extends RefCounted ## Setup hooks for visual test scenarios. ## Config (tests/visual.json) controls WHAT to run; this file controls HOW to ## set up each scenario in-engine. Called by visual_capture.gd after main.tscn ## is loaded and settled. ## ## Autoload globals (FogState, SimBridge, GameState) are NOT available as ## compile-time identifiers in -s mode. All methods receive tree_root and ## look up autoloads via get_node("/root/..."). ## Apply scenario-specific setup before tick advancement. ## Returns true if the scenario is recognized, false otherwise. func apply_setup(scenario_name: String, tree_root: Node) -> bool: var sim_bridge := tree_root.get_node("/root/SimBridge") var fog_state := tree_root.get_node("/root/FogState") var game_state := tree_root.get_node("/root/GameState") match scenario_name: "fog_3state": # Default TestHarness state — player at (10,10), 8x8 room. # All 3 fog states naturally visible: clear (cone), explored (out of cone), unexplored. pass "fog_diagonal": # Diagonal LOS boundary — staircase regression target. # Default room works: the diamond-shaped visibility radius creates diagonal edges. # 10 ticks builds enough explored tiles to show the boundary. pass "fog_boundary": # Explored/unexplored transition centered. # Move player south so the northern explored boundary is center-frame. if sim_bridge.harness: sim_bridge.harness.player_pos = Vector2i(10, 12) "fog_zone_tint": # Bar zone warm amber tint (D-046). # Inject zone_id into visible_tiles so fog_state.gd writes bar tint. # TestHarness tiles don't include zone_id by default — patch them. if sim_bridge.harness: sim_bridge.harness.player_pos = Vector2i(10, 10) # Zone tint is written from visible_tiles with zone_id field. # We patch GameState.visible_tiles after the first snapshot in post_setup(). pass "fog_debug": # Raw exploration overlay (green/blue/red). fog_state.debug_exploration = true "npc_in_fog": # NPC sprite visible above fog (D-033). # Position player so NPC at (12,9) is at the fog edge. if sim_bridge.harness: sim_bridge.harness.player_pos = Vector2i(10, 10) "hud_default": # Full HUD: time, Careful stance, minimap, monologue. # Tick 1 triggers monologue from TestHarness. # Inject Careful stance for visible green indicator. game_state.player_stance = "Careful" "dialogue_open": # Dialogue box + interaction prompt + key bar. # Move adjacent to NPC and interact. if sim_bridge.harness: sim_bridge.harness.player_pos = Vector2i(11, 9) sim_bridge.harness.process_input("Interact") "dialogue_with_monologue": # Confrontation beat: dialogue + monologue overlap. if sim_bridge.harness: sim_bridge.harness.player_pos = Vector2i(11, 9) sim_bridge.harness.process_input("Interact") # Monologue will be injected in post_setup after dialogue is active. "minimap_stance": # Minimap + Sprint stance indicator overlap (top-right). game_state.player_stance = "Sprint" "cursor_menu": # Cursor rendering over dialogue option area. if sim_bridge.harness: sim_bridge.harness.player_pos = Vector2i(11, 9) sim_bridge.harness.process_input("Interact") "fog_live_replay", "fog_theater_replay", "fog_boundary_replay": # Replay real server snapshots via MessagePack → Protocol.decode_snapshot(). # Setup handled by visual_capture.gd (reads replay_snapshot from config). pass "fog_live_hub": # Live server connection — Hub spawn position. # No setup needed: server starts in --test-mode with Gauntlet, # player spawns at Hub (50,58). Captures real fog pipeline output. pass _: push_warning("VisualScenarios: unknown scenario '%s'" % scenario_name) return false return true ## Post-tick setup — called after N ticks have been advanced. ## Use for state that depends on tick processing (e.g. zone tint patching). func post_setup(scenario_name: String, tree_root: Node) -> void: var fog_state := tree_root.get_node("/root/FogState") var game_state := tree_root.get_node("/root/GameState") match scenario_name: "fog_zone_tint": # Patch visible_tiles with zone_id for fog_state.gd zone tint pipeline. var patched: Array = [] for tile in game_state.visible_tiles: if tile is Dictionary: var t: Dictionary = tile.duplicate() t["zone_id"] = "bar" patched.append(t) game_state.visible_tiles = patched # Force fog_state to re-process with zone tint data fog_state.update_from_state() "dialogue_with_monologue": # Inject monologue to create the overlap condition. game_state.current_monologue = { "id": "test_confrontation", "text": "Something about that answer doesn't add up.", "duration_seconds": 5.0, "priority": "high", "is_urgent": true, } "hud_default": # Ensure stance is still Careful after ticks (TestHarness may override). game_state.player_stance = "Careful" ## Apply flow action — called for each step in a movie flow. func apply_flow_action(action: String, tree_root: Node) -> void: var sim_bridge := tree_root.get_node("/root/SimBridge") match action: "wait": pass # No-op — just captures current state "select_option_1": # Simulate selecting the first dialogue option if sim_bridge.harness: sim_bridge.harness.process_input("DialogueOption1") _: # Movement actions and Interact pass through to TestHarness if sim_bridge.harness: sim_bridge.harness.process_input(action)