COMMAND_PANEL_BOARD_PADDING
|
|
var board_rect: Rect2 = scene._board_rect().intersection(scene._map_view_rect())
|
|
if board_rect.size.x <= 0.0 or board_rect.size.y <= 0.0:
|
|
board_rect = scene._board_rect()
|
|
board_rect = board_rect.grow(-padding)
|
|
var panel_rect := Rect2(panel.position, panel.size)
|
|
var cell_rect: Rect2 = scene._rect_for_cell(cell).grow(2.0)
|
|
if panel_rect.size.x <= 0.0 or panel_rect.size.y <= 0.0:
|
|
failures.append("%s should have a stable visible size" % label)
|
|
if panel_rect.position.x < board_rect.position.x or panel_rect.position.y < board_rect.position.y:
|
|
failures.append("%s should stay inside the visible board minimum: %s" % [label, str(panel_rect)])
|
|
if panel_rect.end.x > board_rect.end.x or panel_rect.end.y > board_rect.end.y:
|
|
failures.append("%s should stay inside the visible board maximum: %s" % [label, str(panel_rect)])
|
|
if panel_rect.intersects(cell_rect):
|
|
failures.append("%s should not cover the moved unit cell: %s over %s" % [label, str(panel_rect), str(cell_rect)])
|
|
|
|
|
|
func _check_local_command_button_tooltips_suppressed(failures: Array[String], buttons: Array, label: String) -> void:
|
|
for button in buttons:
|
|
if button == null:
|
|
failures.append("%s should expose local command buttons for tooltip checks" % label)
|
|
continue
|
|
if not str(button.tooltip_text).is_empty():
|
|
failures.append("%s should keep guidance on the map instead of native tooltips: %s" % [label, str(button.tooltip_text)])
|
|
|
|
|
|
func _check_post_move_picker_option_tooltips_suppressed(failures: Array[String], scene, label: String) -> void:
|
|
if scene.post_move_picker_list == null:
|
|
failures.append("%s should expose a picker option list" % label)
|
|
return
|
|
for child in scene.post_move_picker_list.get_children():
|
|
if child is Button and not str(child.tooltip_text).is_empty():
|
|
failures.append("%s option should not rely on native tooltip popups: %s" % [label, str(child.tooltip_text)])
|
|
|
|
|
|
func _check_fitted_label_font(failures: Array[String], label: Label, base_size: int, min_size: int, label_name: String) -> void:
|
|
var font_size := label.get_theme_font_size("font_size")
|
|
if font_size < min_size or font_size > base_size:
|
|
failures.append("%s font size should stay inside fitted bounds %d..%d, got %d" % [label_name, min_size, base_size, font_size])
|
|
if label.custom_minimum_size.x <= 0.0 or label.custom_minimum_size.y <= 0.0:
|
|
failures.append("%s should reserve stable label space" % label_name)
|
|
|
|
|
|
func _screen_for_cell(cell: Vector2i) -> Vector2:
|
|
return BattleSceneScript.BOARD_OFFSET + Vector2(cell.x, cell.y) * BattleSceneScript.TILE_SIZE + Vector2.ONE * (BattleSceneScript.TILE_SIZE * 0.5)
|