Replace stub F12 tests with BugReportDialog integration tests (dialog exists, activates on action, pause/unpause, wire guard, text render with entities/monologue/dialogue, empty snapshot edge case). Add 16 GauntletHUD tests (format_time, visibility toggle, timer lifecycle, room change reset, personal bests record/overwrite/preserve, null room, timer paused when hidden, finalize, session attempts, snapshot roundtrip). Anti-tedium assertions now falsifiable against real GameState.room_id and gauntlet_mode properties. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -14,6 +14,8 @@ extends GdUnitTestSuite
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var _instance: Node = null
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var GauntletHUDScript = load("res://ui/gauntlet_hud.gd")
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var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
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func before_test() -> void:
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@@ -28,6 +30,8 @@ func before_test() -> void:
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GameState.current_dialogue = null
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GameState.game_time = {}
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GameState.pending_recognitions = []
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GameState.room_id = null
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GameState.gauntlet_mode = false
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func after_test() -> void:
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@@ -77,91 +81,85 @@ func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
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return result.value
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# -- Test 1: F12 Bug Report Capture -------------------------------------------
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# Regression guard: F12 press must not crash or cause unintended side effects.
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# When #495 lands, this test verifies the full capture flow:
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# 1. Game pauses (tick_rate → Paused)
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# 2. Capture dialog appears
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# 3. Three files saved to tests/bug-reports/YYYY-MM-DD_HH-MM-SS/
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# 4. Game unpauses
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#
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# Until #495: verifies F12 is inert — no crash, no state corruption.
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func _make_gauntlet_hud() -> Control:
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var hud = Control.new()
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hud.set_script(GauntletHUDScript)
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auto_free(hud)
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add_child(hud)
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hud._personal_bests = {} # Clear any stats loaded from disk
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return hud
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func test_f12_press_no_crash_without_handler() -> void:
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# Load main scene — full game tree
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func _make_bug_report_dialog() -> Control:
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var dialog = Control.new()
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dialog.set_script(BugReportDialogScript)
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auto_free(dialog)
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add_child(dialog)
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return dialog
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# -- Test 1: F12 Bug Report Capture -------------------------------------------
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# #495: BUG_REPORT action triggers the WRONG button capture flow.
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# Verifies: dialog exists, activates on action, no state corruption.
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# Note: Input.parse_input_event + _unhandled_input is unreliable in headless
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# test mode. Tests drive the input queue directly for deterministic coverage.
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func test_bug_report_dialog_exists_in_scene() -> void:
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# Verify the BugReportDialog node is present and hidden by default.
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var scene := load("res://scenes/main.tscn")
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_instance = scene.instantiate()
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auto_free(_instance)
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add_child(_instance)
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# Process one frame to let _ready() and initial snapshot settle.
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# The test snapshot at tick 1 includes a monologue that gets consumed here.
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_instance._process(0.016)
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# Record state AFTER initialization — this is the stable baseline.
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var tick_rate_before: String = GameState.game_time.get("tick_rate", "Full")
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var dialog: Node = _find_node_recursive(_instance, "BugReportDialog")
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assert_that(dialog).override_failure_message(
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"BugReportDialog node should exist in scene tree"
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).is_not_null()
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if dialog is CanvasItem:
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assert_that((dialog as CanvasItem).visible).override_failure_message(
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"BugReportDialog should be hidden by default"
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).is_false()
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func test_bug_report_activates_on_action() -> void:
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# Inject BUG_REPORT action directly into the queue and verify main.gd
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# triggers the dialog. This tests the full main._process() handling path.
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var scene := load("res://scenes/main.tscn")
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_instance = scene.instantiate()
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auto_free(_instance)
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add_child(_instance)
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_instance._process(0.016)
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# Record baseline state
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var mono_before: Variant = GameState.current_monologue
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var dialogue_before: Variant = GameState.current_dialogue
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# Simulate F12 key press via the Godot input system.
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# InputMapper._unhandled_input() checks action bindings — F12 is not bound
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# to any action yet, so the event should pass through harmlessly.
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var event := InputEventKey.new()
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event.keycode = KEY_F12
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event.pressed = true
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event.key_label = KEY_F12
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Input.parse_input_event(event)
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# Inject BUG_REPORT action into InputMapper queue
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InputMapper.input_queue.append({
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"action": InputMapper.Action.BUG_REPORT,
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"timestamp_msec": Time.get_ticks_msec(),
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})
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# Process a frame to let the event propagate
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# Process a frame — main.gd flushes the queue and triggers dialog
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_instance._process(0.016)
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# Assert: no state corruption from unhandled F12
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assert_that(GameState.game_time.get("tick_rate", "Full")).override_failure_message(
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"F12 press should not change tick_rate (no handler yet)"
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).is_equal(tick_rate_before)
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# Assert: dialog should be active
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var dialog: Node = _find_node_recursive(_instance, "BugReportDialog")
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assert_that(dialog).is_not_null()
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if dialog and dialog.has_method("is_active"):
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assert_that(dialog.is_active()).override_failure_message(
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"BugReportDialog should be active after BUG_REPORT action"
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).is_true()
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# Assert: no unintended state corruption
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assert_that(GameState.current_monologue).override_failure_message(
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"F12 press should not spawn a monologue"
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"BUG_REPORT should not spawn a monologue"
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).is_equal(mono_before)
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assert_that(GameState.current_dialogue).override_failure_message(
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"F12 press should not spawn a dialogue"
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"BUG_REPORT should not spawn a dialogue"
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).is_equal(dialogue_before)
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# Release the key
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var release := InputEventKey.new()
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release.keycode = KEY_F12
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release.pressed = false
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release.key_label = KEY_F12
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Input.parse_input_event(release)
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func test_f12_does_not_queue_input_action() -> void:
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# Verify F12 does not produce any action in InputMapper's queue.
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# When #495 adds the "bug_report" action, this test will be updated
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# to verify the correct action IS queued.
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InputMapper.input_queue.clear()
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var event := InputEventKey.new()
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event.keycode = KEY_F12
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event.pressed = true
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event.key_label = KEY_F12
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Input.parse_input_event(event)
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# Give InputMapper a frame to process
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InputMapper._process(0.016)
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# F12 is not bound to any InputMapper.Action — queue should remain empty
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assert_that(InputMapper.input_queue.size()).override_failure_message(
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"F12 should not produce any input action (no binding exists yet)"
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).is_equal(0)
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# Cleanup
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var release := InputEventKey.new()
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release.keycode = KEY_F12
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release.pressed = false
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release.key_label = KEY_F12
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Input.parse_input_event(release)
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InputMapper.flush_queue()
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# -- Test 2: Gauntlet Progress UI Hidden in Non-Gauntlet Mode -----------------
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# When #496 lands, it adds a room timer and personal-bests overlay.
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@@ -214,17 +212,14 @@ func test_snapshot_without_room_id_shows_no_gauntlet_ui() -> void:
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# Apply to GameState — gauntlet-related state should not exist
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GameState.apply_snapshot(snapshot)
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# Guard: when #496 adds GameState.room_id / gauntlet_mode properties,
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# these assertions become falsifiable — they'll catch any code path that
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# sets gauntlet state from a non-gauntlet snapshot. Currently Object.get()
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# returns null for nonexistent properties, so this passes trivially until
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# the properties are defined.
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assert_that(GameState.get("room_id")).override_failure_message(
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"GameState.room_id should not exist or be null in non-gauntlet mode"
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).is_null()
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assert_that(GameState.get("gauntlet_mode")).override_failure_message(
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"GameState.gauntlet_mode should not exist or be null in non-gauntlet mode"
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# #496: GameState now has room_id (Variant, null) and gauntlet_mode (bool, false).
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# A non-gauntlet snapshot must leave these at their defaults.
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assert_that(GameState.room_id).override_failure_message(
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"GameState.room_id should be null in non-gauntlet mode"
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).is_null()
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assert_that(GameState.gauntlet_mode).override_failure_message(
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"GameState.gauntlet_mode should be false in non-gauntlet mode"
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).is_false()
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func test_gauntlet_ui_stays_hidden_after_multiple_snapshots() -> void:
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@@ -253,6 +248,358 @@ func test_gauntlet_ui_stays_hidden_after_multiple_snapshots() -> void:
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).is_false()
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# -- GauntletHUD Feature Tests (#496) ----------------------------------------
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# Timer lifecycle, personal bests, room change, visibility.
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# Spec: sprint-9/client.md #496. Ticket: db/connectors/ticket show 496.
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func test_format_time_zero() -> void:
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# Static utility: 0 seconds → "00:00"
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var hud := _make_gauntlet_hud()
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assert_that(hud._format_time(0.0)).is_equal("00:00")
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func test_format_time_sub_minute() -> void:
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# 47.9 seconds (truncates, no rounding) → "00:47"
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var hud := _make_gauntlet_hud()
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assert_that(hud._format_time(47.9)).is_equal("00:47")
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func test_format_time_over_minute() -> void:
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# 98.3 seconds → 1 min 38 sec → "01:38"
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var hud := _make_gauntlet_hud()
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assert_that(hud._format_time(98.3)).is_equal("01:38")
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func test_gauntlet_hud_shows_when_gauntlet_mode_active() -> void:
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# HUD must become visible when gauntlet_mode is true in the snapshot.
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var hud := _make_gauntlet_hud()
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assert_that(hud.visible).is_false()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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assert_that(hud.visible).override_failure_message(
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"GauntletHUD must be visible when gauntlet_mode is true"
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).is_true()
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func test_gauntlet_hud_hides_when_gauntlet_mode_deactivates() -> void:
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# HUD must hide when gauntlet_mode transitions from true to false.
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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assert_that(hud.visible).is_true()
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# Switch to non-gauntlet
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GameState.gauntlet_mode = false
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GameState.room_id = null
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hud.update_from_state()
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assert_that(hud.visible).override_failure_message(
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"GauntletHUD must hide when gauntlet_mode becomes false"
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).is_false()
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func test_gauntlet_hud_timer_starts_on_room_entry() -> void:
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# Timer starts running and tracks room_id after room entry.
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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assert_that(hud.is_timer_running()).override_failure_message(
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"Timer should be running after room entry"
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).is_true()
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assert_that(hud.get_current_room_id()).is_equal("room_1")
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func test_gauntlet_hud_timer_increments_with_delta() -> void:
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# Timer accumulates real time via _process(delta).
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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hud._process(0.5)
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assert_that(hud.get_timer_seconds()).override_failure_message(
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"Timer should increment by delta (0.5s)"
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).is_equal_approx(0.5, 0.01)
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hud._process(1.0)
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assert_that(hud.get_timer_seconds()).override_failure_message(
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"Timer should accumulate (0.5 + 1.0 = 1.5s)"
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).is_equal_approx(1.5, 0.01)
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func test_gauntlet_hud_timer_resets_on_room_change() -> void:
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# Changing room_id resets the timer to 0 and starts counting for the new room.
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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hud._process(5.0)
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assert_that(hud.get_timer_seconds() > 4.0).is_true()
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# Change room
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GameState.room_id = "room_2"
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hud.update_from_state()
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assert_that(hud.get_timer_seconds()).override_failure_message(
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"Timer should reset to 0 on room change"
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).is_equal_approx(0.0, 0.01)
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assert_that(hud.get_current_room_id()).is_equal("room_2")
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assert_that(hud.is_timer_running()).is_true()
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func test_gauntlet_hud_records_personal_best() -> void:
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# Completing a room (by entering a new room) records a personal best.
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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hud._process(10.0)
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# Entering room_2 triggers _record_room_completion for room_1
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GameState.room_id = "room_2"
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hud.update_from_state()
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assert_that(hud.get_personal_best("room_1")).override_failure_message(
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"PB for room_1 should be ~10.0s after first completion"
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).is_equal_approx(10.0, 0.1)
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func test_gauntlet_hud_non_pb_does_not_overwrite() -> void:
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# A worse time must not overwrite an existing personal best.
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var hud := _make_gauntlet_hud()
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hud._personal_bests["room_1"] = 5.0 # Existing PB of 5 seconds
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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hud._process(10.0) # Worse time than existing PB
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GameState.room_id = "room_2"
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hud.update_from_state()
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assert_that(hud.get_personal_best("room_1")).override_failure_message(
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"PB should remain 5.0 when new time (10.0) is worse"
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).is_equal_approx(5.0, 0.01)
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func test_gauntlet_hud_pb_overwrites_when_faster() -> void:
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# A faster time must overwrite an existing personal best.
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var hud := _make_gauntlet_hud()
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hud._personal_bests["room_1"] = 15.0 # Existing PB of 15 seconds
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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hud._process(8.0) # Better time
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GameState.room_id = "room_2"
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hud.update_from_state()
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assert_that(hud.get_personal_best("room_1")).override_failure_message(
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"PB should update to 8.0 when new time beats old PB (15.0)"
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).is_equal_approx(8.0, 0.1)
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func test_gauntlet_hud_null_room_in_gauntlet_mode() -> void:
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# Gauntlet mode active but no room_id yet — HUD visible, timer stopped.
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = null
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hud.update_from_state()
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assert_that(hud.visible).override_failure_message(
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"HUD should be visible in gauntlet mode even without room_id"
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).is_true()
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assert_that(hud.is_timer_running()).override_failure_message(
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"Timer should NOT run when room_id is null"
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).is_false()
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func test_gauntlet_hud_timer_paused_when_not_visible() -> void:
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# Timer should not accumulate when HUD is not visible (non-gauntlet mode).
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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hud._process(2.0)
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assert_that(hud.get_timer_seconds()).is_equal_approx(2.0, 0.01)
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# Switch to non-gauntlet (hides HUD)
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GameState.gauntlet_mode = false
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hud.update_from_state()
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hud._process(5.0) # Should NOT accumulate
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assert_that(hud.get_timer_seconds()).override_failure_message(
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"Timer must not accumulate when HUD is hidden"
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).is_equal_approx(2.0, 0.01)
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func test_gauntlet_hud_finalize_records_current_room() -> void:
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# finalize() records the current room's time and stops the timer.
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# Called on disconnect via _on_connection_state_changed.
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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hud._process(7.5)
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hud.finalize()
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assert_that(hud.is_timer_running()).override_failure_message(
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"Timer should stop after finalize"
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).is_false()
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assert_that(hud.get_personal_best("room_1")).override_failure_message(
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"Finalize should record current room's time as PB"
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).is_equal_approx(7.5, 0.1)
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func test_gauntlet_hud_session_tracks_attempts() -> void:
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# Each room entry increments the attempt counter in _session_rooms.
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var hud := _make_gauntlet_hud()
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GameState.gauntlet_mode = true
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GameState.room_id = "room_1"
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hud.update_from_state()
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hud._process(3.0)
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# Re-enter same room (via room change and back)
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GameState.room_id = "room_2"
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hud.update_from_state()
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GameState.room_id = "room_1"
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hud.update_from_state()
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assert_that(hud._session_rooms.has("room_1")).is_true()
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assert_that(hud._session_rooms["room_1"]["attempts"]).override_failure_message(
|
||||
"Room should show 2 attempts after two entries"
|
||||
).is_equal(2)
|
||||
|
||||
|
||||
func test_gauntlet_snapshot_roundtrip_via_apply() -> void:
|
||||
# Snapshot with gauntlet fields applied to GameState, consumed by HUD.
|
||||
# End-to-end: bytes → decode → apply → update_from_state.
|
||||
var bytes := _make_snapshot_bytes({
|
||||
"tick": 10,
|
||||
"gauntlet_mode": true,
|
||||
"room_id": "warehouse_01",
|
||||
})
|
||||
SimBridge.receive_bytes(bytes)
|
||||
GameState.apply_snapshot(SimBridge._last_snapshot)
|
||||
assert_that(GameState.gauntlet_mode).is_true()
|
||||
assert_that(GameState.room_id).is_equal("warehouse_01")
|
||||
var hud := _make_gauntlet_hud()
|
||||
hud.update_from_state()
|
||||
assert_that(hud.visible).is_true()
|
||||
assert_that(hud.get_current_room_id()).is_equal("warehouse_01")
|
||||
assert_that(hud.is_timer_running()).is_true()
|
||||
|
||||
|
||||
# -- BugReportDialog Feature Tests (#495) ------------------------------------
|
||||
# Pause/unpause lifecycle, wire guard, text render, state machine.
|
||||
# Spec: sprint-9/client.md #495. Ticket: db/connectors/ticket show 495.
|
||||
|
||||
func test_bug_report_sends_pause_on_open() -> void:
|
||||
# start_capture() must send Pause to the server.
|
||||
SimBridge.connect_to_sim()
|
||||
SimBridge._test_input_queue.clear()
|
||||
var dialog := _make_bug_report_dialog()
|
||||
dialog.start_capture()
|
||||
assert_that(dialog.is_active()).is_true()
|
||||
assert_that(SimBridge._test_input_queue.has("Pause")).override_failure_message(
|
||||
"Opening bug report should send Pause to server"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_bug_report_sends_unpause_on_close() -> void:
|
||||
# _close() must send Unpause to the server.
|
||||
SimBridge.connect_to_sim()
|
||||
var dialog := _make_bug_report_dialog()
|
||||
dialog.start_capture()
|
||||
SimBridge._test_input_queue.clear()
|
||||
dialog._close()
|
||||
assert_that(dialog.is_active()).is_false()
|
||||
assert_that(SimBridge._test_input_queue.has("Unpause")).override_failure_message(
|
||||
"Closing bug report should send Unpause to server"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_bug_report_not_double_activatable() -> void:
|
||||
# Calling start_capture() twice must not double-activate or send duplicate Pause.
|
||||
SimBridge.connect_to_sim()
|
||||
var dialog := _make_bug_report_dialog()
|
||||
dialog.start_capture()
|
||||
assert_that(dialog.is_active()).is_true()
|
||||
SimBridge._test_input_queue.clear()
|
||||
dialog.start_capture() # Second call — should be blocked
|
||||
assert_that(SimBridge._test_input_queue.size()).override_failure_message(
|
||||
"Double-activation should be blocked (no second Pause sent)"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_bug_report_action_not_on_wire() -> void:
|
||||
# BUG_REPORT is client-only — must not produce a wire-format action name.
|
||||
var wire_name := SimBridge._action_enum_to_wire(InputMapper.Action.BUG_REPORT)
|
||||
assert_that(wire_name).override_failure_message(
|
||||
"BUG_REPORT must not produce a wire action name (client-only)"
|
||||
).is_equal("")
|
||||
|
||||
|
||||
func test_bug_report_render_text_contains_tick_and_entities() -> void:
|
||||
# _render_snapshot_text() must include tick number and entity data from GameState.
|
||||
GameState.current_tick = 42
|
||||
GameState.player_position = Vector2(5.0, 7.0)
|
||||
GameState.player_facing = "South"
|
||||
GameState.player_stance = "Crouch"
|
||||
GameState.visible_entities = [{
|
||||
"entity_id": 1, "x": 5.0, "y": 7.0, "z": 0,
|
||||
"kind": {"variant": "Player", "data": null}, "visibility": "Forward",
|
||||
}]
|
||||
GameState.visible_tiles = []
|
||||
GameState.game_time = {"day": 1, "day_phase": "Evening", "tick_rate": "Full"}
|
||||
GameState.current_monologue = null
|
||||
GameState.current_dialogue = null
|
||||
var dialog := _make_bug_report_dialog()
|
||||
var text: String = dialog._render_snapshot_text()
|
||||
assert_that(text.contains("t42")).override_failure_message(
|
||||
"Render text should contain tick number"
|
||||
).is_true()
|
||||
assert_that(text.contains("Entities (1)")).override_failure_message(
|
||||
"Render text should show entity count"
|
||||
).is_true()
|
||||
assert_that(text.contains("Player")).override_failure_message(
|
||||
"Render text should contain entity kind"
|
||||
).is_true()
|
||||
assert_that(text.contains("South")).override_failure_message(
|
||||
"Render text should contain player facing"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_bug_report_render_text_with_monologue_and_dialogue() -> void:
|
||||
# _render_snapshot_text() should include active monologue and dialogue.
|
||||
GameState.current_tick = 10
|
||||
GameState.player_position = Vector2(3.0, 3.0)
|
||||
GameState.player_facing = "North"
|
||||
GameState.player_stance = "Walk"
|
||||
GameState.visible_entities = []
|
||||
GameState.visible_tiles = []
|
||||
GameState.game_time = {"day": 0, "day_phase": "Morning", "tick_rate": "Full"}
|
||||
GameState.current_monologue = {"text": "Something is wrong here."}
|
||||
GameState.current_dialogue = {"npc_name": "Kael", "speech": "Who are you?"}
|
||||
var dialog := _make_bug_report_dialog()
|
||||
var text: String = dialog._render_snapshot_text()
|
||||
assert_that(text.contains("Something is wrong here.")).override_failure_message(
|
||||
"Render text should include monologue text"
|
||||
).is_true()
|
||||
assert_that(text.contains("Kael")).override_failure_message(
|
||||
"Render text should include dialogue NPC name"
|
||||
).is_true()
|
||||
assert_that(text.contains("Who are you?")).override_failure_message(
|
||||
"Render text should include dialogue speech"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_bug_report_render_text_empty_snapshot() -> void:
|
||||
# Edge case: F12 pressed before any snapshot data arrives.
|
||||
GameState.current_tick = 0
|
||||
GameState.player_position = Vector2.ZERO
|
||||
GameState.player_facing = "North"
|
||||
GameState.player_stance = "Walk"
|
||||
GameState.visible_entities = []
|
||||
GameState.visible_tiles = []
|
||||
GameState.game_time = {}
|
||||
GameState.current_monologue = null
|
||||
GameState.current_dialogue = null
|
||||
var dialog := _make_bug_report_dialog()
|
||||
var text: String = dialog._render_snapshot_text()
|
||||
# Should not crash, should produce some output
|
||||
assert_that(text.length() > 0).override_failure_message(
|
||||
"Render text should not be empty even with no snapshot data"
|
||||
).is_true()
|
||||
assert_that(text.contains("Entities (0)")).override_failure_message(
|
||||
"Empty snapshot should show 0 entities"
|
||||
).is_true()
|
||||
|
||||
|
||||
# -- Helper: recursive node search --------------------------------------------
|
||||
|
||||
func _find_node_recursive(root: Node, target_name: String) -> Node:
|
||||
|
||||
Reference in New Issue
Block a user