test(client): Sprint 26 AI dialogue + PlatformInfo tests

67 tests covering #646 AI-Enhanced Dialogue toggle, hardware
detection (RAM/TPT/degradation), PlatformInfo power state,
battery suspend/resume, and settings dialog integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-13 10:55:44 +01:00
co-authored by Claude Opus 4.6
parent 623e2e2f16
commit d3ed73bcb3
+894
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@@ -0,0 +1,894 @@
## Sprint 26 — AI-Enhanced Dialogue toggle + hardware detection (#646)
##
## Test-first: written before Stig's implementation. All tests referencing
## HardwareDetector or unimplemented settings_dialog methods will be skipped
## via push_warning() until the implementation lands.
##
## Spec: D-138 (LLM re-voicing pipeline — hardware detection requirement)
## Workshop: docs/workshops/llm-voice-pipeline/workshop-outcomes.md §8
## Ticket: #646
class_name TestAiDialogueSprint26
extends GdUnitTestSuite
var _original_ai_enabled: bool = true
func before_test() -> void:
_original_ai_enabled = GameState.get("ai_enhanced_dialogue_enabled") if \
"ai_enhanced_dialogue_enabled" in GameState else true
func after_test() -> void:
if "ai_enhanced_dialogue_enabled" in GameState:
GameState.set("ai_enhanced_dialogue_enabled", _original_ai_enabled)
func _get_detector() -> Object:
var node := get_node_or_null("/root/HardwareDetector")
if node == null:
push_warning("TestAiDialogueSprint26: HardwareDetector autoload not found — test skipped (awaiting #646)")
return node
# -- GameState field ----------------------------------------------------------
func test_game_state_has_ai_enhanced_dialogue_field() -> void:
# D-138: toggle state must live in GameState so all subsystems can read it.
assert_bool("ai_enhanced_dialogue_enabled" in GameState).override_failure_message(
"GameState must have ai_enhanced_dialogue_enabled field (#646)"
).is_true()
func test_game_state_ai_enhanced_dialogue_default_is_true() -> void:
# D-138: feature on by default — player can opt out, not opt in.
var enabled: Variant = GameState.get("ai_enhanced_dialogue_enabled")
assert_bool(enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must default to true (D-138)"
).is_true()
func test_game_state_ai_dialogue_toggle_can_be_set_false() -> void:
# Toggle must be writable — settings dialog needs to persist changes.
GameState.set("ai_enhanced_dialogue_enabled", false)
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must be settable to false"
).is_false()
func test_game_state_ai_dialogue_toggle_can_be_set_true() -> void:
# Re-enable after disable — full round-trip.
GameState.set("ai_enhanced_dialogue_enabled", false)
GameState.set("ai_enhanced_dialogue_enabled", true)
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must be re-settable to true"
).is_true()
# -- InputMapper.Action enum --------------------------------------------------
func test_input_mapper_has_change_settings_action() -> void:
# ChangeSettings dispatches through the existing PlayerInput pipeline.
assert_bool("CHANGE_SETTINGS" in InputMapper.Action).override_failure_message(
"InputMapper.Action must include CHANGE_SETTINGS variant (#646)"
).is_true()
# -- Wire protocol (sim_bridge → server) --------------------------------------
func test_sim_bridge_maps_change_settings_to_wire_name() -> void:
# sim_bridge must not silently drop the action — empty string = dropped.
if not "CHANGE_SETTINGS" in InputMapper.Action:
push_warning("TestAiDialogueSprint26: CHANGE_SETTINGS action not found — test skipped")
return
var wire_name: String = SimBridge.action_enum_to_wire(InputMapper.Action.CHANGE_SETTINGS)
assert_str(wire_name).override_failure_message(
"CHANGE_SETTINGS must map to 'ChangeSettings' wire name"
).is_equal("ChangeSettings")
func test_protocol_encode_change_settings_produces_valid_bytes() -> void:
# Protocol.encode_change_settings() is the helper for testability (mirrors encode_startup_message).
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
assert_bool(bytes.size() > 0).override_failure_message(
"Protocol.encode_change_settings(true) must produce non-empty bytes"
).is_true()
func test_protocol_change_settings_wire_has_action_name_key() -> void:
# Wire payload is Vec<PlayerInput> — each input map must have "action_name".
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
assert_bool(inputs.size() > 0).override_failure_message(
"ChangeSettings wire payload must be a non-empty array of PlayerInputs"
).is_true()
assert_str(inputs[0].get("action_name", "")).override_failure_message(
"PlayerInput.action_name must be 'ChangeSettings'"
).is_equal("ChangeSettings")
func test_protocol_change_settings_wire_enabled_true() -> void:
# action_data.ai_enhanced_dialogue = true when enabling.
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
var action_data: Dictionary = inputs[0].get("action_data", {})
assert_bool(action_data.get("ai_enhanced_dialogue", false)).override_failure_message(
"ChangeSettings action_data.ai_enhanced_dialogue must be true when enabling"
).is_true()
func test_protocol_change_settings_wire_enabled_false() -> void:
# action_data.ai_enhanced_dialogue = false when disabling.
var bytes: PackedByteArray = Protocol.encode_change_settings(false)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
var action_data: Dictionary = inputs[0].get("action_data", {})
assert_bool(action_data.get("ai_enhanced_dialogue", true)).override_failure_message(
"ChangeSettings action_data.ai_enhanced_dialogue must be false when disabling"
).is_false()
# -- HardwareDetector constants (D-138 §8) ------------------------------------
func test_hardware_detector_ram_pass_threshold_is_2000mb() -> void:
# D-138 §8 Layer 1: ≥ 2.0 GB free RAM → pass.
var det := _get_detector()
if det == null:
return
assert_float(float(det.RAM_PASS_THRESHOLD_MB)).override_failure_message(
"RAM_PASS_THRESHOLD_MB must be 2000.0 (D-138 §8)"
).is_equal(2000.0)
func test_hardware_detector_ram_marginal_threshold_is_1600mb() -> void:
# D-138 §8 Layer 1: 1.62.0 GB → marginal (warn, let player proceed).
var det := _get_detector()
if det == null:
return
assert_float(float(det.RAM_MARGINAL_THRESHOLD_MB)).override_failure_message(
"RAM_MARGINAL_THRESHOLD_MB must be 1600.0 (D-138 §8)"
).is_equal(1600.0)
func test_hardware_detector_tpt_green_threshold_is_6() -> void:
# D-138 §8 Layer 2: ≥ 6 t/s → green (enable silently).
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_GREEN_THRESHOLD)).override_failure_message(
"TPT_GREEN_THRESHOLD must be 6.0 (D-138 §8)"
).is_equal(6.0)
func test_hardware_detector_tpt_yellow_threshold_is_3() -> void:
# D-138 §8 Layer 2: 36 t/s → yellow (partial pre-voicing message).
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_YELLOW_THRESHOLD)).override_failure_message(
"TPT_YELLOW_THRESHOLD must be 3.0 (D-138 §8)"
).is_equal(3.0)
func test_hardware_detector_degradation_threshold_is_0_4() -> void:
# D-138 §8 Layer 3: sustained >40% TPT drop from baseline → yellow status.
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_DEGRADATION_THRESHOLD)).override_failure_message(
"TPT_DEGRADATION_THRESHOLD must be 0.4 (D-138 §8 Layer 3)"
).is_equal(0.4)
# -- Layer 1: classify_ram() --------------------------------------------------
func test_hardware_classify_ram_pass_above_2gb() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(2048.0)).override_failure_message(
"classify_ram(2048) must return 'pass' (D-138 §8)"
).is_equal("pass")
func test_hardware_classify_ram_pass_at_exact_boundary() -> void:
# Exactly 2000 MB is a pass (≥ 2.0 GB).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(2000.0)).override_failure_message(
"classify_ram(2000) must return 'pass' — exact boundary"
).is_equal("pass")
func test_hardware_classify_ram_marginal_between_1600_and_2000() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1800.0)).override_failure_message(
"classify_ram(1800) must return 'marginal' (1.62.0 GB range)"
).is_equal("marginal")
func test_hardware_classify_ram_marginal_at_lower_boundary() -> void:
# Exactly 1600 MB — marginal (≥ 1.6 GB but < 2.0 GB).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1600.0)).override_failure_message(
"classify_ram(1600) must return 'marginal' — exact lower boundary"
).is_equal("marginal")
func test_hardware_classify_ram_fail_below_1600() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1024.0)).override_failure_message(
"classify_ram(1024) must return 'fail' (< 1.6 GB)"
).is_equal("fail")
func test_hardware_classify_ram_fail_just_below_marginal_threshold() -> void:
# 1599 MB — just below marginal, must be fail not marginal.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1599.0)).override_failure_message(
"classify_ram(1599) must return 'fail' — 1 MB below marginal threshold"
).is_equal("fail")
# -- Layer 2: classify_tpt() --------------------------------------------------
func test_hardware_classify_tpt_green_above_6() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(8.0)).override_failure_message(
"classify_tpt(8.0) must return 'green' (D-138 §8)"
).is_equal("green")
func test_hardware_classify_tpt_green_at_exact_threshold() -> void:
# Exactly 6 t/s → green.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(6.0)).override_failure_message(
"classify_tpt(6.0) must return 'green' — exact boundary"
).is_equal("green")
func test_hardware_classify_tpt_yellow_between_3_and_6() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(4.5)).override_failure_message(
"classify_tpt(4.5) must return 'yellow' (36 t/s range)"
).is_equal("yellow")
func test_hardware_classify_tpt_yellow_at_lower_boundary() -> void:
# Exactly 3 t/s → yellow (≥ 3 t/s but < 6 t/s).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(3.0)).override_failure_message(
"classify_tpt(3.0) must return 'yellow' — exact lower boundary"
).is_equal("yellow")
func test_hardware_classify_tpt_red_below_3() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(1.5)).override_failure_message(
"classify_tpt(1.5) must return 'red' (< 3 t/s)"
).is_equal("red")
func test_hardware_classify_tpt_red_just_below_yellow_threshold() -> void:
# 2.9 t/s — just below yellow.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(2.9)).override_failure_message(
"classify_tpt(2.9) must return 'red' — just below yellow threshold"
).is_equal("red")
# -- Layer 3: classify_degradation() -----------------------------------------
func test_hardware_classify_degradation_ok_at_25_percent() -> void:
# 25% slower than baseline → ok (threshold is >40%).
var det := _get_detector()
if det == null:
return
var baseline: float = 8.0
var current_avg: float = baseline * 0.75
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"25%% degradation must return 'ok' (threshold is >40%%)"
).is_equal("ok")
func test_hardware_classify_degradation_yellow_at_55_percent() -> void:
# 55% slower — thermal throttling triggers yellow notification.
var det := _get_detector()
if det == null:
return
var baseline: float = 8.0
var current_avg: float = baseline * 0.45
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"55%% degradation must return 'yellow' (D-138 §8 Layer 3)"
).is_equal("yellow")
func test_hardware_classify_degradation_ok_at_exact_40_percent() -> void:
# Spec says ">40%" → at exactly 40% the result is still "ok".
var det := _get_detector()
if det == null:
return
var baseline: float = 10.0
var current_avg: float = 6.0 # exactly 40% slower
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"Exactly 40%% degradation must return 'ok' — spec says >40%% triggers yellow"
).is_equal("ok")
# -- Settings dialog: toggle label and greyed-out state -----------------------
func test_settings_dialog_exposes_ai_dialogue_label_text_method() -> void:
# settings_dialog needs a testable API — hardcoded UI strings are easy to drift.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
assert_bool(dialog.has_method("get_ai_dialogue_label_text")).override_failure_message(
"settings_dialog must expose get_ai_dialogue_label_text() for label drift detection"
).is_true()
func test_settings_dialog_ai_dialogue_label_is_correct() -> void:
# D-138: label must be exactly "AI-Enhanced Dialogue" (Jeroen's wording).
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_ai_dialogue_label_text"):
push_warning("TestAiDialogueSprint26: get_ai_dialogue_label_text() not implemented — skipped")
return
assert_str(dialog.get_ai_dialogue_label_text()).override_failure_message(
"AI-Enhanced Dialogue toggle label must be exactly 'AI-Enhanced Dialogue' (D-138)"
).is_equal("AI-Enhanced Dialogue")
func test_settings_dialog_toggle_disabled_when_hardware_fails() -> void:
# D-138 §8: RAM < 1.6 GB → feature disabled, toggle greyed out.
# Player receives message but cannot enable the feature.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("fail")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be disabled (greyed out) when hardware status is 'fail' (D-138 §8)"
).is_false()
func test_settings_dialog_toggle_enabled_when_hardware_passes() -> void:
# "pass" → toggle available to interact with.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("pass")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be enabled when hardware status is 'pass'"
).is_true()
func test_settings_dialog_toggle_enabled_when_hardware_marginal() -> void:
# D-138 §8: "marginal" → warn but let player proceed. Never force-disable.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("marginal")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must remain enabled when status is 'marginal' — player can always override (D-138)"
).is_true()
# -- Benchmark cache path (D-138 §8 Layer 2) ----------------------------------
func test_hardware_detector_benchmark_cache_path_is_correct() -> void:
# D-138 §8 Layer 2: cached in {user_data}/ai-dialogue-config.json.
var det := _get_detector()
if det == null:
return
assert_str(det.BENCHMARK_CACHE_PATH).override_failure_message(
"BENCHMARK_CACHE_PATH must be 'user://ai-dialogue-config.json' (D-138 §8)"
).is_equal("user://ai-dialogue-config.json")
# -- Startup pref loading (regression guard) ----------------------------------
func test_hardware_detector_has_load_ai_pref_method_or_game_state_loads_on_startup() -> void:
# REGRESSION: Player preference must survive session restarts.
# Either HardwareDetector exposes load_ai_pref() so _ready() can restore
# GameState.ai_enhanced_dialogue_enabled, or another autoload must do it.
# This test fails until the startup-load path is implemented.
# Spec: D-138 §8 toggle persists via #627 (SQLite) + ConfigFile (client-local).
var det := _get_detector()
if det == null:
return
assert_bool(det.has_method("load_ai_pref")).override_failure_message(
"HardwareDetector must expose load_ai_pref() — called at startup to restore " +
"GameState.ai_enhanced_dialogue_enabled from user://settings.cfg. " +
"Without this, the toggle resets to true on every session restart."
).is_true()
# =============================================================================
# PlatformInfo (D-141) — power profile, constants, classification
# =============================================================================
#
# Power state integer mapping (Godot 4, matches OS.POWERSTATE_* values):
# 0 = UNKNOWN, 1 = ON_BATTERY, 2 = NO_BATTERY, 3 = CHARGING, 4 = CHARGED
#
# Integer literals are used throughout — OS.POWERSTATE_* don't exist in this build.
# PlatformInfo._POWER_STATE_* are private; PlatformInfo.PowerProfile enum is public.
func _get_platform_info() -> Node:
var node := get_node_or_null("/root/PlatformInfo")
if node == null:
push_warning("TestAiDialogueSprint26: PlatformInfo autoload not found — test skipped (awaiting #659)")
return node
# -- PowerProfile enum (D-141) ------------------------------------------------
func test_platform_info_power_profile_full_is_0() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.FULL).override_failure_message(
"PowerProfile.FULL must be 0 (D-141)"
).is_equal(0)
func test_platform_info_power_profile_battery_is_1() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.BATTERY).override_failure_message(
"PowerProfile.BATTERY must be 1 (D-141)"
).is_equal(1)
func test_platform_info_power_profile_power_saver_is_2() -> void:
# POWER_SAVER = 2 is reserved for future OS API — no cross-platform detection yet.
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.POWER_SAVER).override_failure_message(
"PowerProfile.POWER_SAVER must be 2 (D-141 — reserved for future API)"
).is_equal(2)
func test_platform_info_power_poll_interval_is_30_seconds() -> void:
# 30-second poll timer — balances responsiveness vs CPU cost (D-141).
var pi := _get_platform_info()
if pi == null:
return
assert_float(float(pi.POWER_POLL_INTERVAL)).override_failure_message(
"POWER_POLL_INTERVAL must be 30.0 seconds (D-141)"
).is_equal(30.0)
# -- classify_power_state() (D-141 / D-138 §8) --------------------------------
func test_platform_info_classify_on_battery_returns_battery() -> void:
# 1 = OS ON_BATTERY → "battery" — this is the suspend trigger.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(1)).override_failure_message(
"classify_power_state(1 = ON_BATTERY) must return 'battery'"
).is_equal("battery")
func test_platform_info_classify_no_battery_returns_plugged() -> void:
# 2 = NO_BATTERY (desktop) → "plugged" — never suspend on a desktop.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(2)).override_failure_message(
"classify_power_state(2 = NO_BATTERY) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_charging_returns_plugged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(3)).override_failure_message(
"classify_power_state(3 = CHARGING) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_charged_returns_plugged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(4)).override_failure_message(
"classify_power_state(4 = CHARGED) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_unknown_returns_unknown() -> void:
# 0 = UNKNOWN → do not suspend. Erring toward inference on ambiguous state.
# Also the default Godot returns on platforms without power API support.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(0)).override_failure_message(
"classify_power_state(0 = UNKNOWN) must return 'unknown' — do not suspend on ambiguous state"
).is_equal("unknown")
# -- should_suspend_inference() (D-141 / D-138 §8) ----------------------------
func test_platform_info_should_suspend_on_battery() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(1)).override_failure_message(
"should_suspend_inference(1 = ON_BATTERY) must return true (D-138 §8 Layer 3)"
).is_true()
func test_platform_info_should_not_suspend_on_no_battery() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(2)).override_failure_message(
"should_suspend_inference(2 = NO_BATTERY) must return false — desktop"
).is_false()
func test_platform_info_should_not_suspend_when_charging() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(3)).override_failure_message(
"should_suspend_inference(3 = CHARGING) must return false"
).is_false()
func test_platform_info_should_not_suspend_when_charged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(4)).override_failure_message(
"should_suspend_inference(4 = CHARGED) must return false"
).is_false()
func test_platform_info_should_not_suspend_on_unknown() -> void:
# UNKNOWN → do not suspend. Prevents false-positive suspension on platforms
# where Godot's power API returns 0 unconditionally (e.g. some headless builds).
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(0)).override_failure_message(
"should_suspend_inference(0 = UNKNOWN) must return false — do not suspend on unknown state"
).is_false()
# =============================================================================
# HardwareDetector — power state delegation + battery suspend/resume
# =============================================================================
func test_hardware_detector_classify_power_state_delegates_to_platform_info() -> void:
# HardwareDetector.classify_power_state() must agree with PlatformInfo (D-141).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_power_state(1)).override_failure_message(
"HardwareDetector.classify_power_state(1) must return 'battery' (delegates to PlatformInfo)"
).is_equal("battery")
assert_str(det.classify_power_state(3)).override_failure_message(
"HardwareDetector.classify_power_state(3) must return 'plugged'"
).is_equal("plugged")
assert_str(det.classify_power_state(0)).override_failure_message(
"HardwareDetector.classify_power_state(0) must return 'unknown'"
).is_equal("unknown")
func test_hardware_detector_should_suspend_delegates_to_platform_info() -> void:
var det := _get_detector()
if det == null:
return
assert_bool(det.should_suspend_inference(1)).override_failure_message(
"HardwareDetector.should_suspend_inference(1) must return true (delegates to PlatformInfo)"
).is_true()
assert_bool(det.should_suspend_inference(2)).override_failure_message(
"HardwareDetector.should_suspend_inference(2) must return false"
).is_false()
func test_hardware_detector_check_power_state_returns_required_keys() -> void:
var det := _get_detector()
if det == null:
return
var result: Dictionary = det.check_power_state()
assert_bool(result.has("power_state")).override_failure_message(
"check_power_state() must include 'power_state' key (raw int)"
).is_true()
assert_bool(result.has("classification")).override_failure_message(
"check_power_state() must include 'classification' key"
).is_true()
assert_bool(result.has("should_suspend")).override_failure_message(
"check_power_state() must include 'should_suspend' key"
).is_true()
func test_hardware_detector_check_power_state_fields_are_consistent() -> void:
# The three fields must be internally consistent — not independently computed.
var det := _get_detector()
if det == null:
return
var result: Dictionary = det.check_power_state()
var expected_class: String = det.classify_power_state(result["power_state"])
var expected_suspend: bool = det.should_suspend_inference(result["power_state"])
assert_str(result["classification"]).override_failure_message(
"check_power_state().classification must match classify_power_state(power_state)"
).is_equal(expected_class)
assert_bool(result["should_suspend"]).override_failure_message(
"check_power_state().should_suspend must match should_suspend_inference(power_state)"
).is_equal(expected_suspend)
func test_hardware_detector_inference_not_suspended_by_default() -> void:
var det := _get_detector()
if det == null:
return
# Note: this reads live state — if tests run on battery hardware the result
# may reflect a real suspension. We document this as expected.
assert_bool(det.is_inference_suspended()).override_failure_message(
"is_inference_suspended() must be false when hardware is FULL/plugged (D-138 §8)"
).is_false()
func test_hardware_detector_suspend_sets_inference_suspended() -> void:
# Directly trigger the signal handler to simulate battery transition.
# Uses PlatformInfo.PowerProfile enum values — no OS.POWERSTATE_* dependency.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
# Ensure a clean starting state.
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).is_false()
# Simulate plug-out → battery.
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
assert_bool(det.is_inference_suspended()).override_failure_message(
"inference_suspended must be true after FULL→BATTERY transition (D-138 §8 Layer 3)"
).is_true()
# Cleanup — restore before next test.
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
func test_hardware_detector_resume_clears_inference_suspended() -> void:
# Suspend then resume — verify suspended flag is cleared on plug-in.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
assert_bool(det.is_inference_suspended()).is_true()
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).override_failure_message(
"is_inference_suspended() must be false after BATTERY→FULL transition (resume on plug-in)"
).is_false()
func test_hardware_detector_battery_suspend_preserves_player_pref_false() -> void:
# If the player had disabled AI dialogue, battery suspend must NOT re-enable it on resume.
# _pre_battery_pref is saved as false → resume does NOT send ChangeSettings(true).
# We verify this indirectly: inference_suspended goes false and GameState is unchanged.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
var saved_pref: bool = GameState.ai_enhanced_dialogue_enabled
GameState.ai_enhanced_dialogue_enabled = false
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).is_false()
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must remain false after battery resume — " +
"player's opt-out must survive a battery suspend/resume cycle"
).is_false()
# Restore.
GameState.ai_enhanced_dialogue_enabled = saved_pref
# =============================================================================
# Settings dialog — battery-suspended state display (D-138 §8 Layer 3)
# =============================================================================
func test_settings_dialog_inference_suspended_state_defaults_false() -> void:
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must default to false"
).is_false()
func test_settings_dialog_set_inference_suspended_true() -> void:
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must return true after set_ai_inference_suspended(true)"
).is_true()
func test_settings_dialog_resume_clears_suspended_state() -> void:
# D-138 §8: resume when plugged in — suspended state clears.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_inference_suspended(true)
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must return false after set_ai_inference_suspended(false)"
).is_false()
func test_settings_dialog_toggle_remains_enabled_when_battery_suspended() -> void:
# D-138: player autonomy is respected at every hardware decision.
# Battery suspend auto-pauses inference but must NOT grey the toggle —
# the player can click it to override the suspension.
# Only hardware "fail" (RAM < 1.6 GB) may disable the toggle.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("pass")
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must remain clickable when battery-suspended — player can override (D-138)"
).is_true()
func test_settings_dialog_toggle_enabled_after_resume() -> void:
# After resume (plug-in), toggle must be enabled again.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("pass")
dialog.set_ai_inference_suspended(true)
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be re-enabled after battery resume (set_ai_inference_suspended(false))"
).is_true()
func test_settings_dialog_toggle_disabled_by_hardware_fail_even_when_suspended() -> void:
# Hardware "fail" disables the toggle regardless of battery state.
# RAM < 1.6 GB is the only hard disable — battery suspend is not.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("fail")
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be disabled when hardware is 'fail' — battery suspend state is irrelevant"
).is_false()
func test_settings_dialog_warning_label_shown_when_battery_suspended() -> void:
# When inference is battery-suspended, a warning label must be visible
# so the player knows why inference isn't running (even though toggle is enabled).
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_battery_warning_visible"):
push_warning("TestAiDialogueSprint26: get_battery_warning_visible() not yet implemented — skipped")
return
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.get_battery_warning_visible()).override_failure_message(
"Battery warning label must be visible when inference is suspended (toggle is on but paused)"
).is_true()
func test_settings_dialog_warning_label_hidden_when_not_suspended() -> void:
# Warning label must not show when plugged in — no battery message needed.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_battery_warning_visible"):
push_warning("TestAiDialogueSprint26: get_battery_warning_visible() not yet implemented — skipped")
return
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.get_battery_warning_visible()).override_failure_message(
"Battery warning label must be hidden when inference is not suspended"
).is_false()