Files
heros/tools/smoke_post_move_action_flow.gd

214 lines
9.2 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_deferred_move_events(failures)
_check_scene_post_move_menu_flow(failures)
if failures.is_empty():
print("post move action flow smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_deferred_move_events(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 for pending move state")
return
var from_cell := Vector2i(1, 3)
var to_cell := Vector2i(2, 3)
state.battle_events.append({
"id": "pending_move_gold",
"once": true,
"when": {
"type": "unit_reaches_tile",
"unit_ids": ["cao_cao"],
"pos": [to_cell.x, to_cell.y]
},
"actions": [{"type": "grant_gold", "amount": 77}]
})
if not state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for pending move state")
return
if not state.try_move_selected(to_cell, true):
failures.append("tentative move should succeed")
return
var cao_cao: Dictionary = state.get_unit("cao_cao")
if cao_cao.get("pos", Vector2i.ZERO) != to_cell:
failures.append("tentative move should update position")
if not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("tentative move should mark moved but not acted")
if state.get_battle_gold_reward() != 0:
failures.append("tentative move should defer unit_reaches_tile rewards")
if not state.cancel_pending_move("cao_cao", from_cell, to_cell):
failures.append("pending move cancel should succeed")
cao_cao = state.get_unit("cao_cao")
if cao_cao.get("pos", Vector2i.ZERO) != from_cell or bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("pending move cancel should restore original action state")
if state.get_battle_gold_reward() != 0:
failures.append("canceled pending move should not fire movement event")
if not state.try_move_selected(to_cell, true):
failures.append("second tentative move should succeed")
if not state.commit_pending_move_events("cao_cao"):
failures.append("pending move commit should keep battle active")
if state.get_battle_gold_reward() != 77:
failures.append("pending move commit should fire deferred movement event")
func _check_scene_post_move_menu_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 scene 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()
if not scene.state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for scene flow")
scene.free()
return
scene._refresh_ranges()
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
if not scene._has_pending_move():
failures.append("scene should keep pending move metadata after move click")
if scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("post-move action menu should be visible after moving")
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("scene move should be pending with action still available")
if scene.state.get_selected_unit().is_empty():
failures.append("scene should keep moved unit selected for follow-up action")
if not scene.attack_cells.is_empty():
failures.append("attack cells should wait until Attack is chosen from the post-move menu")
scene._handle_cancel_input()
cao_cao = scene.state.get_unit("cao_cao")
if scene._has_pending_move() or (scene.post_move_menu != null and scene.post_move_menu.visible):
failures.append("right-click cancel handler should clear pending move menu state")
if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(1, 3) or bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
failures.append("right-click cancel handler should restore the starting cell")
scene._refresh_ranges()
scene._handle_board_click(_screen_for_cell(Vector2i(2, 3)))
scene._on_post_move_wait_pressed()
cao_cao = scene.state.get_unit("cao_cao")
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("post-move Wait should commit movement and end the unit action")
if not scene.state.get_selected_unit().is_empty() or scene._has_pending_move():
failures.append("post-move Wait should clear selection and pending metadata")
_check_scene_post_move_attack_targeting(failures)
scene.free()
func _check_scene_post_move_attack_targeting(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 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["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.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 or not scene.targeting_hint_panel.visible:
failures.append("targeting hint panel should be visible during attack targeting")
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 _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)