Merge remote-tracking branch 'origin/client'
# Conflicts: # CHANGELOG.md
This commit is contained in:
@@ -288,24 +288,63 @@ Task(
|
||||
prompt: "You are on the {team} team for Sprint {N}.
|
||||
Branch: `{team}`
|
||||
|
||||
RULES:
|
||||
- GIT: Do NOT run any git commands (commit, push, pull, merge,
|
||||
checkout, branch, stash, tag, etc.). All git operations are
|
||||
handled by the team lead.
|
||||
- DB SCRIPTS: When calling ticket/sprint/sqlite scripts, use
|
||||
the exact command with no wrappers or chaining. Examples:
|
||||
db/connectors/ticket show 528
|
||||
db/connectors/ticket list --sprint {N}
|
||||
Do NOT prepend python3, do NOT chain with && or ;, do NOT
|
||||
add cleanup commands. Just the bare command.
|
||||
RULES (NON-NEGOTIABLE):
|
||||
|
||||
1. GIT: Do NOT run any git commands (commit, push, pull, merge,
|
||||
checkout, branch, stash, tag, etc.). All git operations are
|
||||
handled by the team lead. No exceptions.
|
||||
|
||||
2. DB SCRIPTS: When calling ticket/sprint/sqlite scripts, use
|
||||
the exact command with no wrappers or chaining. Examples:
|
||||
db/connectors/ticket show 528
|
||||
db/connectors/ticket list --sprint {N}
|
||||
Do NOT prepend python3, do NOT chain with && or ;, do NOT
|
||||
add cleanup commands. Just the bare command.
|
||||
|
||||
3. READ BEFORE WRITE: Before modifying ANY file, Read it first.
|
||||
Before creating a new file, Glob for similar files to learn
|
||||
the existing patterns (naming, structure, imports). Follow
|
||||
the conventions you find — do not invent new ones.
|
||||
|
||||
4. VERIFY AFTER WRITE: After implementing a change, grep for
|
||||
all references to functions/properties/classes you modified
|
||||
or removed. If you renamed, moved, or deleted something,
|
||||
update EVERY call site. Missing a call site breaks tests
|
||||
and blocks the team.
|
||||
|
||||
5. NO PARTIAL WORK: Do not mark a task completed unless ALL
|
||||
parts of the ticket are implemented. If the ticket says
|
||||
'deliver A, B, and C', all three must exist and work. If
|
||||
you cannot complete part of a task, message the team lead
|
||||
explaining what is blocked and what remains — do NOT mark
|
||||
it completed.
|
||||
|
||||
6. MESSAGE WHEN BLOCKED: If you hit a problem you cannot solve
|
||||
in 3 attempts, stop and message the team lead immediately.
|
||||
Do not silently skip work or leave stubs. Do not move to
|
||||
the next task while the current one is incomplete.
|
||||
|
||||
7. BACKWARD COMPATIBILITY: When extracting, moving, or
|
||||
refactoring code, ensure all existing consumers still work.
|
||||
Add proxy methods/properties if needed. Grep for the old
|
||||
name to find every call site.
|
||||
|
||||
WORKFLOW:
|
||||
|
||||
1. Read the sprint briefing: docs/sprints/sprint-{N}/{team}.md
|
||||
2. Read the decision files referenced in the briefing.
|
||||
3. Check TaskList for available work.
|
||||
4. Claim an unblocked task (TaskUpdate with owner: your name),
|
||||
mark it in_progress, and implement it.
|
||||
5. When done, mark the task completed and check TaskList for
|
||||
the next available task.
|
||||
5. Before marking done, verify:
|
||||
- All deliverables from the ticket exist (not just some)
|
||||
- No broken references (grep for changed names/signatures)
|
||||
- New files follow existing naming and directory conventions
|
||||
- Modified files still parse (no syntax errors)
|
||||
6. Mark the task completed and check TaskList for the next
|
||||
available task.
|
||||
7. If no tasks remain, message the team lead. Do NOT shut down
|
||||
on your own.
|
||||
|
||||
Use `db/connectors/ticket show <id>` for full ticket specs.",
|
||||
description: "Sprint {N} {team}: {name}",
|
||||
|
||||
@@ -8,6 +8,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
|
||||
|
||||
### Added
|
||||
- Server PR #68 merged — Sprint 19 save/load, tier eviction, test infra (7 tickets, 2714 lines)
|
||||
- Client PR #67 merged — Sprint 19 test infra, session management, debug overlay (5 tickets, 2547 lines)
|
||||
- Protocol version handshake — `HandshakeMessage` as first IPC frame before tick loop, forward-compatible input handling (#555, D-020)
|
||||
- Protocol v15 — `save_result` field on ObserverSnapshot for client save/load confirmation
|
||||
- State serialization primitives — `serialize_npc_to_frozen`/`deserialize_npc_from_frozen` with full D-024 10-axis coverage for tier eviction freeze/thaw (#96, D-026)
|
||||
@@ -17,6 +18,12 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
|
||||
- ScopePinned eviction regression test — adversarial at-scale test proving pinned NPCs survive eviction even with oldest ticks
|
||||
- Test infrastructure — Layer 3 integration test entry point, three-layer architecture per D-030 (#200)
|
||||
- Information boundary negative tests — 4 tests proving no passive KG leakage, LOS fog holds, tier boundary holds, per-NPC save isolation (#272, D-010)
|
||||
- gdUnit4 CI runner script — headless test execution via `run_gdunit4.gd` with exit code for CI (#205)
|
||||
- Scene testing utilities — SceneHelper class with node existence, signal, and path helpers for gdUnit4 (#206)
|
||||
- GameState apply_snapshot tests — 14 tests covering v2+ fields: game_time, facing, interactions, monologue, stance, inventory (#206)
|
||||
- Game session management — per-game save directories under `user://saves/<timestamp>-<seed>/` per D-085, SessionManager autoload, main menu scene (#258)
|
||||
- Debug visualization overlay — F3-toggled dev overlay with LOS rays, vision cone arcs, NPC path trails, knowledge confidence tags, tick timing sparkline (#348)
|
||||
- SimBridge→TestHarness extraction — test simulation logic separated into dedicated RefCounted class with backward-compat proxy API
|
||||
- Workshop outcomes files — formal closure for content-gap-analysis, KG-information-boundaries, v01-content-scoping, v01-gap-analysis, wiki-review
|
||||
- D-087 through D-092 — recovered decisions from v01-content-scoping and wiki-review workshops (triangle config, pause system, content scope, voice registers, anchor lines, complicity theme)
|
||||
- Q-030 through Q-039 — open questions from workshop backlog (seed schema, style guide, cultural ingredients, NPC architecture, PC archetypes, sacred/profane framework, district skeleton, generator pipeline, authored content estimate, gate topology)
|
||||
|
||||
@@ -170,6 +170,8 @@ dialogue:
|
||||
menu:
|
||||
pause_title: "Paused"
|
||||
resume: "Resume"
|
||||
new_game: "New Game"
|
||||
continue: "Continue"
|
||||
settings: "Settings"
|
||||
save_game: "Save"
|
||||
load_game: "Load"
|
||||
|
||||
@@ -11,7 +11,7 @@ config_version=5
|
||||
[application]
|
||||
|
||||
config/name="The Settled Reach"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
run/main_scene="res://scenes/main_menu.tscn"
|
||||
config/features=PackedStringArray("4.6", "GL Compatibility")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
@@ -23,6 +23,7 @@ InputMapper="*res://scripts/autoloads/input_mapper.gd"
|
||||
UIStrings="*res://scripts/autoloads/ui_strings.gd"
|
||||
FogState="*res://scripts/autoloads/fog_state.gd"
|
||||
AudioManager="*res://scripts/autoloads/audio_manager.gd"
|
||||
SessionManager="*res://scripts/autoloads/session_manager.gd"
|
||||
|
||||
[audio]
|
||||
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://main_menu_sr"]
|
||||
|
||||
[ext_resource type="Script" path="res://ui/main_menu.gd" id="1_mainmenu"]
|
||||
|
||||
; Main menu — New Game / Continue / Quit.
|
||||
; #258: D-085 per-game save directory created on New Game.
|
||||
|
||||
[node name="MainMenu" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource("1_mainmenu")
|
||||
|
||||
[node name="Background" type="ColorRect" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
color = Color(0.05, 0.05, 0.08, 1.0)
|
||||
mouse_filter = 2
|
||||
|
||||
[node name="VBox" type="VBoxContainer" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -120.0
|
||||
offset_top = -80.0
|
||||
offset_right = 120.0
|
||||
offset_bottom = 100.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_constants/separation = 16
|
||||
alignment = 1
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="VBox"]
|
||||
layout_mode = 2
|
||||
text = "THE SETTLED REACH"
|
||||
horizontal_alignment = 1
|
||||
theme_override_font_sizes/font_size = 36
|
||||
theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
|
||||
|
||||
[node name="Spacer" type="Control" parent="VBox"]
|
||||
layout_mode = 2
|
||||
custom_minimum_size = Vector2(0, 24)
|
||||
|
||||
[node name="NewGameBtn" type="Button" parent="VBox"]
|
||||
layout_mode = 2
|
||||
text = "NEW GAME"
|
||||
theme_override_font_sizes/font_size = 15
|
||||
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
|
||||
|
||||
[node name="ContinueBtn" type="Button" parent="VBox"]
|
||||
layout_mode = 2
|
||||
text = "CONTINUE"
|
||||
theme_override_font_sizes/font_size = 15
|
||||
theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
|
||||
|
||||
[node name="QuitBtn" type="Button" parent="VBox"]
|
||||
layout_mode = 2
|
||||
text = "QUIT"
|
||||
theme_override_font_sizes/font_size = 15
|
||||
theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
|
||||
@@ -1,9 +1,19 @@
|
||||
extends Node
|
||||
|
||||
signal game_id_changed(new_id: String)
|
||||
|
||||
# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities, tiles}).
|
||||
# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
|
||||
# Tiles use format: [{x, y, z, type}].
|
||||
var current_snapshot: Dictionary = {}
|
||||
|
||||
# D-085 (#258): Active game session identifier. Format: <YYYYMMDD>-<HHMMSS>-<hex6>
|
||||
# Set by SessionManager.new_game() or SessionManager.resume_game().
|
||||
# Empty string when no session is active (main menu state).
|
||||
var current_game_id: String = "":
|
||||
set(v):
|
||||
current_game_id = v
|
||||
game_id_changed.emit(v)
|
||||
var current_tick: int = 0
|
||||
var player_position: Vector2 = Vector2.ZERO
|
||||
var visible_entities: Array = []
|
||||
|
||||
@@ -0,0 +1,115 @@
|
||||
extends Node
|
||||
## D-085 (#258): Game session lifecycle manager.
|
||||
## Creates per-game save directories on New Game, resumes existing sessions,
|
||||
## and handles quit-to-menu flow with save confirmation.
|
||||
##
|
||||
## All save dirs live under user://saves/<game-id>/ where game-id is
|
||||
## <YYYYMMDD>-<HHMMSS>-<hex6> (e.g. "20260225-143022-a7b3f1").
|
||||
|
||||
const SAVES_DIR := "user://saves/"
|
||||
const GAME_SCENE := "res://scenes/main.tscn"
|
||||
const MENU_SCENE := "res://scenes/main_menu.tscn"
|
||||
|
||||
var _quit_dialog: ConfirmationDialog = null
|
||||
|
||||
|
||||
## Generate a new game-id, create its save directory, and activate the session.
|
||||
## Returns the new game-id string.
|
||||
func new_game() -> String:
|
||||
var now := Time.get_datetime_dict_from_system()
|
||||
var timestamp := "%04d%02d%02d-%02d%02d%02d" % [
|
||||
now.year, now.month, now.day,
|
||||
now.hour, now.minute, now.second,
|
||||
]
|
||||
var rng := RandomNumberGenerator.new()
|
||||
var hex_seed := "%06x" % (rng.randi() & 0xFFFFFF)
|
||||
var game_id := "%s-%s" % [timestamp, hex_seed]
|
||||
var save_path := SAVES_DIR + game_id + "/"
|
||||
var err := DirAccess.make_dir_recursive_absolute(save_path)
|
||||
if err != OK:
|
||||
push_error("SessionManager: failed to create save dir %s: %s" % [
|
||||
save_path, error_string(err)])
|
||||
return ""
|
||||
GameState.current_game_id = game_id
|
||||
return game_id
|
||||
|
||||
|
||||
## Resume an existing game session by setting the active game-id.
|
||||
func resume_game(game_id: String) -> void:
|
||||
GameState.current_game_id = game_id
|
||||
|
||||
|
||||
## List all game directories under user://saves/ sorted by last-modified (most recent first).
|
||||
## Returns Array of {game_id: String, modified_time: int, newest_save: String}.
|
||||
func list_game_dirs() -> Array:
|
||||
var dir := DirAccess.open(SAVES_DIR)
|
||||
if dir == null:
|
||||
return []
|
||||
var results: Array = []
|
||||
dir.list_dir_begin()
|
||||
var entry := dir.get_next()
|
||||
while entry != "":
|
||||
if dir.current_is_dir() and not entry.begins_with("."):
|
||||
var dir_path := SAVES_DIR + entry + "/"
|
||||
var newest_save := _find_newest_save(dir_path)
|
||||
var mtime: int = 0
|
||||
if newest_save != "":
|
||||
mtime = FileAccess.get_modified_time(dir_path + newest_save)
|
||||
results.append({
|
||||
"game_id": entry,
|
||||
"modified_time": mtime,
|
||||
"newest_save": newest_save,
|
||||
})
|
||||
entry = dir.get_next()
|
||||
dir.list_dir_end()
|
||||
results.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
|
||||
return a.modified_time > b.modified_time)
|
||||
return results
|
||||
|
||||
|
||||
## Show "Save before quitting?" confirmation dialog, then return to main menu.
|
||||
## #554: The actual F5 save will be wired here once server supports SaveCommand.
|
||||
func quit_to_menu() -> void:
|
||||
if _quit_dialog != null and is_instance_valid(_quit_dialog):
|
||||
return # Dialog already open
|
||||
_quit_dialog = ConfirmationDialog.new()
|
||||
_quit_dialog.dialog_text = UIStrings.get_text("menu.confirm_quit")
|
||||
_quit_dialog.ok_button_text = UIStrings.get_text("menu.confirm_yes")
|
||||
_quit_dialog.cancel_button_text = UIStrings.get_text("menu.confirm_no")
|
||||
get_tree().root.add_child(_quit_dialog)
|
||||
_quit_dialog.confirmed.connect(_do_quit_to_menu)
|
||||
_quit_dialog.canceled.connect(_cleanup_quit_dialog)
|
||||
_quit_dialog.popup_centered()
|
||||
|
||||
|
||||
func _do_quit_to_menu() -> void:
|
||||
_cleanup_quit_dialog()
|
||||
# #554: F5 quicksave will be triggered here before scene change when server
|
||||
# supports SaveCommand. For now: navigate to menu without saving.
|
||||
GameState.current_game_id = ""
|
||||
get_tree().change_scene_to_file(MENU_SCENE)
|
||||
|
||||
|
||||
func _cleanup_quit_dialog() -> void:
|
||||
if _quit_dialog != null and is_instance_valid(_quit_dialog):
|
||||
_quit_dialog.queue_free()
|
||||
_quit_dialog = null
|
||||
|
||||
|
||||
func _find_newest_save(dir_path: String) -> String:
|
||||
var dir := DirAccess.open(dir_path)
|
||||
if dir == null:
|
||||
return ""
|
||||
var best_name := ""
|
||||
var best_time: int = 0
|
||||
dir.list_dir_begin()
|
||||
var entry := dir.get_next()
|
||||
while entry != "":
|
||||
if not dir.current_is_dir() and entry.ends_with(".sav"):
|
||||
var mtime := FileAccess.get_modified_time(dir_path + entry)
|
||||
if mtime > best_time:
|
||||
best_time = mtime
|
||||
best_name = entry
|
||||
entry = dir.get_next()
|
||||
dir.list_dir_end()
|
||||
return best_name
|
||||
@@ -5,13 +5,7 @@ enum ConnectionState { DISCONNECTED, CONNECTING, CONNECTED, ERROR }
|
||||
|
||||
var state: ConnectionState = ConnectionState.DISCONNECTED
|
||||
var test_mode: bool = OS.get_environment("SR_LIVE") != "1" # SR_LIVE=1 connects to real server
|
||||
var _test_tick: int = 0
|
||||
var _test_player_pos: Vector2i = Vector2i(10, 10)
|
||||
var _test_facing: String = "North"
|
||||
var _test_input_queue: Array = [] # Queued actions for test mode
|
||||
var _test_in_dialogue: bool = false # Mock dialogue state (#434)
|
||||
var _test_gauntlet_mode: bool = false # #501: Gauntlet mode for dev teleport guard
|
||||
var _test_npc_relationship: String = "Unknown" # #521: NPC relationship for D-033 color
|
||||
var harness: TestHarness = null # Test simulation (D-020: game logic lives outside production client)
|
||||
var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
|
||||
var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
|
||||
|
||||
@@ -33,17 +27,56 @@ signal snapshot_received(snapshot: Dictionary)
|
||||
|
||||
func _ready() -> void:
|
||||
if test_mode:
|
||||
harness = TestHarness.new()
|
||||
print("SimBridge: Running in test mode (dynamic snapshot)")
|
||||
|
||||
# Reset test state — call before tests that use _test_snapshot()
|
||||
|
||||
# -- Test mode proxy API (backward compat for 13+ test files) ------------------
|
||||
|
||||
func reset_test_state() -> void:
|
||||
_test_tick = 0
|
||||
_test_player_pos = Vector2i(10, 10)
|
||||
_test_facing = "North"
|
||||
_test_input_queue.clear()
|
||||
_test_in_dialogue = false
|
||||
_test_gauntlet_mode = false
|
||||
_test_npc_relationship = "Unknown"
|
||||
if harness: harness.reset()
|
||||
|
||||
func _test_snapshot() -> Dictionary:
|
||||
return harness.snapshot()
|
||||
|
||||
func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
|
||||
return harness.has_los(from, to)
|
||||
|
||||
var _test_tick: int:
|
||||
get: return harness.tick if harness else 0
|
||||
set(v):
|
||||
if harness: harness.tick = v
|
||||
|
||||
var _test_player_pos: Vector2i:
|
||||
get: return harness.player_pos if harness else Vector2i.ZERO
|
||||
set(v):
|
||||
if harness: harness.player_pos = v
|
||||
|
||||
var _test_facing: String:
|
||||
get: return harness.facing if harness else "North"
|
||||
set(v):
|
||||
if harness: harness.facing = v
|
||||
|
||||
var _test_in_dialogue: bool:
|
||||
get: return harness.in_dialogue if harness else false
|
||||
set(v):
|
||||
if harness: harness.in_dialogue = v
|
||||
|
||||
var _test_gauntlet_mode: bool:
|
||||
get: return harness.gauntlet_mode if harness else false
|
||||
set(v):
|
||||
if harness: harness.gauntlet_mode = v
|
||||
|
||||
var _test_npc_relationship: String:
|
||||
get: return harness.npc_relationship if harness else "Unknown"
|
||||
set(v):
|
||||
if harness: harness.npc_relationship = v
|
||||
|
||||
var _test_input_queue: Array:
|
||||
get: return harness.input_queue if harness else []
|
||||
|
||||
|
||||
# -- Connection lifecycle ------------------------------------------------------
|
||||
|
||||
# Change connection state and emit signal
|
||||
func _set_state(new_state: ConnectionState) -> void:
|
||||
@@ -66,8 +99,13 @@ func connect_to_sim() -> void:
|
||||
# Spawn server subprocess
|
||||
if not server_path.is_empty():
|
||||
_server = ServerProcess.new()
|
||||
# Server reads first positional arg as bind address (e.g. "127.0.0.1:9876")
|
||||
var pid := _server.start(server_path, ["127.0.0.1:" + str(server_port)])
|
||||
# Server reads first positional arg as bind address (e.g. "127.0.0.1:9876").
|
||||
# D-085 (#258): pass --game-id <id> so server logs use the same session identifier.
|
||||
var args := ["127.0.0.1:" + str(server_port)]
|
||||
var game_id: String = GameState.current_game_id
|
||||
if not game_id.is_empty():
|
||||
args.append_array(["--game-id", game_id])
|
||||
var pid := _server.start(server_path, args)
|
||||
if pid <= 0:
|
||||
push_error("SimBridge: failed to start server")
|
||||
_set_state(ConnectionState.ERROR)
|
||||
@@ -170,9 +208,13 @@ func _process(delta: float) -> void:
|
||||
push_warning("SimBridge: connection lost")
|
||||
_set_state(ConnectionState.DISCONNECTED)
|
||||
|
||||
|
||||
# -- Input / snapshot ----------------------------------------------------------
|
||||
|
||||
# Send input to simulation server.
|
||||
# player_input: Dictionary with "action" (int from InputMapper.Action enum) and "timestamp_msec".
|
||||
# In test mode, inputs are silently dropped. In live mode, encoded and buffered for transport.
|
||||
# In test mode, inputs are delegated to the test harness.
|
||||
# In live mode, encoded and buffered for transport.
|
||||
# Returns OK on success, or an error code on failure.
|
||||
func send_input(player_input: Dictionary) -> Error:
|
||||
if state != ConnectionState.CONNECTED:
|
||||
@@ -182,25 +224,20 @@ func send_input(player_input: Dictionary) -> Error:
|
||||
var wire_name: String = action_enum_to_wire(action)
|
||||
if not wire_name.is_empty():
|
||||
if wire_name == "SetFacing":
|
||||
# D-054: Use action_data.facing from the input dict, not InputMapper global
|
||||
var facing: String = ""
|
||||
var action_data: Variant = player_input.get("action_data")
|
||||
if action_data is Dictionary:
|
||||
facing = str(action_data.get("facing", ""))
|
||||
if not facing.is_empty():
|
||||
_test_facing = facing
|
||||
harness.process_facing(facing)
|
||||
else:
|
||||
_test_input_queue.append(wire_name)
|
||||
harness.process_input(wire_name)
|
||||
return OK
|
||||
var action_name := action_enum_to_wire(player_input.get("action", -1))
|
||||
if action_name.is_empty():
|
||||
# action_enum_to_wire already emits push_warning for invalid actions
|
||||
return ERR_INVALID_PARAMETER
|
||||
# Use the server's current tick so drain_for_tick processes this input immediately.
|
||||
# The client-side timestamp_msec is only useful for ordering within a frame.
|
||||
var tick: int = GameState.current_tick
|
||||
var entry: Dictionary = { "tick": tick, "action_name": action_name }
|
||||
# Data variants (e.g. UsePerceptionMode) carry payload
|
||||
var action_data: Variant = player_input.get("action_data")
|
||||
if action_data != null:
|
||||
entry["action_data"] = action_data
|
||||
@@ -208,13 +245,13 @@ func send_input(player_input: Dictionary) -> Error:
|
||||
return OK
|
||||
|
||||
# Poll for snapshot from simulation.
|
||||
# In test mode returns hardcoded data. In live mode, returns the last decoded snapshot (if any).
|
||||
# In test mode delegates to test harness. In live mode, returns the last decoded snapshot.
|
||||
func poll_snapshot() -> Variant:
|
||||
if state != ConnectionState.CONNECTED:
|
||||
return null
|
||||
|
||||
if test_mode:
|
||||
var snapshot = _test_snapshot()
|
||||
var snapshot = harness.snapshot()
|
||||
snapshot_received.emit(snapshot)
|
||||
return snapshot
|
||||
|
||||
@@ -260,6 +297,9 @@ func drain_outbound() -> Array[Dictionary]:
|
||||
_outbound_buffer.clear()
|
||||
return inputs
|
||||
|
||||
|
||||
# -- Wire protocol mapping -----------------------------------------------------
|
||||
|
||||
# Map InputMapper.Action enum values to wire-format action names (matching Rust PlayerAction).
|
||||
# OPEN_MENU is client-only — no Rust equivalent, not sent over the wire.
|
||||
static func action_enum_to_wire(action: int) -> String:
|
||||
@@ -289,316 +329,3 @@ static func action_enum_to_wire(action: int) -> String:
|
||||
_:
|
||||
push_warning("SimBridge: unknown action enum %s" % action)
|
||||
return ""
|
||||
|
||||
# Dynamic test snapshot — processes queued inputs to move player, generates
|
||||
# visibility based on current position. Matches Protocol.decode_snapshot() format.
|
||||
# NOTE: Test coordinate space (player at 10,10; NPC at 12,9; wall at 12,10)
|
||||
# is intentionally decoupled from the E2E proof room (player at 16,16; NPC at
|
||||
# 16,13; wall at 16,14). This ensures standalone tests don't depend on server
|
||||
# map layout and can exercise the rendering pipeline independently.
|
||||
func _test_snapshot() -> Dictionary:
|
||||
_test_tick += 1
|
||||
|
||||
# Process queued inputs
|
||||
for action_name in _test_input_queue:
|
||||
if action_name == "TeleportToHub":
|
||||
# #501: Reset to hub spawn position, clear dialogue
|
||||
_test_player_pos = Vector2i(10, 10)
|
||||
_test_in_dialogue = false
|
||||
continue
|
||||
if action_name == "Interact":
|
||||
# Mock dialogue trigger (#434): if near NPC, start dialogue
|
||||
var npc_pos := Vector2i(12, 9)
|
||||
var dist := absi(_test_player_pos.x - npc_pos.x) + absi(_test_player_pos.y - npc_pos.y)
|
||||
if dist <= 2 and _test_has_los(_test_player_pos, npc_pos):
|
||||
_test_in_dialogue = true
|
||||
continue
|
||||
var delta := _action_to_delta(action_name)
|
||||
var new_pos := _test_player_pos + delta
|
||||
if _test_is_walkable(new_pos):
|
||||
_test_player_pos = new_pos
|
||||
if delta != Vector2i.ZERO:
|
||||
# Walk-away dismisses dialogue (D-064)
|
||||
if _test_in_dialogue:
|
||||
_test_in_dialogue = false
|
||||
_test_input_queue.clear()
|
||||
|
||||
var px := _test_player_pos.x
|
||||
var py := _test_player_pos.y
|
||||
|
||||
# Build entities — player always visible
|
||||
var entities: Array = [{
|
||||
"entity_id": 1,
|
||||
"x": float(px),
|
||||
"y": float(py),
|
||||
"z": 0,
|
||||
"kind": { "variant": "Player", "data": null },
|
||||
"visibility": "Forward",
|
||||
}]
|
||||
|
||||
# NPC at (12, 9) — visible if within range and not blocked by wall at (12, 10)
|
||||
var npc_pos := Vector2i(12, 9)
|
||||
var npc_dist := absi(px - npc_pos.x) + absi(py - npc_pos.y)
|
||||
if npc_dist <= 4 and _test_has_los(Vector2i(px, py), npc_pos):
|
||||
var sector: String = "Forward" if npc_pos.y <= py else "Peripheral"
|
||||
entities.append({
|
||||
"entity_id": 2,
|
||||
"x": float(npc_pos.x),
|
||||
"y": float(npc_pos.y),
|
||||
"z": 0,
|
||||
"kind": { "variant": "Npc", "data": null },
|
||||
"visibility": sector,
|
||||
"relationship": _test_npc_relationship,
|
||||
})
|
||||
|
||||
# v4: nearby_interactions when NPC is nearby and visible (#404/#405)
|
||||
var nearby: Array = []
|
||||
if npc_dist <= 2 and _test_has_los(Vector2i(px, py), npc_pos):
|
||||
nearby.append({
|
||||
"entity_id": 2,
|
||||
"entity_type": "Npc",
|
||||
"distance": npc_dist,
|
||||
"verbs": [
|
||||
{"kind": "Talk", "label": "Talk", "priority": 1, "available": true},
|
||||
{"kind": "ExamineNpc", "label": "Observe", "priority": 2, "available": true},
|
||||
],
|
||||
})
|
||||
|
||||
# v5: monologue on first tick (#414)
|
||||
var monologue: Variant = null
|
||||
if _test_tick == 1:
|
||||
monologue = {
|
||||
"id": "test_enter_001",
|
||||
"text": "Sova Transit District. Population twelve thousand and change.",
|
||||
"duration_seconds": 5.0,
|
||||
}
|
||||
|
||||
# v7: mock dialogue (#435, D-061/D-062) — triggered by Interact near NPC
|
||||
# Sustained: dialogue persists across ticks while _test_in_dialogue is true.
|
||||
# Movement (walk-away) clears it. Client consume-once guards against re-show.
|
||||
# Options: structured {text, response_id, priority} per #435.
|
||||
var dialogue: Variant = null
|
||||
if _test_in_dialogue:
|
||||
dialogue = {
|
||||
"npc_name": "Kael",
|
||||
"npc_entity_id": 2,
|
||||
"speech": "Haven't seen you around the transit hub before. You new to Sova, or just passing through?",
|
||||
"options": [
|
||||
{"text": "Just arrived. Still getting my bearings.", "response_id": "kael_greet_01", "priority": 1, "confrontation": false},
|
||||
{"text": "Passing through. Know where I can find work?", "response_id": "kael_greet_02", "priority": 2, "confrontation": false},
|
||||
{"text": "I saw you near the cargo bay last night.", "response_id": "kael_confront_01", "priority": 3, "confrontation": true},
|
||||
],
|
||||
}
|
||||
|
||||
# v7: mock pending_recognitions (#431, D-059/D-060) — cognitive delay fog entity
|
||||
# Entity at (13, 12) in fog: starts as grey blob, transitions to recognized over 6 ticks.
|
||||
# Cycles every 12 ticks: 6 ticks recognizing, 6 ticks off (simulates repeat encounters).
|
||||
var pending_recs: Array = []
|
||||
var cycle_pos := _test_tick % 12
|
||||
if cycle_pos < 6:
|
||||
var total_delay := 6
|
||||
var remaining := total_delay - cycle_pos
|
||||
pending_recs.append({
|
||||
"entity_id": 100,
|
||||
"x": 13.5,
|
||||
"y": 12.5,
|
||||
"z": 0,
|
||||
"remaining_ticks": remaining,
|
||||
"total_delay_ticks": total_delay,
|
||||
})
|
||||
|
||||
# #535: Mock overheard NPC-NPC conversation (D-078)
|
||||
# Two NPCs (Mira and Soren) trade lines every 5 ticks starting at tick 3.
|
||||
# Conversation ends after 6 exchanges (~30 ticks).
|
||||
var conv_events: Array = []
|
||||
var conv_ended: Array = []
|
||||
var conv_start := 3
|
||||
var conv_lines := [
|
||||
{"speaker": "Mira", "target": "Soren", "line": "The cargo manifests don't add up. Three containers unaccounted for."},
|
||||
{"speaker": "Soren", "target": "Mira", "line": "Could be a logging error. Happens every... cycle."},
|
||||
{"speaker": "Mira", "target": "Soren", "line": "Not like this. Someone moved them after... check."},
|
||||
{"speaker": "Soren", "target": "Mira", "line": "You're reading too much into it. The docks are... these days."},
|
||||
{"speaker": "Mira", "target": "Soren", "line": "Then explain the weight discrepancy. Two hundred kilos... just gone."},
|
||||
{"speaker": "Soren", "target": "Mira", "line": "Fine. I'll pull the bay... tonight. But keep this between us."},
|
||||
]
|
||||
var conv_tick_interval := 5
|
||||
var conv_total_ticks := conv_lines.size() * conv_tick_interval
|
||||
if _test_tick >= conv_start and _test_tick < conv_start + conv_total_ticks:
|
||||
var conv_index := (_test_tick - conv_start) / conv_tick_interval
|
||||
var within_tick := (_test_tick - conv_start) % conv_tick_interval
|
||||
if within_tick == 0 and conv_index < conv_lines.size():
|
||||
var cl: Dictionary = conv_lines[conv_index]
|
||||
conv_events.append({
|
||||
"speaker_id": 10,
|
||||
"target_id": 11,
|
||||
"speaker_name": cl.speaker,
|
||||
"target_name": cl.target,
|
||||
"occluded_line": cl.line,
|
||||
})
|
||||
elif _test_tick == conv_start + conv_total_ticks:
|
||||
conv_ended.append({"speaker_id": 10, "target_id": 11})
|
||||
|
||||
return {
|
||||
"tick": _test_tick,
|
||||
"version": Protocol.PROTOCOL_VERSION,
|
||||
"game_time": {
|
||||
"day": 0,
|
||||
"time_of_day": _test_tick * 10,
|
||||
"day_phase": "Morning",
|
||||
"tick_rate": "Full",
|
||||
},
|
||||
"player_facing": _test_facing,
|
||||
"player_stance": "Walk",
|
||||
"player_inventory": [],
|
||||
"entities": entities,
|
||||
"tiles": _test_tiles(),
|
||||
"visible_tiles": _test_visible_tiles(),
|
||||
"visible_positions": _test_visible_positions(),
|
||||
"nearby_interactions": nearby,
|
||||
"current_monologue": monologue,
|
||||
"current_dialogue": dialogue,
|
||||
"pending_recognitions": pending_recs,
|
||||
"gauntlet_mode": _test_gauntlet_mode,
|
||||
"conversation_events": conv_events,
|
||||
"conversation_ended": conv_ended,
|
||||
}
|
||||
|
||||
# Generate a small test room: 8x6 room with walls, a door, and floor
|
||||
func _test_tiles() -> Array:
|
||||
var tiles: Array = []
|
||||
var room_x := 7
|
||||
var room_y := 7
|
||||
var room_w := 8
|
||||
var room_h := 8
|
||||
|
||||
for x in range(room_x, room_x + room_w):
|
||||
for y in range(room_y, room_y + room_h):
|
||||
var is_edge := (x == room_x or x == room_x + room_w - 1
|
||||
or y == room_y or y == room_y + room_h - 1)
|
||||
var tile_type: String
|
||||
if is_edge:
|
||||
# Door on the south wall, center
|
||||
if y == room_y + room_h - 1 and x == room_x + room_w / 2:
|
||||
tile_type = "door"
|
||||
else:
|
||||
tile_type = "wall"
|
||||
else:
|
||||
tile_type = "floor"
|
||||
tiles.append({"x": x, "y": y, "z": 0, "type": tile_type})
|
||||
|
||||
# Corridor south of the door
|
||||
var door_x := room_x + room_w / 2
|
||||
for y in range(room_y + room_h, room_y + room_h + 4):
|
||||
tiles.append({"x": door_x - 1, "y": y, "z": 0, "type": "wall"})
|
||||
tiles.append({"x": door_x, "y": y, "z": 0, "type": "floor"})
|
||||
tiles.append({"x": door_x + 1, "y": y, "z": 0, "type": "wall"})
|
||||
|
||||
return tiles
|
||||
|
||||
# Test visible tiles with visibility sectors (v2 format)
|
||||
# Tiles ahead of the player are Forward, others Peripheral.
|
||||
func _test_visible_tiles() -> Array:
|
||||
var vtiles: Array = []
|
||||
var px := _test_player_pos.x
|
||||
var py := _test_player_pos.y
|
||||
var radius := 4
|
||||
var room_x := 7
|
||||
var room_y := 7
|
||||
var room_w := 8
|
||||
var room_h := 8
|
||||
|
||||
for x in range(px - radius, px + radius + 1):
|
||||
for y in range(py - radius, py + radius + 1):
|
||||
var dist := absf(x - px) + absf(y - py)
|
||||
if dist <= radius:
|
||||
if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
|
||||
var sector: String = "Forward" if y <= py else "Peripheral"
|
||||
vtiles.append({"x": x, "y": y, "z": 0, "visibility": sector})
|
||||
return vtiles
|
||||
|
||||
# Test visibility: tiles within radius 4 of player, inside room bounds
|
||||
func _test_visible_positions() -> Array:
|
||||
var positions: Array = []
|
||||
var px := _test_player_pos.x
|
||||
var py := _test_player_pos.y
|
||||
var radius := 4
|
||||
var room_x := 7
|
||||
var room_y := 7
|
||||
var room_w := 8
|
||||
var room_h := 8
|
||||
|
||||
for x in range(px - radius, px + radius + 1):
|
||||
for y in range(py - radius, py + radius + 1):
|
||||
var dist := absf(x - px) + absf(y - py)
|
||||
if dist <= radius:
|
||||
if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
|
||||
positions.append({"x": x, "y": y})
|
||||
return positions
|
||||
|
||||
|
||||
# -- Test mode helpers --
|
||||
|
||||
const _TEST_WALLS: Array = [
|
||||
# Room walls (8x8 room from (7,7) to (14,14))
|
||||
Vector2i(7,7), Vector2i(8,7), Vector2i(9,7), Vector2i(10,7),
|
||||
Vector2i(11,7), Vector2i(12,7), Vector2i(13,7), Vector2i(14,7),
|
||||
Vector2i(7,14), Vector2i(8,14), Vector2i(9,14), Vector2i(10,14),
|
||||
Vector2i(11,14), Vector2i(12,14), Vector2i(13,14), Vector2i(14,14),
|
||||
Vector2i(7,8), Vector2i(7,9), Vector2i(7,10), Vector2i(7,11),
|
||||
Vector2i(7,12), Vector2i(7,13),
|
||||
Vector2i(14,8), Vector2i(14,9), Vector2i(14,10), Vector2i(14,11),
|
||||
Vector2i(14,12), Vector2i(14,13),
|
||||
# Interior wall blocking NPC
|
||||
Vector2i(12, 10),
|
||||
]
|
||||
|
||||
func _test_is_walkable(pos: Vector2i) -> bool:
|
||||
return not _TEST_WALLS.has(pos)
|
||||
|
||||
# Simple LOS check — blocked if a wall tile sits between start and end
|
||||
func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
|
||||
# Bresenham-lite: check tiles along the line
|
||||
var dx := absi(to.x - from.x)
|
||||
var dy := absi(to.y - from.y)
|
||||
var sx := 1 if from.x < to.x else -1
|
||||
var sy := 1 if from.y < to.y else -1
|
||||
var err := dx - dy
|
||||
var cx := from.x
|
||||
var cy := from.y
|
||||
while true:
|
||||
if cx == to.x and cy == to.y:
|
||||
return true
|
||||
if Vector2i(cx, cy) != from and not _test_is_walkable(Vector2i(cx, cy)):
|
||||
return false
|
||||
var e2 := 2 * err
|
||||
if e2 > -dy:
|
||||
err -= dy
|
||||
cx += sx
|
||||
if e2 < dx:
|
||||
err += dx
|
||||
cy += sy
|
||||
return true
|
||||
|
||||
static func _action_to_delta(action_name: String) -> Vector2i:
|
||||
match action_name:
|
||||
"MoveNorth": return Vector2i(0, -1)
|
||||
"MoveNortheast": return Vector2i(1, -1)
|
||||
"MoveEast": return Vector2i(1, 0)
|
||||
"MoveSoutheast": return Vector2i(1, 1)
|
||||
"MoveSouth": return Vector2i(0, 1)
|
||||
"MoveSouthwest": return Vector2i(-1, 1)
|
||||
"MoveWest": return Vector2i(-1, 0)
|
||||
"MoveNorthwest": return Vector2i(-1, -1)
|
||||
_: return Vector2i.ZERO
|
||||
|
||||
static func _delta_to_facing(delta: Vector2i) -> String:
|
||||
match delta:
|
||||
Vector2i(0, -1): return "North"
|
||||
Vector2i(1, -1): return "Northeast"
|
||||
Vector2i(1, 0): return "East"
|
||||
Vector2i(1, 1): return "Southeast"
|
||||
Vector2i(0, 1): return "South"
|
||||
Vector2i(-1, 1): return "Southwest"
|
||||
Vector2i(-1, 0): return "West"
|
||||
Vector2i(-1, -1): return "Northwest"
|
||||
_: return "North"
|
||||
|
||||
@@ -207,7 +207,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
|
||||
})
|
||||
|
||||
# v14: poi_list (#151) — discovered POIs for minimap rendering.
|
||||
# Each entry: {poi_id, name, x, y, z, category}. Positions in sim tile coords.
|
||||
# Each entry: {poi_id, name, x, y, z, poi_category}. Positions in sim tile coords.
|
||||
var poi_list: Array = []
|
||||
var raw_pois: Variant = raw.get("poi_list")
|
||||
if raw_pois is Array:
|
||||
@@ -219,7 +219,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
|
||||
"x": int(raw_poi["x"]),
|
||||
"y": int(raw_poi["y"]),
|
||||
"z": int(raw_poi.get("z", 0)),
|
||||
"category": str(raw_poi.get("category", "Location")),
|
||||
"poi_category": str(raw_poi.get("poi_category", raw_poi.get("category", "Location"))),
|
||||
})
|
||||
|
||||
# v14: examine_result (#174, #242) — character-filtered observation text.
|
||||
|
||||
@@ -0,0 +1,333 @@
|
||||
class_name TestHarness
|
||||
extends RefCounted
|
||||
## Standalone test simulation for client development without a running server.
|
||||
## Generates mock ObserverSnapshots with movement, LOS, dialogue, and NPC
|
||||
## interactions. Extracted from sim_bridge.gd to enforce D-020 information
|
||||
## boundary (no game logic in the production client autoload).
|
||||
|
||||
var tick: int = 0
|
||||
var player_pos: Vector2i = Vector2i(10, 10)
|
||||
var facing: String = "North"
|
||||
var input_queue: Array = []
|
||||
var in_dialogue: bool = false
|
||||
var gauntlet_mode: bool = false
|
||||
var npc_relationship: String = "Unknown"
|
||||
|
||||
|
||||
func reset() -> void:
|
||||
tick = 0
|
||||
player_pos = Vector2i(10, 10)
|
||||
facing = "North"
|
||||
input_queue.clear()
|
||||
in_dialogue = false
|
||||
gauntlet_mode = false
|
||||
npc_relationship = "Unknown"
|
||||
|
||||
|
||||
func process_input(action_name: String) -> void:
|
||||
input_queue.append(action_name)
|
||||
|
||||
|
||||
func process_facing(new_facing: String) -> void:
|
||||
facing = new_facing
|
||||
|
||||
|
||||
# -- Snapshot generation -------------------------------------------------------
|
||||
|
||||
func snapshot() -> Dictionary:
|
||||
tick += 1
|
||||
|
||||
# Process queued inputs
|
||||
for action_name in input_queue:
|
||||
if action_name == "TeleportToHub":
|
||||
player_pos = Vector2i(10, 10)
|
||||
in_dialogue = false
|
||||
continue
|
||||
if action_name == "Interact":
|
||||
var npc_pos := Vector2i(12, 9)
|
||||
var dist := absi(player_pos.x - npc_pos.x) + absi(player_pos.y - npc_pos.y)
|
||||
if dist <= 2 and has_los(player_pos, npc_pos):
|
||||
in_dialogue = true
|
||||
continue
|
||||
var delta := action_to_delta(action_name)
|
||||
var new_pos := player_pos + delta
|
||||
if _is_walkable(new_pos):
|
||||
player_pos = new_pos
|
||||
if delta != Vector2i.ZERO:
|
||||
if in_dialogue:
|
||||
in_dialogue = false
|
||||
input_queue.clear()
|
||||
|
||||
var px := player_pos.x
|
||||
var py := player_pos.y
|
||||
|
||||
# Build entities — player always visible
|
||||
var entities: Array = [{
|
||||
"entity_id": 1,
|
||||
"x": float(px),
|
||||
"y": float(py),
|
||||
"z": 0,
|
||||
"kind": { "variant": "Player", "data": null },
|
||||
"visibility": "Forward",
|
||||
}]
|
||||
|
||||
# NPC at (12, 9) — visible if within range and not blocked by wall at (12, 10)
|
||||
var npc_pos := Vector2i(12, 9)
|
||||
var npc_dist := absi(px - npc_pos.x) + absi(py - npc_pos.y)
|
||||
if npc_dist <= 4 and has_los(Vector2i(px, py), npc_pos):
|
||||
var sector: String = "Forward" if npc_pos.y <= py else "Peripheral"
|
||||
entities.append({
|
||||
"entity_id": 2,
|
||||
"x": float(npc_pos.x),
|
||||
"y": float(npc_pos.y),
|
||||
"z": 0,
|
||||
"kind": { "variant": "Npc", "data": null },
|
||||
"visibility": sector,
|
||||
"relationship": npc_relationship,
|
||||
})
|
||||
|
||||
# v4: nearby_interactions when NPC is nearby and visible (#404/#405)
|
||||
var nearby: Array = []
|
||||
if npc_dist <= 2 and has_los(Vector2i(px, py), npc_pos):
|
||||
nearby.append({
|
||||
"entity_id": 2,
|
||||
"entity_type": "Npc",
|
||||
"distance": npc_dist,
|
||||
"verbs": [
|
||||
{"kind": "Talk", "label": "Talk", "priority": 1, "available": true},
|
||||
{"kind": "ExamineNpc", "label": "Observe", "priority": 2, "available": true},
|
||||
],
|
||||
})
|
||||
|
||||
# v5: monologue on first tick (#414)
|
||||
var monologue: Variant = null
|
||||
if tick == 1:
|
||||
monologue = {
|
||||
"id": "test_enter_001",
|
||||
"text": "Sova Transit District. Population twelve thousand and change.",
|
||||
"duration_seconds": 5.0,
|
||||
}
|
||||
|
||||
# v7: mock dialogue (#435, D-061/D-062)
|
||||
var dialogue: Variant = null
|
||||
if in_dialogue:
|
||||
dialogue = {
|
||||
"npc_name": "Kael",
|
||||
"npc_entity_id": 2,
|
||||
"speech": "Haven't seen you around the transit hub before. You new to Sova, or just passing through?",
|
||||
"options": [
|
||||
{"text": "Just arrived. Still getting my bearings.", "response_id": "kael_greet_01", "priority": 1, "confrontation": false},
|
||||
{"text": "Passing through. Know where I can find work?", "response_id": "kael_greet_02", "priority": 2, "confrontation": false},
|
||||
{"text": "I saw you near the cargo bay last night.", "response_id": "kael_confront_01", "priority": 3, "confrontation": true},
|
||||
],
|
||||
}
|
||||
|
||||
# v7: mock pending_recognitions (#431, D-059/D-060)
|
||||
var pending_recs: Array = []
|
||||
var cycle_pos := tick % 12
|
||||
if cycle_pos < 6:
|
||||
var total_delay := 6
|
||||
var remaining := total_delay - cycle_pos
|
||||
pending_recs.append({
|
||||
"entity_id": 100,
|
||||
"x": 13.5,
|
||||
"y": 12.5,
|
||||
"z": 0,
|
||||
"remaining_ticks": remaining,
|
||||
"total_delay_ticks": total_delay,
|
||||
})
|
||||
|
||||
# #535: Mock overheard NPC-NPC conversation (D-078)
|
||||
var conv_events: Array = []
|
||||
var conv_ended: Array = []
|
||||
var conv_start := 3
|
||||
var conv_lines := [
|
||||
{"speaker": "Mira", "target": "Soren", "line": "The cargo manifests don't add up. Three containers unaccounted for."},
|
||||
{"speaker": "Soren", "target": "Mira", "line": "Could be a logging error. Happens every... cycle."},
|
||||
{"speaker": "Mira", "target": "Soren", "line": "Not like this. Someone moved them after... check."},
|
||||
{"speaker": "Soren", "target": "Mira", "line": "You're reading too much into it. The docks are... these days."},
|
||||
{"speaker": "Mira", "target": "Soren", "line": "Then explain the weight discrepancy. Two hundred kilos... just gone."},
|
||||
{"speaker": "Soren", "target": "Mira", "line": "Fine. I'll pull the bay... tonight. But keep this between us."},
|
||||
]
|
||||
var conv_tick_interval := 5
|
||||
var conv_total_ticks := conv_lines.size() * conv_tick_interval
|
||||
if tick >= conv_start and tick < conv_start + conv_total_ticks:
|
||||
var conv_index := (tick - conv_start) / conv_tick_interval
|
||||
var within_tick := (tick - conv_start) % conv_tick_interval
|
||||
if within_tick == 0 and conv_index < conv_lines.size():
|
||||
var cl: Dictionary = conv_lines[conv_index]
|
||||
conv_events.append({
|
||||
"speaker_id": 10,
|
||||
"target_id": 11,
|
||||
"speaker_name": cl.speaker,
|
||||
"target_name": cl.target,
|
||||
"occluded_line": cl.line,
|
||||
})
|
||||
elif tick == conv_start + conv_total_ticks:
|
||||
conv_ended.append({"speaker_id": 10, "target_id": 11})
|
||||
|
||||
return {
|
||||
"tick": tick,
|
||||
"version": Protocol.PROTOCOL_VERSION,
|
||||
"game_time": {
|
||||
"day": 0,
|
||||
"time_of_day": tick * 10,
|
||||
"day_phase": "Morning",
|
||||
"tick_rate": "Full",
|
||||
},
|
||||
"player_facing": facing,
|
||||
"player_stance": "Walk",
|
||||
"player_inventory": [],
|
||||
"entities": entities,
|
||||
"tiles": _tiles(),
|
||||
"visible_tiles": _visible_tiles(),
|
||||
"visible_positions": _visible_positions(),
|
||||
"nearby_interactions": nearby,
|
||||
"current_monologue": monologue,
|
||||
"current_dialogue": dialogue,
|
||||
"pending_recognitions": pending_recs,
|
||||
"gauntlet_mode": gauntlet_mode,
|
||||
"conversation_events": conv_events,
|
||||
"conversation_ended": conv_ended,
|
||||
}
|
||||
|
||||
|
||||
# -- Map generation ------------------------------------------------------------
|
||||
|
||||
func _tiles() -> Array:
|
||||
var tiles: Array = []
|
||||
var room_x := 7
|
||||
var room_y := 7
|
||||
var room_w := 8
|
||||
var room_h := 8
|
||||
|
||||
for x in range(room_x, room_x + room_w):
|
||||
for y in range(room_y, room_y + room_h):
|
||||
var is_edge := (x == room_x or x == room_x + room_w - 1
|
||||
or y == room_y or y == room_y + room_h - 1)
|
||||
var tile_type: String
|
||||
if is_edge:
|
||||
if y == room_y + room_h - 1 and x == room_x + room_w / 2:
|
||||
tile_type = "door"
|
||||
else:
|
||||
tile_type = "wall"
|
||||
else:
|
||||
tile_type = "floor"
|
||||
tiles.append({"x": x, "y": y, "z": 0, "type": tile_type})
|
||||
|
||||
var door_x := room_x + room_w / 2
|
||||
for y in range(room_y + room_h, room_y + room_h + 4):
|
||||
tiles.append({"x": door_x - 1, "y": y, "z": 0, "type": "wall"})
|
||||
tiles.append({"x": door_x, "y": y, "z": 0, "type": "floor"})
|
||||
tiles.append({"x": door_x + 1, "y": y, "z": 0, "type": "wall"})
|
||||
|
||||
return tiles
|
||||
|
||||
|
||||
func _visible_tiles() -> Array:
|
||||
var vtiles: Array = []
|
||||
var px := player_pos.x
|
||||
var py := player_pos.y
|
||||
var radius := 4
|
||||
var room_x := 7
|
||||
var room_y := 7
|
||||
var room_w := 8
|
||||
var room_h := 8
|
||||
|
||||
for x in range(px - radius, px + radius + 1):
|
||||
for y in range(py - radius, py + radius + 1):
|
||||
var dist := absf(x - px) + absf(y - py)
|
||||
if dist <= radius:
|
||||
if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
|
||||
var sector: String = "Forward" if y <= py else "Peripheral"
|
||||
vtiles.append({"x": x, "y": y, "z": 0, "visibility": sector})
|
||||
return vtiles
|
||||
|
||||
|
||||
func _visible_positions() -> Array:
|
||||
var positions: Array = []
|
||||
var px := player_pos.x
|
||||
var py := player_pos.y
|
||||
var radius := 4
|
||||
var room_x := 7
|
||||
var room_y := 7
|
||||
var room_w := 8
|
||||
var room_h := 8
|
||||
|
||||
for x in range(px - radius, px + radius + 1):
|
||||
for y in range(py - radius, py + radius + 1):
|
||||
var dist := absf(x - px) + absf(y - py)
|
||||
if dist <= radius:
|
||||
if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
|
||||
positions.append({"x": x, "y": y})
|
||||
return positions
|
||||
|
||||
|
||||
# -- Spatial helpers -----------------------------------------------------------
|
||||
|
||||
const _WALLS: Array = [
|
||||
# Room walls (8x8 room from (7,7) to (14,14))
|
||||
Vector2i(7,7), Vector2i(8,7), Vector2i(9,7), Vector2i(10,7),
|
||||
Vector2i(11,7), Vector2i(12,7), Vector2i(13,7), Vector2i(14,7),
|
||||
Vector2i(7,14), Vector2i(8,14), Vector2i(9,14), Vector2i(10,14),
|
||||
Vector2i(11,14), Vector2i(12,14), Vector2i(13,14), Vector2i(14,14),
|
||||
Vector2i(7,8), Vector2i(7,9), Vector2i(7,10), Vector2i(7,11),
|
||||
Vector2i(7,12), Vector2i(7,13),
|
||||
Vector2i(14,8), Vector2i(14,9), Vector2i(14,10), Vector2i(14,11),
|
||||
Vector2i(14,12), Vector2i(14,13),
|
||||
# Interior wall blocking NPC
|
||||
Vector2i(12, 10),
|
||||
]
|
||||
|
||||
|
||||
func _is_walkable(pos: Vector2i) -> bool:
|
||||
return not _WALLS.has(pos)
|
||||
|
||||
|
||||
func has_los(from: Vector2i, to: Vector2i) -> bool:
|
||||
var dx := absi(to.x - from.x)
|
||||
var dy := absi(to.y - from.y)
|
||||
var sx := 1 if from.x < to.x else -1
|
||||
var sy := 1 if from.y < to.y else -1
|
||||
var err := dx - dy
|
||||
var cx := from.x
|
||||
var cy := from.y
|
||||
while true:
|
||||
if cx == to.x and cy == to.y:
|
||||
return true
|
||||
if Vector2i(cx, cy) != from and not _is_walkable(Vector2i(cx, cy)):
|
||||
return false
|
||||
var e2 := 2 * err
|
||||
if e2 > -dy:
|
||||
err -= dy
|
||||
cx += sx
|
||||
if e2 < dx:
|
||||
err += dx
|
||||
cy += sy
|
||||
return true
|
||||
|
||||
|
||||
static func action_to_delta(action_name: String) -> Vector2i:
|
||||
match action_name:
|
||||
"MoveNorth": return Vector2i(0, -1)
|
||||
"MoveNortheast": return Vector2i(1, -1)
|
||||
"MoveEast": return Vector2i(1, 0)
|
||||
"MoveSoutheast": return Vector2i(1, 1)
|
||||
"MoveSouth": return Vector2i(0, 1)
|
||||
"MoveSouthwest": return Vector2i(-1, 1)
|
||||
"MoveWest": return Vector2i(-1, 0)
|
||||
"MoveNorthwest": return Vector2i(-1, -1)
|
||||
_: return Vector2i.ZERO
|
||||
|
||||
|
||||
static func delta_to_facing(delta: Vector2i) -> String:
|
||||
match delta:
|
||||
Vector2i(0, -1): return "North"
|
||||
Vector2i(1, -1): return "Northeast"
|
||||
Vector2i(1, 0): return "East"
|
||||
Vector2i(1, 1): return "Southeast"
|
||||
Vector2i(0, 1): return "South"
|
||||
Vector2i(-1, 1): return "Southwest"
|
||||
Vector2i(-1, 0): return "West"
|
||||
Vector2i(-1, -1): return "Northwest"
|
||||
_: return "North"
|
||||
@@ -1,5 +1,15 @@
|
||||
extends Control
|
||||
# #511: F3 debug overlay — real-time game state display for dev use.
|
||||
## #348: F3 debug overlay — real-time visualization of game state for dev use.
|
||||
## Dev-only: disabled entirely in export builds (OS.is_debug_build() = false).
|
||||
##
|
||||
## Panels:
|
||||
## 1. Stats text (top-left): tick, pos, fps, etc.
|
||||
## 2. World overlays (over game): LOS rays, vision cone, NPC paths, info tags
|
||||
## 3. Tick timing graph (bottom-left): last-30-tick delta sparkline
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Constants
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
const HEADER_COLOR := Color("#e8c547")
|
||||
const LABEL_COLOR := Color("#8890a0")
|
||||
@@ -8,31 +18,150 @@ const BG_COLOR := Color(0.08, 0.08, 0.12, 0.85)
|
||||
const FONT_SIZE := 12
|
||||
const LINE_HEIGHT := 16
|
||||
const PADDING := Vector2(10, 8)
|
||||
const COL_GAP := 16 # gap between left and right columns
|
||||
const COL_GAP := 16
|
||||
|
||||
# World overlay colors
|
||||
const LOS_COLOR := Color(0.27, 0.78, 0.65, 0.50)
|
||||
const PLAYER_DOT_COLOR := Color(0.88, 0.77, 0.28, 0.85)
|
||||
const CONE_FORWARD_COLOR := Color(0.27, 0.78, 0.65, 0.12)
|
||||
const CONE_PERIPHERAL_COLOR := Color(0.20, 0.55, 0.80, 0.07)
|
||||
const CONE_RING_COLOR := Color(0.27, 0.78, 0.65, 0.55)
|
||||
const NPC_PATH_COLOR := Color(0.83, 0.48, 0.35, 0.75)
|
||||
const NPC_DOT_COLOR := Color(0.83, 0.48, 0.35, 0.90)
|
||||
const TAG_BG_COLOR := Color(0.05, 0.05, 0.10, 0.80)
|
||||
const TAG_TEXT_COLOR := Color("#c8d0e0")
|
||||
const GRAPH_BG_COLOR := Color(0.06, 0.06, 0.10, 0.82)
|
||||
const GRAPH_LINE_COLOR := Color("#6bc9a6")
|
||||
const GRAPH_WARN_COLOR := Color("#e8c547")
|
||||
|
||||
# Vision cone geometry (radians)
|
||||
# Forward: ±60° around facing direction (120° total)
|
||||
# Peripheral: ±60° to ±120° on each side (60° band each side)
|
||||
const CONE_FORWARD_HALF: float = PI / 3.0 # 60°
|
||||
const CONE_PERIPHERAL_HALF: float = PI * 2.0 / 3.0 # 120°
|
||||
const CONE_ARC_STEPS: int = 20
|
||||
|
||||
# NPC path history
|
||||
const NPC_HISTORY_LEN: int = 12
|
||||
const NPC_DOT_RADIUS: float = 3.5
|
||||
const PLAYER_DOT_RADIUS: float = 5.0
|
||||
|
||||
# Tick timing graph
|
||||
const GRAPH_W: float = 160.0
|
||||
const GRAPH_H: float = 48.0
|
||||
const GRAPH_MARGIN: float = 10.0
|
||||
const TICK_HISTORY_LEN: int = 30
|
||||
const TICK_WARN_MS: float = 120.0
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# State
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
var _cached_font: Font = null
|
||||
var _dev_mode: bool = false
|
||||
|
||||
# NPC path history: entity_id (int) → Array of Vector2 (world positions)
|
||||
var _npc_paths: Dictionary = {}
|
||||
var _last_tick_processed: int = -1
|
||||
|
||||
# Tick timing ring
|
||||
var _tick_times: Array = [] # Time.get_ticks_msec() on each snapshot
|
||||
var _tick_deltas: Array = [] # ms between consecutive snapshots
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _ready() -> void:
|
||||
_dev_mode = OS.is_debug_build()
|
||||
visible = false
|
||||
_cached_font = ThemeDB.fallback_font
|
||||
# Clear NPC path history on session change to prevent entity ID collisions
|
||||
GameState.connect("game_id_changed", _on_game_id_changed)
|
||||
|
||||
|
||||
func _on_game_id_changed(_new_id: String) -> void:
|
||||
_npc_paths.clear()
|
||||
_tick_deltas.clear()
|
||||
_tick_times.clear()
|
||||
_last_tick_processed = -1
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not _dev_mode:
|
||||
return
|
||||
if event.is_action_pressed("debug_overlay"):
|
||||
visible = not visible
|
||||
if visible:
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func update_from_state() -> void:
|
||||
if not visible:
|
||||
if not _dev_mode or not visible:
|
||||
return
|
||||
|
||||
# Record tick arrival time for timing graph
|
||||
var now_ms := Time.get_ticks_msec()
|
||||
if _last_tick_processed != GameState.current_tick:
|
||||
_last_tick_processed = GameState.current_tick
|
||||
if _tick_times.size() > 0:
|
||||
_tick_deltas.append(float(now_ms - _tick_times.back()))
|
||||
if _tick_deltas.size() > TICK_HISTORY_LEN:
|
||||
_tick_deltas.pop_front()
|
||||
_tick_times.append(now_ms)
|
||||
if _tick_times.size() > TICK_HISTORY_LEN + 1:
|
||||
_tick_times.pop_front()
|
||||
_update_npc_paths()
|
||||
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _update_npc_paths() -> void:
|
||||
var seen_ids: Dictionary = {}
|
||||
for entity in GameState.visible_entities:
|
||||
if not entity is Dictionary:
|
||||
continue
|
||||
var kind_variant: String = entity.get("kind", {}).get("variant", "")
|
||||
if kind_variant != "Npc":
|
||||
continue
|
||||
var eid: int = entity.get("entity_id", -1)
|
||||
if eid < 0:
|
||||
continue
|
||||
seen_ids[eid] = true
|
||||
var pos := Vector2(entity.get("x", 0.0), entity.get("y", 0.0))
|
||||
if not _npc_paths.has(eid):
|
||||
_npc_paths[eid] = []
|
||||
var path: Array = _npc_paths[eid]
|
||||
if path.size() == 0 or path.back() != pos:
|
||||
path.append(pos)
|
||||
if path.size() > NPC_HISTORY_LEN:
|
||||
path.pop_front()
|
||||
# Prune entities no longer visible
|
||||
for eid in _npc_paths.keys():
|
||||
if not seen_ids.has(eid):
|
||||
_npc_paths.erase(eid)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Draw dispatch
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _draw() -> void:
|
||||
if not visible:
|
||||
return
|
||||
_draw_stats_panel()
|
||||
_draw_world_overlays()
|
||||
_draw_tick_graph()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Panel 1: Stats text (top-left)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _draw_stats_panel() -> void:
|
||||
var font: Font = _cached_font if _cached_font else ThemeDB.fallback_font
|
||||
|
||||
# Build lines as [label, value, label, value] pairs (two columns)
|
||||
var left_lines: Array = []
|
||||
var right_lines: Array = []
|
||||
|
||||
@@ -71,7 +200,10 @@ func _draw() -> void:
|
||||
left_lines.append(["mode", mode_str])
|
||||
right_lines.append(["gauntlet", gauntlet_str])
|
||||
|
||||
# Measure column widths
|
||||
var gid := GameState.current_game_id
|
||||
left_lines.append(["game_id", gid if gid != "" else "-"])
|
||||
right_lines.append(["npc_paths", str(_npc_paths.size())])
|
||||
|
||||
var left_label_w: float = 0.0
|
||||
var left_value_w: float = 0.0
|
||||
var right_label_w: float = 0.0
|
||||
@@ -89,27 +221,240 @@ func _draw() -> void:
|
||||
var content_w := left_label_w + left_value_w + COL_GAP + right_label_w + right_value_w
|
||||
var box_w: float = max(header_w, content_w) + PADDING.x * 2
|
||||
var line_count: int = maxi(left_lines.size(), right_lines.size())
|
||||
var box_h: float = PADDING.y * 2 + LINE_HEIGHT + LINE_HEIGHT * line_count # header + data lines
|
||||
var box_h: float = PADDING.y * 2 + LINE_HEIGHT + LINE_HEIGHT * line_count
|
||||
|
||||
# Background
|
||||
draw_rect(Rect2(Vector2.ZERO, Vector2(box_w, box_h)), BG_COLOR)
|
||||
|
||||
# Header
|
||||
var y: float = PADDING.y + FONT_SIZE
|
||||
draw_string(font, Vector2(PADDING.x, y), header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 1, HEADER_COLOR)
|
||||
y += LINE_HEIGHT
|
||||
|
||||
# Data lines (two columns)
|
||||
var right_x: float = PADDING.x + left_label_w + left_value_w + COL_GAP
|
||||
for i in range(line_count):
|
||||
if i < left_lines.size():
|
||||
var lbl: String = left_lines[i][0] + ": "
|
||||
var val: String = left_lines[i][1]
|
||||
draw_string(font, Vector2(PADDING.x, y), lbl, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
|
||||
draw_string(font, Vector2(PADDING.x + left_label_w, y), val, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
|
||||
draw_string(font, Vector2(PADDING.x, y), left_lines[i][0] + ": ", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
|
||||
draw_string(font, Vector2(PADDING.x + left_label_w, y), left_lines[i][1], HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
|
||||
if i < right_lines.size():
|
||||
var lbl: String = right_lines[i][0] + ": "
|
||||
var val: String = right_lines[i][1]
|
||||
draw_string(font, Vector2(right_x, y), lbl, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
|
||||
draw_string(font, Vector2(right_x + right_label_w, y), val, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
|
||||
draw_string(font, Vector2(right_x, y), right_lines[i][0] + ": ", HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, LABEL_COLOR)
|
||||
draw_string(font, Vector2(right_x + right_label_w, y), right_lines[i][1], HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, VALUE_COLOR)
|
||||
y += LINE_HEIGHT
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Panel 2: World overlays
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _draw_world_overlays() -> void:
|
||||
var vp := get_viewport()
|
||||
if vp == null:
|
||||
return
|
||||
# get_canvas_transform() applies Camera2D — valid for CanvasLayer 0 content.
|
||||
# The DebugOverlay is on UILayer (layer 20) so its own draw space IS screen space.
|
||||
# Using this transform converts world coords → screen pixel coords for the overlays.
|
||||
var canvas_xf := vp.get_canvas_transform()
|
||||
var player_screen := _w2s(GameState.player_position, canvas_xf)
|
||||
|
||||
_draw_vision_cone(player_screen, canvas_xf)
|
||||
_draw_los_rays(player_screen, canvas_xf)
|
||||
_draw_npc_paths(canvas_xf)
|
||||
_draw_info_tags(canvas_xf)
|
||||
|
||||
|
||||
# Convert world tile position → screen pixel position
|
||||
func _w2s(world_pos: Vector2, canvas_xf: Transform2D) -> Vector2:
|
||||
return canvas_xf * (world_pos * Constants.TILE_SIZE)
|
||||
|
||||
|
||||
# Vision cone: filled forward sector + peripheral bands.
|
||||
# Uses player facing direction and visibility sector distance.
|
||||
func _draw_vision_cone(player_screen: Vector2, canvas_xf: Transform2D) -> void:
|
||||
var facing_angle := _facing_to_angle(GameState.player_facing)
|
||||
|
||||
# Estimate visible radius from furthest visibility sector tile
|
||||
var max_d: float = 4.0
|
||||
for vpos in GameState.visibility_sectors.keys():
|
||||
var d := Vector2(vpos.x, vpos.y).distance_to(GameState.player_position)
|
||||
if d > max_d:
|
||||
max_d = d
|
||||
var scale_x := canvas_xf.x.length()
|
||||
var r: float = clampf(max_d * Constants.TILE_SIZE * scale_x, 40.0, 280.0)
|
||||
|
||||
# Helper: build a polygon fan from center outward over arc [angle_from, angle_to]
|
||||
var forward_from := facing_angle - CONE_FORWARD_HALF
|
||||
var forward_to := facing_angle + CONE_FORWARD_HALF
|
||||
var perip_l_from := facing_angle - CONE_PERIPHERAL_HALF
|
||||
var perip_l_to := facing_angle - CONE_FORWARD_HALF
|
||||
var perip_r_from := facing_angle + CONE_FORWARD_HALF
|
||||
var perip_r_to := facing_angle + CONE_PERIPHERAL_HALF
|
||||
|
||||
draw_colored_polygon(_arc_polygon(player_screen, r, forward_from, forward_to), CONE_FORWARD_COLOR)
|
||||
draw_colored_polygon(_arc_polygon(player_screen, r, perip_l_from, perip_l_to), CONE_PERIPHERAL_COLOR)
|
||||
draw_colored_polygon(_arc_polygon(player_screen, r, perip_r_from, perip_r_to), CONE_PERIPHERAL_COLOR)
|
||||
|
||||
# Forward arc boundary ring
|
||||
draw_arc(player_screen, r, forward_from, forward_to, CONE_ARC_STEPS, CONE_RING_COLOR, 1.0)
|
||||
|
||||
# Player dot
|
||||
draw_circle(player_screen, PLAYER_DOT_RADIUS, PLAYER_DOT_COLOR)
|
||||
|
||||
|
||||
# Build a filled polygon fan from center through an arc
|
||||
func _arc_polygon(center: Vector2, radius: float, angle_from: float, angle_to: float) -> PackedVector2Array:
|
||||
var pts := PackedVector2Array()
|
||||
pts.append(center)
|
||||
for i in range(CONE_ARC_STEPS + 1):
|
||||
var t := float(i) / float(CONE_ARC_STEPS)
|
||||
var a := angle_from + t * (angle_to - angle_from)
|
||||
pts.append(center + Vector2(cos(a), sin(a)) * radius)
|
||||
return pts
|
||||
|
||||
|
||||
# Dashed LOS lines from player to each visible non-player entity
|
||||
func _draw_los_rays(player_screen: Vector2, canvas_xf: Transform2D) -> void:
|
||||
for entity in GameState.visible_entities:
|
||||
if not entity is Dictionary:
|
||||
continue
|
||||
if entity.get("kind", {}).get("variant", "") == "Player":
|
||||
continue
|
||||
var entity_world := Vector2(entity.get("x", 0.0), entity.get("y", 0.0))
|
||||
var entity_screen := _w2s(entity_world, canvas_xf)
|
||||
var rel: String = entity.get("relationship", "Unknown")
|
||||
var color := Constants.color_for_relationship(rel)
|
||||
color.a = 0.45
|
||||
draw_dashed_line(player_screen, entity_screen, color, 1.0, 6.0)
|
||||
draw_circle(entity_screen, NPC_DOT_RADIUS, Color(color.r, color.g, color.b, 0.7))
|
||||
|
||||
|
||||
# Fading NPC movement path trails from position history
|
||||
func _draw_npc_paths(canvas_xf: Transform2D) -> void:
|
||||
for eid in _npc_paths.keys():
|
||||
var path: Array = _npc_paths[eid]
|
||||
if path.size() < 2:
|
||||
continue
|
||||
for i in range(1, path.size()):
|
||||
var a_screen := _w2s(path[i - 1], canvas_xf)
|
||||
var b_screen := _w2s(path[i], canvas_xf)
|
||||
var alpha := float(i) / float(path.size())
|
||||
draw_line(a_screen, b_screen, Color(NPC_PATH_COLOR.r, NPC_PATH_COLOR.g, NPC_PATH_COLOR.b, NPC_PATH_COLOR.a * alpha), 1.5)
|
||||
draw_circle(_w2s(path.back(), canvas_xf), NPC_DOT_RADIUS, NPC_DOT_COLOR)
|
||||
|
||||
|
||||
# Information state tags above visible NPCs from player_knowledge
|
||||
func _draw_info_tags(canvas_xf: Transform2D) -> void:
|
||||
if GameState.player_knowledge == null:
|
||||
return
|
||||
var font: Font = _cached_font if _cached_font else ThemeDB.fallback_font
|
||||
var knowledge: Dictionary = GameState.player_knowledge
|
||||
|
||||
# Build entity_id → knowledge entry lookup
|
||||
var kg_by_id: Dictionary = {}
|
||||
for entry in knowledge.get("entities", []):
|
||||
if entry is Dictionary and entry.has("entity_id"):
|
||||
kg_by_id[entry.entity_id] = entry
|
||||
|
||||
for entity in GameState.visible_entities:
|
||||
if not entity is Dictionary:
|
||||
continue
|
||||
if entity.get("kind", {}).get("variant", "") != "Npc":
|
||||
continue
|
||||
var eid: int = entity.get("entity_id", -1)
|
||||
if not kg_by_id.has(eid):
|
||||
continue
|
||||
var kg_entry: Dictionary = kg_by_id[eid]
|
||||
var confidence: String = kg_entry.get("confidence", "Unknown")
|
||||
var name_str: String = kg_entry.get("name", "?")
|
||||
var label := "%s [%s]" % [name_str, confidence]
|
||||
|
||||
var entity_screen := _w2s(Vector2(entity.get("x", 0.0), entity.get("y", 0.0)), canvas_xf)
|
||||
var tag_baseline := entity_screen.y - 18.0
|
||||
var text_w := font.get_string_size(label, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE - 1).x
|
||||
var tag_rect := Rect2(
|
||||
entity_screen.x - text_w / 2.0 - 3.0,
|
||||
tag_baseline - FONT_SIZE + 2.0,
|
||||
text_w + 6.0,
|
||||
FONT_SIZE)
|
||||
draw_rect(tag_rect, TAG_BG_COLOR)
|
||||
draw_string(font,
|
||||
Vector2(entity_screen.x - text_w / 2.0, tag_baseline),
|
||||
label, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE - 1, TAG_TEXT_COLOR)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Panel 3: Tick timing sparkline (bottom-left)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _draw_tick_graph() -> void:
|
||||
if _tick_deltas.size() < 2:
|
||||
return
|
||||
var font: Font = _cached_font if _cached_font else ThemeDB.fallback_font
|
||||
var vp_size := get_viewport_rect().size
|
||||
var box_x := GRAPH_MARGIN
|
||||
var label_h := LINE_HEIGHT
|
||||
var box_y := vp_size.y - GRAPH_H - label_h - GRAPH_MARGIN
|
||||
|
||||
draw_rect(Rect2(box_x, box_y, GRAPH_W, GRAPH_H + label_h), GRAPH_BG_COLOR)
|
||||
draw_string(font,
|
||||
Vector2(box_x + 4, box_y + FONT_SIZE + 1),
|
||||
"tick ms (n=%d)" % _tick_deltas.size(),
|
||||
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE - 1, LABEL_COLOR)
|
||||
|
||||
var chart_top := box_y + label_h
|
||||
var chart_left := box_x + 4.0
|
||||
var chart_w := GRAPH_W - 8.0
|
||||
var chart_h := GRAPH_H - 4.0
|
||||
|
||||
# Max value for scale
|
||||
var max_ms: float = TICK_WARN_MS
|
||||
for d in _tick_deltas:
|
||||
if float(d) > max_ms:
|
||||
max_ms = float(d)
|
||||
max_ms *= 1.1
|
||||
|
||||
# Warn threshold dashed line
|
||||
var warn_y := chart_top + chart_h * (1.0 - TICK_WARN_MS / max_ms)
|
||||
draw_dashed_line(
|
||||
Vector2(chart_left, warn_y), Vector2(chart_left + chart_w, warn_y),
|
||||
Color(GRAPH_WARN_COLOR.r, GRAPH_WARN_COLOR.g, GRAPH_WARN_COLOR.b, 0.3),
|
||||
1.0, 4.0)
|
||||
|
||||
# Sparkline
|
||||
var n := _tick_deltas.size()
|
||||
var prev_pt := Vector2.ZERO
|
||||
for i in range(n):
|
||||
var x := chart_left + chart_w * (float(i) / float(n - 1))
|
||||
var clamped := clampf(float(_tick_deltas[i]), 0.0, max_ms)
|
||||
var y := chart_top + chart_h * (1.0 - clamped / max_ms)
|
||||
var pt := Vector2(x, y)
|
||||
var color := GRAPH_WARN_COLOR if float(_tick_deltas[i]) > TICK_WARN_MS else GRAPH_LINE_COLOR
|
||||
if i > 0:
|
||||
draw_line(prev_pt, pt, color, 1.5)
|
||||
draw_circle(pt, 2.0, color)
|
||||
prev_pt = pt
|
||||
|
||||
# Average label
|
||||
var avg_ms := 0.0
|
||||
for d in _tick_deltas:
|
||||
avg_ms += float(d)
|
||||
avg_ms /= float(_tick_deltas.size())
|
||||
draw_string(font,
|
||||
Vector2(chart_left + chart_w - 54.0, chart_top + chart_h + FONT_SIZE - 2),
|
||||
"avg %.0fms" % avg_ms,
|
||||
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE - 1, LABEL_COLOR)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
# Convert facing string to angle in radians (Godot 2D: 0=East, -PI/2=North)
|
||||
static func _facing_to_angle(facing: String) -> float:
|
||||
match facing:
|
||||
"North": return -PI / 2.0
|
||||
"Northeast": return -PI / 4.0
|
||||
"East": return 0.0
|
||||
"Southeast": return PI / 4.0
|
||||
"South": return PI / 2.0
|
||||
"Southwest": return PI * 3.0 / 4.0
|
||||
"West": return PI
|
||||
"Northwest": return -PI * 3.0 / 4.0
|
||||
_: return -PI / 2.0
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
#!/usr/bin/env -S godot -s
|
||||
## gdUnit4 CI runner for the Settled Reach client.
|
||||
##
|
||||
## Run all client tests headlessly:
|
||||
## godot --headless --path client/ \
|
||||
## -s res://tests/run_gdunit4.gd \
|
||||
## -- --ignoreHeadlessMode -a res://tests/
|
||||
##
|
||||
## Run a specific test file:
|
||||
## godot --headless --path client/ \
|
||||
## -s res://tests/run_gdunit4.gd \
|
||||
## -- --ignoreHeadlessMode -a res://tests/test_protocol.gd
|
||||
##
|
||||
## Exit code: 0 = all pass, non-zero = failures.
|
||||
##
|
||||
## D-030 (architecture.md): gdUnit4 is the confirmed Godot test framework.
|
||||
## Test output format: JSON summary per D-030 sub-decision #6.
|
||||
extends SceneTree
|
||||
|
||||
var _cli_runner: GdUnitTestCIRunner
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MINIMIZED)
|
||||
_cli_runner = GdUnitTestCIRunner.new()
|
||||
root.add_child(_cli_runner)
|
||||
|
||||
|
||||
func _finalize() -> void:
|
||||
queue_delete(_cli_runner)
|
||||
@@ -0,0 +1,317 @@
|
||||
## Sprint 19 — Debug visualization overlay (#348)
|
||||
## F3 toggle, world overlays, tick timing graph.
|
||||
## Extends the existing debug_overlay.gd stub.
|
||||
class_name TestDebugOverlaySprint19
|
||||
extends GdUnitTestSuite
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
const DEBUG_SCENE_PATH: String = "res://scenes/main.tscn"
|
||||
const DEBUG_SCRIPT_PATH: String = "res://scripts/ui/debug_overlay.gd"
|
||||
|
||||
|
||||
func _make_overlay() -> Control:
|
||||
## Instantiate a standalone DebugOverlay control for unit testing.
|
||||
## Does not require the full main.tscn scene tree.
|
||||
var script := load(DEBUG_SCRIPT_PATH)
|
||||
if script == null:
|
||||
push_warning("TestDebugOverlaySprint19: debug_overlay.gd not found — skip")
|
||||
return null
|
||||
var node := Control.new()
|
||||
node.set_script(script)
|
||||
add_child(node)
|
||||
return node
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func before_test() -> void:
|
||||
GameState.visible_entities = []
|
||||
GameState.visible_tiles = []
|
||||
GameState.player_position = Vector2(10.0, 10.0)
|
||||
GameState.player_facing = "North"
|
||||
GameState.player_stance = "Walk"
|
||||
GameState.current_tick = 1
|
||||
GameState.player_knowledge = null
|
||||
|
||||
|
||||
func after_test() -> void:
|
||||
GameState.visible_entities = []
|
||||
GameState.player_knowledge = null
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Script existence
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_debug_overlay_script_exists() -> void:
|
||||
assert_bool(ResourceLoader.exists(DEBUG_SCRIPT_PATH)).override_failure_message(
|
||||
"debug_overlay.gd must exist at res://scripts/ui/debug_overlay.gd (#348)"
|
||||
).is_true()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Instantiation
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_debug_overlay_instantiates_without_crash() -> void:
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
assert_that(ol).is_not_null()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_debug_overlay_starts_hidden() -> void:
|
||||
## Overlay starts hidden — only appears when F3 pressed.
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
assert_bool(ol.visible).override_failure_message(
|
||||
"DebugOverlay must start hidden (visible=false)"
|
||||
).is_false()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Dev-only guard
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_update_from_state_exists() -> void:
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
assert_bool(ol.has_method("update_from_state")).override_failure_message(
|
||||
"DebugOverlay must have update_from_state() method"
|
||||
).is_true()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_update_from_state_does_not_crash_when_hidden() -> void:
|
||||
## update_from_state() called while hidden must not crash.
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
ol.visible = false
|
||||
ol.update_from_state() # Should be a no-op, no crash
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_update_from_state_does_not_crash_when_visible() -> void:
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
ol.visible = true
|
||||
# Simulate a minimal snapshot tick
|
||||
GameState.current_tick = 42
|
||||
ol.update_from_state()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# NPC path tracking
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_npc_paths_field_exists() -> void:
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
assert_bool(ol.has("_npc_paths")).override_failure_message(
|
||||
"DebugOverlay must have _npc_paths field for NPC movement history"
|
||||
).is_true()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_npc_paths_updated_on_state_update() -> void:
|
||||
## After update_from_state with an NPC entity, _npc_paths should have an entry.
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
ol.visible = true
|
||||
|
||||
GameState.visible_entities = [{
|
||||
"entity_id": 2,
|
||||
"x": 12.0, "y": 9.0, "z": 0,
|
||||
"kind": {"variant": "Npc", "data": null},
|
||||
"relationship": "Unknown",
|
||||
}]
|
||||
GameState.current_tick = 100
|
||||
ol.update_from_state()
|
||||
assert_int(ol._npc_paths.size()).override_failure_message(
|
||||
"_npc_paths must record NPC positions from visible_entities"
|
||||
).is_greater(0)
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_npc_paths_not_populated_for_player_entity() -> void:
|
||||
## Player entities must not appear in NPC path history.
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
ol.visible = true
|
||||
GameState.visible_entities = [{
|
||||
"entity_id": 1,
|
||||
"x": 10.0, "y": 10.0, "z": 0,
|
||||
"kind": {"variant": "Player", "data": null},
|
||||
}]
|
||||
GameState.current_tick = 101
|
||||
ol.update_from_state()
|
||||
assert_int(ol._npc_paths.size()).override_failure_message(
|
||||
"Player entity must not appear in _npc_paths"
|
||||
).is_equal(0)
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_npc_paths_max_length_respected() -> void:
|
||||
## Path history must not grow beyond NPC_HISTORY_LEN entries.
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
ol.visible = true
|
||||
# Simulate NPC moving each tick — inject 20 ticks of movement
|
||||
for i in range(20):
|
||||
GameState.visible_entities = [{
|
||||
"entity_id": 5,
|
||||
"x": float(12 + i), "y": 9.0, "z": 0,
|
||||
"kind": {"variant": "Npc", "data": null},
|
||||
"relationship": "Unknown",
|
||||
}]
|
||||
GameState.current_tick = 200 + i
|
||||
ol.update_from_state()
|
||||
var path: Array = ol._npc_paths.get(5, [])
|
||||
assert_int(path.size()).override_failure_message(
|
||||
"NPC path must not exceed NPC_HISTORY_LEN entries (cap at %d)" % ol.NPC_HISTORY_LEN
|
||||
).is_less_equal(ol.NPC_HISTORY_LEN)
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Tick timing ring
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_tick_deltas_field_exists() -> void:
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
assert_bool(ol.has("_tick_deltas")).override_failure_message(
|
||||
"DebugOverlay must have _tick_deltas field for timing sparkline"
|
||||
).is_true()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_tick_deltas_accumulate_over_state_updates() -> void:
|
||||
## Each new tick snapshot should add a delta to _tick_deltas.
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
ol.visible = true
|
||||
for i in range(5):
|
||||
GameState.current_tick = 300 + i
|
||||
ol.update_from_state()
|
||||
assert_int(ol._tick_deltas.size()).override_failure_message(
|
||||
"_tick_deltas must accumulate entries from successive ticks"
|
||||
).is_greater(0)
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_tick_deltas_max_length_respected() -> void:
|
||||
## _tick_deltas must not grow beyond TICK_HISTORY_LEN.
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
ol.visible = true
|
||||
for i in range(50):
|
||||
GameState.current_tick = 400 + i
|
||||
ol.update_from_state()
|
||||
assert_int(ol._tick_deltas.size()).override_failure_message(
|
||||
"_tick_deltas must not exceed TICK_HISTORY_LEN entries"
|
||||
).is_less_equal(ol.TICK_HISTORY_LEN)
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Constants defined
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_npc_history_len_constant_exists() -> void:
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
assert_bool(ol.has("NPC_HISTORY_LEN")).override_failure_message(
|
||||
"DebugOverlay must have NPC_HISTORY_LEN constant"
|
||||
).is_true()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_tick_history_len_constant_exists() -> void:
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
assert_bool(ol.has("TICK_HISTORY_LEN")).override_failure_message(
|
||||
"DebugOverlay must have TICK_HISTORY_LEN constant"
|
||||
).is_true()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
func test_tick_warn_ms_constant_defined() -> void:
|
||||
var ol := _make_overlay()
|
||||
if ol == null: return
|
||||
assert_bool(ol.has("TICK_WARN_MS")).override_failure_message(
|
||||
"DebugOverlay must have TICK_WARN_MS constant for sparkline warning threshold"
|
||||
).is_true()
|
||||
ol.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Facing angle helper
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_facing_to_angle_north() -> void:
|
||||
## North = -PI/2 in Godot 2D (up on screen)
|
||||
var angle := _fetch_facing_angle("North")
|
||||
assert_float(angle).override_failure_message(
|
||||
"_facing_to_angle('North') must return -PI/2"
|
||||
).is_equal_approx(-PI / 2.0, 0.001)
|
||||
|
||||
|
||||
func test_facing_to_angle_east() -> void:
|
||||
var angle := _fetch_facing_angle("East")
|
||||
assert_float(angle).is_equal_approx(0.0, 0.001)
|
||||
|
||||
|
||||
func test_facing_to_angle_south() -> void:
|
||||
var angle := _fetch_facing_angle("South")
|
||||
assert_float(angle).is_equal_approx(PI / 2.0, 0.001)
|
||||
|
||||
|
||||
func test_facing_to_angle_west() -> void:
|
||||
var angle := _fetch_facing_angle("West")
|
||||
assert_float(angle).is_equal_approx(PI, 0.001)
|
||||
|
||||
|
||||
func _fetch_facing_angle(facing: String) -> float:
|
||||
## Helper: load script and call static method.
|
||||
var script = load(DEBUG_SCRIPT_PATH)
|
||||
if script == null:
|
||||
return 0.0
|
||||
# In GDScript 4, static methods can be called via an instance
|
||||
var tmp := Control.new()
|
||||
tmp.set_script(script)
|
||||
add_child(tmp)
|
||||
var result := tmp._facing_to_angle(facing)
|
||||
tmp.queue_free()
|
||||
return result
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# In-scene placement: DebugOverlay on UILayer
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_debug_overlay_in_main_scene_ui_layer() -> void:
|
||||
## DebugOverlay must be in UILayer (CanvasLayer 20), not InsertOverlay.
|
||||
if not ResourceLoader.exists("res://scenes/main.tscn"):
|
||||
push_warning("TestDebugOverlaySprint19: main.tscn not found — skip")
|
||||
return
|
||||
var scene: Node = load("res://scenes/main.tscn").instantiate()
|
||||
auto_free(scene)
|
||||
add_child(scene)
|
||||
var ui_layer := scene.get_node_or_null("UILayer")
|
||||
assert_that(ui_layer != null).override_failure_message(
|
||||
"UILayer must exist in main.tscn"
|
||||
).is_true()
|
||||
if ui_layer == null: return
|
||||
var overlay := ui_layer.get_node_or_null("DebugOverlay")
|
||||
assert_that(overlay != null).override_failure_message(
|
||||
"DebugOverlay must be a child of UILayer in main.tscn (#348)"
|
||||
).is_true()
|
||||
@@ -0,0 +1,334 @@
|
||||
## Sprint 18 — Examine result display (#174)
|
||||
## Spec refs: D-061 (adjacent to dialogue spec), D-041 (character-filtered observation)
|
||||
##
|
||||
## ExamineDisplay: non-interactive overlay, diegetic, auto-dismisses after DISMISS_DELAY.
|
||||
## Positioned in InsertOverlay (CanvasLayer 10).
|
||||
## GameState.current_examine_result: cleared every snapshot (unlike player_knowledge).
|
||||
##
|
||||
## Tests run against live Stig implementation (examine_display.gd).
|
||||
class_name TestExamineDisplaySprint18
|
||||
extends GdUnitTestSuite
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
const EXAMINE_SCENE_PATH: String = "res://ui/examine_display.tscn"
|
||||
|
||||
func _make_examine_display() -> Control:
|
||||
if not ResourceLoader.exists(EXAMINE_SCENE_PATH):
|
||||
push_warning("TestExamineDisplaySprint18: examine_display.tscn not found — skip")
|
||||
return null
|
||||
var node: Control = load(EXAMINE_SCENE_PATH).instantiate()
|
||||
add_child(node)
|
||||
return node
|
||||
|
||||
|
||||
func _make_result(overrides: Dictionary = {}) -> Dictionary:
|
||||
var base: Dictionary = {
|
||||
"entity_id": 42,
|
||||
"text": "Kael Davan — nervous energy. He's scanning exits.",
|
||||
"confidence": "KnowsOf",
|
||||
}
|
||||
base.merge(overrides, true)
|
||||
return base
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func before_test() -> void:
|
||||
GameState.current_examine_result = null
|
||||
|
||||
func after_test() -> void:
|
||||
GameState.current_examine_result = null
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# GameState: current_examine_result parsing
|
||||
## (Now tests real implementation — not test-first stubs)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_gamestate_examine_result_field_exists() -> void:
|
||||
assert_bool(GameState.has("current_examine_result")).override_failure_message(
|
||||
"GameState must have 'current_examine_result' field (#174)"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_gamestate_examine_result_null_by_default() -> void:
|
||||
GameState.current_examine_result = null
|
||||
assert_that(GameState.current_examine_result).is_null()
|
||||
|
||||
|
||||
func test_gamestate_examine_result_set_from_snapshot() -> void:
|
||||
GameState.apply_snapshot({"tick": 5, "examine_result": _make_result()})
|
||||
assert_that(GameState.current_examine_result).is_not_null()
|
||||
assert_that(GameState.current_examine_result.get("text")).contains("Kael Davan")
|
||||
|
||||
|
||||
func test_gamestate_examine_result_null_when_absent() -> void:
|
||||
## CONTRAST with player_knowledge: examine_result DOES clear each snapshot.
|
||||
## The overlay must auto-dismiss — the server never re-sends the same result.
|
||||
GameState.current_examine_result = _make_result()
|
||||
GameState.apply_snapshot({"tick": 6})
|
||||
assert_that(GameState.current_examine_result).is_null()
|
||||
|
||||
|
||||
func test_gamestate_examine_result_null_when_non_dict() -> void:
|
||||
GameState.apply_snapshot({"tick": 1, "examine_result": "bad-value"})
|
||||
assert_that(GameState.current_examine_result).is_null()
|
||||
|
||||
|
||||
func test_gamestate_examine_result_entity_id_survives_roundtrip() -> void:
|
||||
GameState.apply_snapshot({"tick": 1, "examine_result": _make_result({"entity_id": 99})})
|
||||
assert_int(GameState.current_examine_result.get("entity_id", -1)).is_equal(99)
|
||||
|
||||
|
||||
func test_gamestate_examine_result_confidence_survives_roundtrip() -> void:
|
||||
GameState.apply_snapshot({"tick": 1, "examine_result": _make_result({"confidence": "Direct"})})
|
||||
assert_that(GameState.current_examine_result.get("confidence")).is_equal("Direct")
|
||||
|
||||
|
||||
func test_gamestate_examine_result_replaced_on_next_snapshot() -> void:
|
||||
## Two examine results in sequence — second replaces first.
|
||||
GameState.apply_snapshot({"tick": 1, "examine_result": _make_result({"text": "First observation."})})
|
||||
GameState.apply_snapshot({"tick": 2, "examine_result": _make_result({"text": "Second observation."})})
|
||||
assert_that(GameState.current_examine_result.get("text")).is_equal("Second observation.")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# ExamineDisplay scene
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_examine_display_scene_exists() -> void:
|
||||
assert_bool(ResourceLoader.exists(EXAMINE_SCENE_PATH)).override_failure_message(
|
||||
"ExamineDisplay scene must exist at res://ui/examine_display.tscn"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_examine_display_instantiates_without_crash() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_that(display).is_not_null()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_has_show_result_method() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_bool(display.has_method("show_result")).override_failure_message(
|
||||
"ExamineDisplay must have show_result(result: Dictionary) method"
|
||||
).is_true()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_has_dismiss_method() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_bool(display.has_method("dismiss")).override_failure_message(
|
||||
"ExamineDisplay must have dismiss() method"
|
||||
).is_true()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_has_is_active_method() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_bool(display.has_method("is_active")).override_failure_message(
|
||||
"ExamineDisplay must have is_active() method"
|
||||
).is_true()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# ExamineDisplay behavior
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_examine_display_not_active_on_init() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_bool(display.is_active()).override_failure_message(
|
||||
"ExamineDisplay must start inactive (no result showing)"
|
||||
).is_false()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_not_visible_on_init() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_bool(display.visible).override_failure_message(
|
||||
"ExamineDisplay must start invisible"
|
||||
).is_false()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_active_after_show_result() -> void:
|
||||
## show_result() with valid text sets is_active() = true.
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
display.show_result(_make_result())
|
||||
assert_bool(display.is_active()).override_failure_message(
|
||||
"show_result() with text must set is_active() = true"
|
||||
).is_true()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_visible_after_show_result() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
display.show_result(_make_result())
|
||||
assert_bool(display.visible).override_failure_message(
|
||||
"show_result() must set visible = true"
|
||||
).is_true()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_empty_text_ignored() -> void:
|
||||
## show_result() with empty text must not activate (D-041: no empty observations).
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
display.show_result({"entity_id": 1, "text": "", "confidence": "KnowsOf"})
|
||||
assert_bool(display.is_active()).override_failure_message(
|
||||
"show_result() with empty text must not activate the display"
|
||||
).is_false()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_inactive_after_dismiss() -> void:
|
||||
## dismiss() immediately starts fade-out and sets _active = false.
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
display.show_result(_make_result())
|
||||
assert_bool(display.is_active()).is_true()
|
||||
display.dismiss()
|
||||
assert_bool(display.is_active()).override_failure_message(
|
||||
"dismiss() must set is_active() = false immediately"
|
||||
).is_false()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_dismiss_when_inactive_no_crash() -> void:
|
||||
## dismiss() on an inactive display must be safe (no crash, no state corruption).
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
display.dismiss() # called when not active
|
||||
assert_bool(display.is_active()).is_false()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_examine_display_show_replaces_previous() -> void:
|
||||
## Second show_result() replaces first (only one result at a time).
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
display.show_result(_make_result({"text": "First observation."}))
|
||||
display.show_result(_make_result({"text": "Second observation."}))
|
||||
assert_bool(display.is_active()).override_failure_message(
|
||||
"show_result() called twice must leave display active"
|
||||
).is_true()
|
||||
## Text label should reflect the second result
|
||||
var text_label := display.get_node_or_null("PanelContainer/MarginContainer/TextLabel")
|
||||
if text_label is RichTextLabel:
|
||||
assert_that(text_label.text).override_failure_message(
|
||||
"Second show_result() must replace the displayed text"
|
||||
).is_equal("Second observation.")
|
||||
display.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# ExamineDisplay: DISMISS_DELAY within spec
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_dismiss_delay_within_spec() -> void:
|
||||
## Spec (sprint-18/client.md): auto-dismisses after 4–6 seconds.
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_float(display.DISMISS_DELAY).override_failure_message(
|
||||
"DISMISS_DELAY must be 4–6 seconds per spec"
|
||||
).is_between(4.0, 6.0)
|
||||
display.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# ExamineDisplay: CONFIDENCE_ALPHA — confidence-based alpha modulation
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_confidence_alpha_dict_covers_all_levels() -> void:
|
||||
## All four confidence levels must have alpha mappings.
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
var alpha_dict: Dictionary = display.CONFIDENCE_ALPHA
|
||||
for level in ["Direct", "KnowsDetails", "KnowsOf", "Suspects"]:
|
||||
assert_bool(alpha_dict.has(level)).override_failure_message(
|
||||
"CONFIDENCE_ALPHA must map '%s'" % level
|
||||
).is_true()
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_confidence_alpha_direct_is_highest() -> void:
|
||||
## Direct confidence = brightest (alpha 1.0). Character fully trusts this observation.
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
var alpha_dict: Dictionary = display.CONFIDENCE_ALPHA
|
||||
assert_float(alpha_dict.get("Direct", 0.0)).override_failure_message(
|
||||
"Direct confidence must have alpha 1.0 (brightest)"
|
||||
).is_equal_approx(1.0, 0.001)
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_confidence_alpha_suspects_is_lowest() -> void:
|
||||
## Suspects = most dimmed (lowest alpha). Uncertainty is visually represented.
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
var alpha_dict: Dictionary = display.CONFIDENCE_ALPHA
|
||||
var suspects_alpha: float = alpha_dict.get("Suspects", 1.0)
|
||||
var direct_alpha: float = alpha_dict.get("Direct", 0.0)
|
||||
assert_float(suspects_alpha).override_failure_message(
|
||||
"Suspects alpha must be less than Direct alpha (dimmer = less certain)"
|
||||
).is_less(direct_alpha)
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_confidence_alpha_all_values_valid() -> void:
|
||||
## All alpha values must be in [0.0, 1.0].
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
for key in display.CONFIDENCE_ALPHA:
|
||||
var alpha: float = display.CONFIDENCE_ALPHA[key]
|
||||
assert_float(alpha).override_failure_message(
|
||||
"CONFIDENCE_ALPHA['%s'] = %.2f must be in [0, 1]" % [key, alpha]
|
||||
).is_between(0.0, 1.0)
|
||||
display.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Non-interactive: mouse_filter must be IGNORE
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_examine_display_mouse_filter_ignore() -> void:
|
||||
## ExamineDisplay is non-interactive — must not consume mouse events.
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_int(display.mouse_filter).override_failure_message(
|
||||
"ExamineDisplay must have mouse_filter=IGNORE (non-interactive overlay)"
|
||||
).is_equal(Control.MOUSE_FILTER_IGNORE)
|
||||
display.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Fade constants
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_fade_in_is_short() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_float(display.FADE_IN).is_between(0.0, 0.5)
|
||||
display.queue_free()
|
||||
|
||||
|
||||
func test_fade_out_is_short() -> void:
|
||||
var display := _make_examine_display()
|
||||
if display == null: return
|
||||
assert_float(display.FADE_OUT).is_between(0.0, 0.5)
|
||||
display.queue_free()
|
||||
@@ -0,0 +1,156 @@
|
||||
## GameState.apply_snapshot() tests — v2+ field coverage.
|
||||
##
|
||||
## Complements test_snapshot_parsing.gd (which covers v1 basics: tick, entities,
|
||||
## player_position). This file covers v2+ fields and derived state.
|
||||
##
|
||||
## D-030: fixture-based, server-free, no subprocess required.
|
||||
class_name TestGameState
|
||||
extends GdUnitTestSuite
|
||||
|
||||
|
||||
func before_each() -> void:
|
||||
# Reset fields touched by these tests to known defaults.
|
||||
GameState.current_tick = 0
|
||||
GameState.player_position = Vector2.ZERO
|
||||
GameState.player_facing = "North"
|
||||
GameState.game_time = {}
|
||||
GameState.nearby_interactions = []
|
||||
GameState.current_monologue = null
|
||||
GameState.player_stance = "Walk"
|
||||
GameState.player_inventory = []
|
||||
GameState.stationary_ticks = 0
|
||||
GameState.insert_active = true
|
||||
|
||||
|
||||
# -- v2: game_time (D-031) -------------------------------------------------
|
||||
|
||||
func test_apply_snapshot_sets_game_time() -> void:
|
||||
var snapshot := {
|
||||
"tick": 10,
|
||||
"entities": [],
|
||||
"game_time": {"day": 3, "time_of_day": 480, "day_phase": "Morning", "tick_rate": 1},
|
||||
}
|
||||
GameState.apply_snapshot(snapshot)
|
||||
assert_that(GameState.game_time).is_not_null()
|
||||
assert_that(GameState.game_time.get("day")).is_equal(3)
|
||||
assert_that(GameState.game_time.get("time_of_day")).is_equal(480)
|
||||
|
||||
|
||||
func test_apply_snapshot_game_time_missing_keeps_previous() -> void:
|
||||
GameState.game_time = {"day": 2, "time_of_day": 360}
|
||||
GameState.apply_snapshot({"tick": 5, "entities": []})
|
||||
# No "game_time" key → field unchanged
|
||||
assert_that(GameState.game_time.get("day")).is_equal(2)
|
||||
|
||||
|
||||
# -- v2: player_facing (D-015) --------------------------------------------
|
||||
|
||||
func test_apply_snapshot_sets_player_facing() -> void:
|
||||
var snapshot := {
|
||||
"tick": 1,
|
||||
"entities": [],
|
||||
"player_facing": "Southeast",
|
||||
}
|
||||
GameState.apply_snapshot(snapshot)
|
||||
assert_that(GameState.player_facing).is_equal("Southeast")
|
||||
|
||||
|
||||
func test_apply_snapshot_player_facing_missing_keeps_default() -> void:
|
||||
GameState.player_facing = "West"
|
||||
GameState.apply_snapshot({"tick": 1, "entities": []})
|
||||
assert_that(GameState.player_facing).is_equal("West")
|
||||
|
||||
|
||||
# -- v4: nearby_interactions (#404/#405) ----------------------------------
|
||||
|
||||
func test_apply_snapshot_sets_nearby_interactions() -> void:
|
||||
var interactions := [
|
||||
{"entity_id": 5, "entity_type": "Npc", "distance": 1.2, "verbs": [{"kind": "Talk", "label": "Talk", "priority": 1, "available": true}]},
|
||||
]
|
||||
GameState.apply_snapshot({"tick": 1, "entities": [], "nearby_interactions": interactions})
|
||||
assert_that(GameState.nearby_interactions.size()).is_equal(1)
|
||||
assert_that(GameState.nearby_interactions[0].get("entity_id")).is_equal(5)
|
||||
|
||||
|
||||
func test_apply_snapshot_nearby_interactions_absent_clears_list() -> void:
|
||||
GameState.nearby_interactions = [{"entity_id": 1}]
|
||||
GameState.apply_snapshot({"tick": 2, "entities": []})
|
||||
assert_that(GameState.nearby_interactions.size()).is_equal(0)
|
||||
|
||||
|
||||
# -- v5: current_monologue (#414) -----------------------------------------
|
||||
|
||||
func test_apply_snapshot_sets_monologue() -> void:
|
||||
var monologue := {"id": "m1", "text": "Something is off here.", "duration_seconds": 4.0, "priority": 1, "is_urgent": false}
|
||||
GameState.apply_snapshot({"tick": 1, "entities": [], "current_monologue": monologue})
|
||||
assert_that(GameState.current_monologue).is_not_null()
|
||||
assert_that(GameState.current_monologue.get("text")).is_equal("Something is off here.")
|
||||
|
||||
|
||||
func test_apply_snapshot_monologue_absent_clears_field() -> void:
|
||||
GameState.current_monologue = {"id": "old", "text": "Old line."}
|
||||
GameState.apply_snapshot({"tick": 2, "entities": []})
|
||||
assert_that(GameState.current_monologue).is_null()
|
||||
|
||||
|
||||
# -- v6: player_stance (#449, D-053) --------------------------------------
|
||||
|
||||
func test_apply_snapshot_sets_player_stance() -> void:
|
||||
GameState.apply_snapshot({"tick": 1, "entities": [], "player_stance": "Crouch"})
|
||||
assert_that(GameState.player_stance).is_equal("Crouch")
|
||||
|
||||
|
||||
# -- v6: player_inventory (#449, D-065) -----------------------------------
|
||||
|
||||
func test_apply_snapshot_sets_player_inventory() -> void:
|
||||
var inventory := [{"item_id": 42, "name": "Security pass", "slot": 0}]
|
||||
GameState.apply_snapshot({"tick": 1, "entities": [], "player_inventory": inventory})
|
||||
assert_that(GameState.player_inventory.size()).is_equal(1)
|
||||
assert_that(GameState.player_inventory[0].get("name")).is_equal("Security pass")
|
||||
|
||||
|
||||
func test_apply_snapshot_inventory_absent_clears_list() -> void:
|
||||
GameState.player_inventory = [{"item_id": 1}]
|
||||
GameState.apply_snapshot({"tick": 2, "entities": []})
|
||||
assert_that(GameState.player_inventory.size()).is_equal(0)
|
||||
|
||||
|
||||
# -- Stationary tick counter (D-071) -------------------------------------
|
||||
|
||||
func test_stationary_ticks_increments_when_player_position_unchanged() -> void:
|
||||
var snapshot := {
|
||||
"tick": 1,
|
||||
"entities": [{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
|
||||
}
|
||||
GameState.apply_snapshot(snapshot) # first call: position changes from ZERO
|
||||
GameState.apply_snapshot(snapshot) # second call: position unchanged → +1
|
||||
assert_int(GameState.stationary_ticks).is_greater(0)
|
||||
|
||||
|
||||
func test_stationary_ticks_resets_on_player_movement() -> void:
|
||||
var s1 := {
|
||||
"tick": 1,
|
||||
"entities": [{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
|
||||
}
|
||||
var s2 := {
|
||||
"tick": 2,
|
||||
"entities": [{"entity_id": 1, "x": 11.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
|
||||
}
|
||||
GameState.apply_snapshot(s1)
|
||||
GameState.apply_snapshot(s1) # stationary
|
||||
assert_int(GameState.stationary_ticks).is_greater(0)
|
||||
GameState.apply_snapshot(s2) # moved → reset
|
||||
assert_int(GameState.stationary_ticks).is_equal(0)
|
||||
|
||||
|
||||
# -- insert_active (OQ-07, #522) -----------------------------------------
|
||||
|
||||
func test_apply_snapshot_insert_active_false() -> void:
|
||||
GameState.apply_snapshot({"tick": 1, "entities": [], "insert_active": false})
|
||||
assert_bool(GameState.insert_active).is_false()
|
||||
|
||||
|
||||
func test_apply_snapshot_insert_active_defaults_true_when_absent() -> void:
|
||||
GameState.insert_active = false
|
||||
GameState.apply_snapshot({"tick": 2, "entities": []})
|
||||
assert_bool(GameState.insert_active).is_true()
|
||||
@@ -0,0 +1,320 @@
|
||||
## Sprint 18 — Minimap rendering (#151)
|
||||
## Spec refs: D-013 (diegetic insert/POI system), D-015 (fixed-north, player-centered),
|
||||
## D-049 (z-layer 6 = InsertOverlay)
|
||||
##
|
||||
## MinimapRenderer: circular insert overlay, always renders frame, draws discovered POIs.
|
||||
## Scene: res://ui/minimap.tscn (class_name MinimapRenderer)
|
||||
## Positioned at InsertOverlay/Minimap in main.tscn.
|
||||
##
|
||||
## Tests run against live Stig implementation (minimap.gd).
|
||||
class_name TestMinimapSprint18
|
||||
extends GdUnitTestSuite
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Helpers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
const MINIMAP_SCENE_PATH: String = "res://ui/minimap.tscn"
|
||||
|
||||
func _make_minimap() -> Control:
|
||||
if not ResourceLoader.exists(MINIMAP_SCENE_PATH):
|
||||
push_warning("TestMinimapSprint18: minimap.tscn not found — skip")
|
||||
return null
|
||||
var node: Control = load(MINIMAP_SCENE_PATH).instantiate()
|
||||
add_child(node)
|
||||
return node
|
||||
|
||||
|
||||
func _make_poi(overrides: Dictionary = {}) -> Dictionary:
|
||||
var base: Dictionary = {
|
||||
"id": "poi_test_001",
|
||||
"x": 20,
|
||||
"y": 15,
|
||||
"poi_category": "location",
|
||||
"label": "Exit A",
|
||||
}
|
||||
base.merge(overrides, true)
|
||||
return base
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func before_test() -> void:
|
||||
GameState.discovered_pois = []
|
||||
GameState.player_position = Vector2(10.0, 10.0)
|
||||
GameState.insert_active = true
|
||||
|
||||
func after_test() -> void:
|
||||
GameState.discovered_pois = []
|
||||
GameState.player_position = Vector2.ZERO
|
||||
GameState.insert_active = true
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Scene and class
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_minimap_scene_exists() -> void:
|
||||
assert_bool(ResourceLoader.exists(MINIMAP_SCENE_PATH)).override_failure_message(
|
||||
"Minimap scene must exist at res://ui/minimap.tscn (#151)"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_minimap_instantiates_without_crash() -> void:
|
||||
var mm := _make_minimap()
|
||||
if mm == null: return
|
||||
assert_that(mm).is_not_null()
|
||||
mm.queue_free()
|
||||
|
||||
|
||||
func test_minimap_is_minimap_renderer_class() -> void:
|
||||
## class_name MinimapRenderer in minimap.gd.
|
||||
var mm := _make_minimap()
|
||||
if mm == null: return
|
||||
assert_bool(mm is MinimapRenderer).override_failure_message(
|
||||
"Minimap node must be a MinimapRenderer instance (check class_name in minimap.gd)"
|
||||
).is_true()
|
||||
mm.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Constants: D-015, visual parameters
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_minimap_radius_constant() -> void:
|
||||
## MINIMAP_RADIUS defines the sim-tile distance of visible POI area.
|
||||
## Value is tuned to 24 tiles — reasonable coverage without map reveal.
|
||||
assert_float(MinimapRenderer.MINIMAP_RADIUS).override_failure_message(
|
||||
"MinimapRenderer.MINIMAP_RADIUS must be 24.0"
|
||||
).is_equal_approx(24.0, 0.01)
|
||||
|
||||
|
||||
func test_player_dot_radius_defined() -> void:
|
||||
## Player dot must be visible (> 0) and distinct from POI dot.
|
||||
assert_float(MinimapRenderer.PLAYER_DOT_RADIUS).is_greater(0.0)
|
||||
|
||||
|
||||
func test_poi_dot_radius_defined() -> void:
|
||||
## POI dot must be visible (> 0).
|
||||
assert_float(MinimapRenderer.POI_DOT_RADIUS).is_greater(0.0)
|
||||
|
||||
|
||||
func test_player_dot_larger_than_poi_dot() -> void:
|
||||
## D-015: Player is always centered and visually distinct.
|
||||
## Player dot should be at least as large as POI dot.
|
||||
assert_float(MinimapRenderer.PLAYER_DOT_RADIUS).is_greater_equal(MinimapRenderer.POI_DOT_RADIUS)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# _category_color() — D-013 POI category color mapping
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_category_color_danger_is_hostile_color() -> void:
|
||||
## "danger", "threat", "hostile" → ENTITY_COLOR_HOSTILE (red)
|
||||
for cat in ["danger", "threat", "hostile"]:
|
||||
var color: Color = MinimapRenderer._category_color(cat)
|
||||
assert_that(color).override_failure_message(
|
||||
"Category '%s' must map to ENTITY_COLOR_HOSTILE" % cat
|
||||
).is_equal(Constants.ENTITY_COLOR_HOSTILE)
|
||||
|
||||
|
||||
func test_category_color_evidence_is_poi_color() -> void:
|
||||
## "evidence", "note", "clue" → ENTITY_COLOR_POI (amber)
|
||||
for cat in ["evidence", "note", "clue"]:
|
||||
var color: Color = MinimapRenderer._category_color(cat)
|
||||
assert_that(color).override_failure_message(
|
||||
"Category '%s' must map to ENTITY_COLOR_POI (amber)" % cat
|
||||
).is_equal(Constants.ENTITY_COLOR_POI)
|
||||
|
||||
|
||||
func test_category_color_contact_is_unknown_color() -> void:
|
||||
## "contact", "npc", "person" → ENTITY_COLOR_UNKNOWN (teal)
|
||||
for cat in ["contact", "npc", "person"]:
|
||||
var color: Color = MinimapRenderer._category_color(cat)
|
||||
assert_that(color).override_failure_message(
|
||||
"Category '%s' must map to ENTITY_COLOR_UNKNOWN (teal)" % cat
|
||||
).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
|
||||
|
||||
|
||||
func test_category_color_unknown_category_defaults_to_insert_text() -> void:
|
||||
## Unknown/unspecified categories → INSERT_COLOR_TEXT (white-blue default)
|
||||
var color: Color = MinimapRenderer._category_color("some_unknown_type")
|
||||
assert_that(color).override_failure_message(
|
||||
"Unknown category must default to INSERT_COLOR_TEXT"
|
||||
).is_equal(Constants.INSERT_COLOR_TEXT)
|
||||
|
||||
|
||||
func test_category_color_empty_string_defaults() -> void:
|
||||
## Empty category string → default color, no crash.
|
||||
var color: Color = MinimapRenderer._category_color("")
|
||||
assert_that(color).is_equal(Constants.INSERT_COLOR_TEXT)
|
||||
|
||||
|
||||
func test_category_color_case_insensitive() -> void:
|
||||
## Category matching is case-insensitive (uses to_lower()).
|
||||
var danger_lower := MinimapRenderer._category_color("danger")
|
||||
var danger_upper := MinimapRenderer._category_color("DANGER")
|
||||
var danger_mixed := MinimapRenderer._category_color("Danger")
|
||||
assert_that(danger_lower).is_equal(danger_upper)
|
||||
assert_that(danger_lower).is_equal(danger_mixed)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# set_insert_active() — D-049: insert layer visibility
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_set_insert_active_false_hides_minimap() -> void:
|
||||
## When insert is inactive, minimap must be hidden.
|
||||
var mm := _make_minimap()
|
||||
if mm == null: return
|
||||
mm.set_insert_active(false)
|
||||
assert_bool(mm.visible).override_failure_message(
|
||||
"set_insert_active(false) must hide the minimap"
|
||||
).is_false()
|
||||
mm.queue_free()
|
||||
|
||||
|
||||
func test_set_insert_active_true_shows_minimap() -> void:
|
||||
## When insert is active, minimap must be visible.
|
||||
var mm := _make_minimap()
|
||||
if mm == null: return
|
||||
mm.set_insert_active(false)
|
||||
mm.set_insert_active(true)
|
||||
assert_bool(mm.visible).override_failure_message(
|
||||
"set_insert_active(true) must show the minimap"
|
||||
).is_true()
|
||||
mm.queue_free()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Main scene structural check: InsertOverlay/Minimap
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_minimap_in_main_scene_on_insert_overlay() -> void:
|
||||
## D-049: Minimap must be in InsertOverlay (CanvasLayer 10), not UILayer.
|
||||
## Scene path: Game/InsertOverlay/Minimap or InsertOverlay/Minimap.
|
||||
if not ResourceLoader.exists("res://scenes/main.tscn"):
|
||||
push_warning("TestMinimapSprint18: main.tscn not found — scene tree test skipped")
|
||||
return
|
||||
var scene: Node = load("res://scenes/main.tscn").instantiate()
|
||||
auto_free(scene)
|
||||
add_child(scene)
|
||||
|
||||
# Check for Minimap in InsertOverlay
|
||||
var insert_overlay := scene.get_node_or_null("InsertOverlay")
|
||||
assert_that(insert_overlay != null).override_failure_message(
|
||||
"InsertOverlay (CanvasLayer 10) must exist in main.tscn"
|
||||
).is_true()
|
||||
if insert_overlay == null: return
|
||||
|
||||
var minimap := insert_overlay.get_node_or_null("Minimap")
|
||||
assert_that(minimap != null).override_failure_message(
|
||||
"Minimap must be a child of InsertOverlay in main.tscn (D-049: insert layer)"
|
||||
).is_true()
|
||||
if minimap == null: return
|
||||
|
||||
assert_bool(minimap is MinimapRenderer).override_failure_message(
|
||||
"InsertOverlay/Minimap must be a MinimapRenderer instance"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_insert_overlay_is_canvas_layer_10() -> void:
|
||||
## InsertOverlay must be CanvasLayer 10 (CANVAS_INSERT per D-049).
|
||||
if not ResourceLoader.exists("res://scenes/main.tscn"):
|
||||
push_warning("TestMinimapSprint18: main.tscn not found — canvas layer test skipped")
|
||||
return
|
||||
var scene: Node = load("res://scenes/main.tscn").instantiate()
|
||||
auto_free(scene)
|
||||
add_child(scene)
|
||||
|
||||
var insert_overlay := scene.get_node_or_null("InsertOverlay") as CanvasLayer
|
||||
if insert_overlay == null: return
|
||||
assert_int(insert_overlay.layer).override_failure_message(
|
||||
"InsertOverlay must be CanvasLayer %d (CANVAS_INSERT)" % Constants.CANVAS_INSERT
|
||||
).is_equal(Constants.CANVAS_INSERT)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# GameState.discovered_pois integration
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_discovered_pois_field_exists_in_gamestate() -> void:
|
||||
assert_bool(GameState.has("discovered_pois")).override_failure_message(
|
||||
"GameState must have 'discovered_pois' field (#151)"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_discovered_pois_set_from_poi_list_snapshot() -> void:
|
||||
## Snapshot with "poi_list" key (Sprint 17 server wire name) populates discovered_pois.
|
||||
GameState.apply_snapshot({
|
||||
"tick": 1,
|
||||
"poi_list": [
|
||||
_make_poi({"id": "p1", "x": 50, "y": 30, "poi_category": "location"}),
|
||||
_make_poi({"id": "p2", "x": 80, "y": 15, "poi_category": "contact"}),
|
||||
],
|
||||
})
|
||||
assert_int(GameState.discovered_pois.size()).override_failure_message(
|
||||
"discovered_pois must be populated from snapshot 'poi_list' field"
|
||||
).is_equal(2)
|
||||
|
||||
|
||||
func test_discovered_pois_set_from_discovered_pois_snapshot() -> void:
|
||||
## Snapshot with "discovered_pois" key also works.
|
||||
GameState.apply_snapshot({
|
||||
"tick": 2,
|
||||
"discovered_pois": [_make_poi()],
|
||||
})
|
||||
assert_int(GameState.discovered_pois.size()).is_equal(1)
|
||||
|
||||
|
||||
func test_discovered_pois_persists_when_absent_from_snapshot() -> void:
|
||||
## Like player_knowledge: POI list persists when server doesn't send an update.
|
||||
GameState.discovered_pois = [_make_poi()]
|
||||
GameState.apply_snapshot({"tick": 3})
|
||||
assert_int(GameState.discovered_pois.size()).override_failure_message(
|
||||
"discovered_pois must persist when absent from snapshot (not cleared each tick)"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_discovered_pois_poi_category_field_present() -> void:
|
||||
## MinimapRenderer reads poi_category to determine shape/color.
|
||||
## Verify the wire format includes this field.
|
||||
GameState.apply_snapshot({
|
||||
"tick": 1,
|
||||
"poi_list": [_make_poi({"poi_category": "danger"})],
|
||||
})
|
||||
assert_int(GameState.discovered_pois.size()).is_greater(0)
|
||||
var first_poi: Dictionary = GameState.discovered_pois[0]
|
||||
assert_bool(first_poi.has("poi_category")).override_failure_message(
|
||||
"POI entries must have 'poi_category' field for MinimapRenderer shape selection"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_discovered_pois_x_y_fields_present() -> void:
|
||||
## MinimapRenderer reads x, y for position calculation.
|
||||
GameState.apply_snapshot({
|
||||
"tick": 1,
|
||||
"poi_list": [_make_poi({"x": 42, "y": 17})],
|
||||
})
|
||||
assert_int(GameState.discovered_pois.size()).is_greater(0)
|
||||
var first_poi: Dictionary = GameState.discovered_pois[0]
|
||||
assert_bool(first_poi.has("x") and first_poi.has("y")).override_failure_message(
|
||||
"POI entries must have 'x' and 'y' coordinate fields"
|
||||
).is_true()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Color constants: all distinct
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_category_colors_are_distinct() -> void:
|
||||
## All three primary category color groups must be visually distinct.
|
||||
var danger_color := MinimapRenderer._category_color("danger")
|
||||
var evidence_color := MinimapRenderer._category_color("evidence")
|
||||
var contact_color := MinimapRenderer._category_color("contact")
|
||||
assert_that(danger_color).is_not_equal(evidence_color)
|
||||
assert_that(evidence_color).is_not_equal(contact_color)
|
||||
assert_that(danger_color).is_not_equal(contact_color)
|
||||
@@ -0,0 +1,208 @@
|
||||
## Sprint 19 — Game session management (#258, D-085)
|
||||
## Per-game save directories: created on New Game, resumed via game-id.
|
||||
## SessionManager autoload: new_game(), resume_game(), list_game_dirs().
|
||||
class_name TestSessionManagerSprint19
|
||||
extends GdUnitTestSuite
|
||||
|
||||
# Game IDs created during the current test — deleted in after_test().
|
||||
var _created_ids: Array = []
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func before_test() -> void:
|
||||
GameState.current_game_id = ""
|
||||
_created_ids = []
|
||||
|
||||
|
||||
func after_test() -> void:
|
||||
for game_id in _created_ids:
|
||||
var path := "user://saves/" + game_id
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
|
||||
_created_ids.clear()
|
||||
GameState.current_game_id = ""
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Helper: call new_game() and track the created directory for cleanup.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _new_game() -> String:
|
||||
var game_id := SessionManager.new_game()
|
||||
if not game_id.is_empty():
|
||||
_created_ids.append(game_id)
|
||||
return game_id
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# GameState.current_game_id field
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_current_game_id_field_exists() -> void:
|
||||
## D-085: GameState must have current_game_id field.
|
||||
assert_bool(GameState.has("current_game_id")).override_failure_message(
|
||||
"GameState must have 'current_game_id' field (D-085 #258)"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_current_game_id_default_is_empty_string() -> void:
|
||||
## Before any session starts, current_game_id is empty.
|
||||
GameState.current_game_id = ""
|
||||
assert_str(GameState.current_game_id).override_failure_message(
|
||||
"GameState.current_game_id default must be empty string"
|
||||
).is_empty()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# SessionManager autoload exists
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_session_manager_autoload_exists() -> void:
|
||||
## SessionManager must be registered as an autoload.
|
||||
var sm := Engine.get_singleton("SessionManager")
|
||||
assert_that(sm != null).override_failure_message(
|
||||
"SessionManager must be registered as autoload in project.godot (#258)"
|
||||
).is_true()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# new_game() — game-id format and GameState update
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_new_game_returns_non_empty_string() -> void:
|
||||
var game_id := _new_game()
|
||||
assert_str(game_id).override_failure_message(
|
||||
"SessionManager.new_game() must return a non-empty game-id string"
|
||||
).is_not_empty()
|
||||
|
||||
|
||||
func test_new_game_sets_current_game_id_on_gamestate() -> void:
|
||||
var game_id := _new_game()
|
||||
assert_str(GameState.current_game_id).override_failure_message(
|
||||
"new_game() must set GameState.current_game_id"
|
||||
).is_equal(game_id)
|
||||
|
||||
|
||||
func test_new_game_id_format_has_two_dashes() -> void:
|
||||
## Format: <YYYYMMDD>-<HHMMSS>-<hex6> — two separator dashes.
|
||||
var game_id := _new_game()
|
||||
var parts := game_id.split("-")
|
||||
assert_int(parts.size()).override_failure_message(
|
||||
"game-id must have format <YYYYMMDD>-<HHMMSS>-<hex6> (3 parts separated by '-')"
|
||||
).is_equal(3)
|
||||
|
||||
|
||||
func test_new_game_id_first_part_is_8_digits() -> void:
|
||||
## First part is YYYYMMDD — 8 decimal digits.
|
||||
var game_id := _new_game()
|
||||
var parts := game_id.split("-")
|
||||
assert_int(parts[0].length()).override_failure_message(
|
||||
"game-id first part (date) must be 8 characters (YYYYMMDD)"
|
||||
).is_equal(8)
|
||||
|
||||
|
||||
func test_new_game_id_second_part_is_6_digits() -> void:
|
||||
## Second part is HHMMSS — 6 decimal digits.
|
||||
var game_id := _new_game()
|
||||
var parts := game_id.split("-")
|
||||
assert_int(parts[1].length()).override_failure_message(
|
||||
"game-id second part (time) must be 6 characters (HHMMSS)"
|
||||
).is_equal(6)
|
||||
|
||||
|
||||
func test_new_game_id_third_part_is_6_hex_chars() -> void:
|
||||
## Third part is 6 hex characters (RNG seed).
|
||||
var game_id := _new_game()
|
||||
var parts := game_id.split("-")
|
||||
assert_int(parts[2].length()).override_failure_message(
|
||||
"game-id third part (hex seed) must be 6 characters"
|
||||
).is_equal(6)
|
||||
|
||||
|
||||
func test_new_game_ids_are_unique() -> void:
|
||||
## Two rapid new_game() calls should produce different IDs
|
||||
## (different RNG seeds; same-second timestamps are valid but seeds differ).
|
||||
var id1 := _new_game()
|
||||
var id2 := _new_game()
|
||||
# Check that hex seeds differ (they almost certainly will)
|
||||
var seed1 := id1.split("-")[2]
|
||||
var seed2 := id2.split("-")[2]
|
||||
assert_str(seed1).override_failure_message(
|
||||
"Successive new_game() calls should have different RNG seeds"
|
||||
).is_not_equal(seed2)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# resume_game() — sets GameState.current_game_id
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_resume_game_sets_current_game_id() -> void:
|
||||
var test_id := "20260225-143022-a7b3f1"
|
||||
SessionManager.resume_game(test_id)
|
||||
assert_str(GameState.current_game_id).override_failure_message(
|
||||
"resume_game() must set GameState.current_game_id to the given id"
|
||||
).is_equal(test_id)
|
||||
|
||||
|
||||
func test_resume_game_overwrites_previous_game_id() -> void:
|
||||
SessionManager.resume_game("20260225-100000-aabbcc")
|
||||
SessionManager.resume_game("20260225-120000-112233")
|
||||
assert_str(GameState.current_game_id).is_equal("20260225-120000-112233")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Main menu scene
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_main_menu_scene_exists() -> void:
|
||||
assert_bool(ResourceLoader.exists("res://scenes/main_menu.tscn")).override_failure_message(
|
||||
"Main menu scene must exist at res://scenes/main_menu.tscn (#258)"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_main_menu_instantiates_without_crash() -> void:
|
||||
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
||||
push_warning("TestSessionManagerSprint19: main_menu.tscn not found — skip")
|
||||
return
|
||||
var scene: Node = load("res://scenes/main_menu.tscn").instantiate()
|
||||
auto_free(scene)
|
||||
add_child(scene)
|
||||
assert_that(scene).is_not_null()
|
||||
|
||||
|
||||
func test_main_menu_has_new_game_button() -> void:
|
||||
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
||||
return
|
||||
var scene: Node = load("res://scenes/main_menu.tscn").instantiate()
|
||||
auto_free(scene)
|
||||
add_child(scene)
|
||||
var btn := scene.get_node_or_null("VBox/NewGameBtn")
|
||||
assert_that(btn != null).override_failure_message(
|
||||
"Main menu must have VBox/NewGameBtn (#258)"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_main_menu_has_continue_button() -> void:
|
||||
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
|
||||
return
|
||||
var scene: Node = load("res://scenes/main_menu.tscn").instantiate()
|
||||
auto_free(scene)
|
||||
add_child(scene)
|
||||
var btn := scene.get_node_or_null("VBox/ContinueBtn")
|
||||
assert_that(btn != null).override_failure_message(
|
||||
"Main menu must have VBox/ContinueBtn (#258)"
|
||||
).is_true()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Project main scene changed to main_menu.tscn
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func test_project_main_scene_is_main_menu() -> void:
|
||||
## D-085: project boots to main menu, not directly to game scene.
|
||||
var scene_path: String = ProjectSettings.get_setting("application/run/main_scene", "")
|
||||
assert_str(scene_path).override_failure_message(
|
||||
"project.godot run/main_scene must be res://scenes/main_menu.tscn (#258)"
|
||||
).is_equal("res://scenes/main_menu.tscn")
|
||||
@@ -0,0 +1,99 @@
|
||||
## Scene testing utilities for gdUnit4 tests.
|
||||
##
|
||||
## Loads a scene, instantiates it into the test suite's node tree,
|
||||
## and provides helpers for node existence, signal, and node-path queries.
|
||||
##
|
||||
## Usage (from a GdUnitTestSuite subclass):
|
||||
## var helper := SceneHelper.create(self, "res://scenes/main.tscn")
|
||||
## helper.assert_node_exists("World")
|
||||
## var world := helper.get_node_at("World")
|
||||
## helper.monitor_signal(world, "ready")
|
||||
## # ... trigger something ...
|
||||
## helper.assert_signal_emitted(world, "ready")
|
||||
##
|
||||
## Design constraints (D-030): server-free, no running autoload dependencies.
|
||||
class_name SceneHelper
|
||||
extends RefCounted
|
||||
|
||||
var _suite # GdUnitTestSuite — untyped to avoid load-order dependency
|
||||
var _scene: Node
|
||||
# signal_key -> int. Key is "<node_instance_id>:<signal_name>" for uniqueness.
|
||||
var _signal_hits: Dictionary = {}
|
||||
|
||||
|
||||
## Load, instantiate, and attach a scene to the test suite's node tree.
|
||||
## The scene node is registered for auto-free by gdUnit4.
|
||||
## Returns a helper instance; fails the test if the scene cannot be loaded.
|
||||
static func create(suite: GdUnitTestSuite, scene_path: String) -> SceneHelper:
|
||||
var helper := SceneHelper.new()
|
||||
helper._suite = suite
|
||||
|
||||
var packed: PackedScene = load(scene_path)
|
||||
if packed == null:
|
||||
suite.assert_that(packed).override_failure_message(
|
||||
"SceneHelper: could not load scene at '%s'" % scene_path
|
||||
).is_not_null()
|
||||
return helper
|
||||
|
||||
helper._scene = packed.instantiate()
|
||||
suite.auto_free(helper._scene)
|
||||
suite.add_child(helper._scene)
|
||||
return helper
|
||||
|
||||
|
||||
## Returns the scene root node.
|
||||
func scene() -> Node:
|
||||
return _scene
|
||||
|
||||
|
||||
## Assert that a node at node_path exists under the scene root.
|
||||
## Fails the current test if the node is absent.
|
||||
func assert_node_exists(node_path: String) -> void:
|
||||
var node := _scene.get_node_or_null(NodePath(node_path))
|
||||
_suite.assert_that(node).override_failure_message(
|
||||
"SceneHelper: expected node at path '%s' — not found" % node_path
|
||||
).is_not_null()
|
||||
|
||||
|
||||
## Return the node at node_path under the scene root, or null if absent.
|
||||
func get_node_at(node_path: String) -> Node:
|
||||
return _scene.get_node_or_null(NodePath(node_path))
|
||||
|
||||
|
||||
## Begin tracking emissions of signal_name on node.
|
||||
## Must be called before the action that triggers the signal.
|
||||
## Fails the test if node does not have the named signal.
|
||||
func monitor_signal(node: Node, signal_name: String) -> void:
|
||||
if not node.has_signal(signal_name):
|
||||
_suite.assert_that(false).override_failure_message(
|
||||
"SceneHelper: node '%s' has no signal '%s'" % [node.name, signal_name]
|
||||
).is_true()
|
||||
return
|
||||
var key := _signal_key(node, signal_name)
|
||||
_signal_hits[key] = 0
|
||||
# Lambda accepts up to 4 positional args to tolerate signals with up to 4 params.
|
||||
# GDScript default-param lambdas handle being called with fewer args correctly.
|
||||
node.connect(signal_name, func(a := null, b := null, c := null, d := null):
|
||||
_signal_hits[key] = _signal_hits.get(key, 0) + 1
|
||||
)
|
||||
|
||||
|
||||
## Assert that signal_name was emitted at least once since monitor_signal().
|
||||
## Fails the test if monitor_signal() was not called first, or if count is zero.
|
||||
func assert_signal_emitted(node: Node, signal_name: String) -> void:
|
||||
var key := _signal_key(node, signal_name)
|
||||
if not _signal_hits.has(key):
|
||||
_suite.assert_that(false).override_failure_message(
|
||||
"SceneHelper: '%s' was not monitored — call monitor_signal() first" % signal_name
|
||||
).is_true()
|
||||
return
|
||||
var count: int = _signal_hits[key]
|
||||
_suite.assert_int(count).override_failure_message(
|
||||
"SceneHelper: signal '%s' on '%s' was not emitted (count=%d)" % [
|
||||
signal_name, node.name, count
|
||||
]
|
||||
).is_greater(0)
|
||||
|
||||
|
||||
static func _signal_key(node: Node, signal_name: String) -> String:
|
||||
return "%d:%s" % [node.get_instance_id(), signal_name]
|
||||
@@ -0,0 +1,53 @@
|
||||
extends Control
|
||||
## #258: Main menu — New Game / Continue / Quit.
|
||||
## New Game: generates per-game save directory (D-085), starts game.
|
||||
## Continue: loads most recent save directory (#554 full loading screen deferred).
|
||||
|
||||
const GAME_SCENE := "res://scenes/main.tscn"
|
||||
|
||||
const BG_COLOR := Color(0.05, 0.05, 0.08, 1.0)
|
||||
const TITLE_COLOR := Color("#c8d0e0")
|
||||
const SUBTITLE_COLOR := Color("#8890a0")
|
||||
const BTN_NORMAL_COLOR := Color("#e8c547")
|
||||
const BTN_DISABLED_COLOR := Color("#4a5060")
|
||||
const FONT_SIZE_TITLE := 36
|
||||
const FONT_SIZE_SUBTITLE := 14
|
||||
const FONT_SIZE_BTN := 15
|
||||
|
||||
@onready var _new_game_btn: Button = $VBox/NewGameBtn
|
||||
@onready var _continue_btn: Button = $VBox/ContinueBtn
|
||||
@onready var _quit_btn: Button = $VBox/QuitBtn
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_new_game_btn.pressed.connect(_on_new_game)
|
||||
_continue_btn.pressed.connect(_on_continue)
|
||||
_quit_btn.pressed.connect(_on_quit)
|
||||
_refresh_continue_state()
|
||||
|
||||
|
||||
func _refresh_continue_state() -> void:
|
||||
var saves := SessionManager.list_game_dirs()
|
||||
_continue_btn.disabled = saves.is_empty()
|
||||
|
||||
|
||||
func _on_new_game() -> void:
|
||||
var game_id := SessionManager.new_game()
|
||||
if game_id.is_empty():
|
||||
push_error("MainMenu: new_game() failed to create save directory — cannot start")
|
||||
return
|
||||
get_tree().change_scene_to_file(GAME_SCENE)
|
||||
|
||||
|
||||
func _on_continue() -> void:
|
||||
# #554: Full loading screen blocked until server SaveCommand lands.
|
||||
# For now: automatically load the most recent game directory.
|
||||
var saves := SessionManager.list_game_dirs()
|
||||
if saves.is_empty():
|
||||
return
|
||||
SessionManager.resume_game(saves[0].game_id)
|
||||
get_tree().change_scene_to_file(GAME_SCENE)
|
||||
|
||||
|
||||
func _on_quit() -> void:
|
||||
get_tree().quit()
|
||||
@@ -91,7 +91,7 @@ func _draw() -> void:
|
||||
var dx: float = float(poi.x) - px
|
||||
var dy: float = float(poi.y) - py
|
||||
var dist: float = sqrt(dx * dx + dy * dy)
|
||||
var category: String = poi.get("category", "")
|
||||
var category: String = poi.get("poi_category", "")
|
||||
var color: Color = _category_color(category)
|
||||
|
||||
if dist < 0.01:
|
||||
|
||||
@@ -121,6 +121,14 @@ func _build_ui() -> void:
|
||||
close_btn.pressed.connect(close)
|
||||
_container.add_child(close_btn)
|
||||
|
||||
# Quit to Menu button (#258: D-085 session management)
|
||||
var quit_btn := Button.new()
|
||||
quit_btn.text = UIStrings.get_text("menu.quit_to_menu")
|
||||
quit_btn.add_theme_font_size_override("font_size", FONT_SIZE)
|
||||
quit_btn.add_theme_color_override("font_color", Color("#c87040"))
|
||||
quit_btn.pressed.connect(_on_quit_to_menu)
|
||||
_container.add_child(quit_btn)
|
||||
|
||||
|
||||
func _destroy_ui() -> void:
|
||||
if _container:
|
||||
@@ -153,6 +161,11 @@ func _draw() -> void:
|
||||
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 2, TITLE_COLOR)
|
||||
|
||||
|
||||
func _on_quit_to_menu() -> void:
|
||||
close()
|
||||
SessionManager.quit_to_menu()
|
||||
|
||||
|
||||
static func _format_db(db: float) -> String:
|
||||
if db <= -40.0:
|
||||
return "mute"
|
||||
|
||||
Reference in New Issue
Block a user