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(). "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 "implant_pending": # #960: overlay the diegetic Layer-1 "generating" indicator for # visual sign-off. Loaded via load() — class_name isn't available # in -s mode (per this file's header note). var pending_script: GDScript = load("res://ui/implant/implant_pending.gd") var theme_res: Resource = load("res://ui/implant/default_implant.tres") var layer := CanvasLayer.new() layer.layer = 100 tree_root.add_child(layer) var indicator: Control = pending_script.new() indicator.name = "VisualImplantPending" layer.add_child(indicator) indicator.apply_implant_theme(theme_res) indicator.position = Vector2(370.0, 240.0) # centered at 960x540 indicator.start("GENERATING LAYER 1") "atlas_gen_open": # #960 live inspection: open the actual atlas app through HudGroups (the # production opener), navigate to GJ71c's regional screen, and enable the # region-ramp overlays — exercises the opener + the live request → cascade # → render pipeline against a connected server (SR_LIVE=1). D-255 rewrite: # the pre-stepped l1_rivers/l1_basins/l1_attractors overlay ids retired # with AtlasWindowViewer — StepCanvasViewer's own toggle group is exactly # the three gen_dw_* region-ramp colorizers (step_canvas_viewer.gd's # OVERLAY_DEFS), so this now enables all three instead. var hud_groups: Node = tree_root.get_node("/root/HudGroups") var registry: Node = tree_root.get_node("/root/ImplantRegistry") hud_groups.open_app("implant/map") var app: Variant = registry.get_app_instance("implant/map") if app == null: push_warning("VisualScenarios: atlas app not instantiated") return true var body := { "body_id": "GJ71c", "proper_name": "Threshold", "terrain_reference": "wiki/star-systems/GJ-71/bodies/GJ71c/heightmap.png", } app.nav.push( "regional", {"body": body, "system": {"system_id": "GJ 71", "proper_name": "GJ 71"}} ) var viewer: Variant = app._regional_screen._viewer viewer.set_overlay_visible("gen_dw_temp", true) # T-1157 (D-255 rewrite): the stepped-Atlas golden matrix — goldens key # on (body, rung), not the retired continuous-zoom (body, zoom, overlay- # set) triples T-1120 curated. Each case below pins ONE body/rung/ # overlay combo, driven through the SAME production surface the app # itself uses: AtlasApp._on_body_selected()'s own tail # (nav.push("regional", ...)) to enter, then StepCanvasViewer.jump_to() # for every rung below Global — the T-1157 harness-inventory "fixed- # center revisit" pattern (world_center literally re-requested, not # re-derived from a cursor gesture), so the SAME world point is hit on # every run regardless of viewport size or cursor-anchoring math. The # Global rung needs no jump_to() call at all: enter() always lands on # it (world_center == ZERO, D-255(a)) — it is the natural replacement # for the old whole-body "fit zoom" shot. "atlas_GJ380c_Global": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ380c", "proper_name": "Lendel", "terrain_reference": "wiki/star-systems/GJ-380/bodies/GJ380c/heightmap.png", }, {"system_id": "GJ 380", "proper_name": "Groombridge"}, "Global", ["gen_dw_temp"] ) "atlas_GJ380c_Region": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ380c", "proper_name": "Lendel", "terrain_reference": "wiki/star-systems/GJ-380/bodies/GJ380c/heightmap.png", }, {"system_id": "GJ 380", "proper_name": "Groombridge"}, "Region", ["gen_dw_moisture"] ) "atlas_GJ380c_District": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ380c", "proper_name": "Lendel", "terrain_reference": "wiki/star-systems/GJ-380/bodies/GJ380c/heightmap.png", }, {"system_id": "GJ 380", "proper_name": "Groombridge"}, "District", [] ) "atlas_GJ144e_Global": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ144e", "proper_name": "Vethis", "terrain_reference": "wiki/star-systems/GJ-144/bodies/GJ144e/heightmap.png", }, {"system_id": "GJ 144", "proper_name": "Ran"}, "Global", [] ) "atlas_GJ144e_Quarter": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ144e", "proper_name": "Vethis", "terrain_reference": "wiki/star-systems/GJ-144/bodies/GJ144e/heightmap.png", }, {"system_id": "GJ 144", "proper_name": "Ran"}, "Quarter", ["gen_dw_veg"] ) "atlas_GJ338Bd_Global": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ338Bd", "proper_name": "Arbour", "terrain_reference": "wiki/star-systems/GJ-338B/bodies/GJ338Bd/heightmap.png", }, {"system_id": "GJ 338B", "proper_name": "Arbour"}, "Global", ["gen_dw_moisture"] ) "atlas_GJ338Bd_Block": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ338Bd", "proper_name": "Arbour", "terrain_reference": "wiki/star-systems/GJ-338B/bodies/GJ338Bd/heightmap.png", }, {"system_id": "GJ 338B", "proper_name": "Arbour"}, "Block", [] ) "atlas_GJ820Bc_Global": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ820Bc", "proper_name": "Ferrath", "terrain_reference": "wiki/star-systems/GJ-820B/bodies/GJ820Bc/heightmap.png", }, {"system_id": "GJ 820B", "proper_name": "Cygni B"}, "Global", [] ) "atlas_GJ820Bc_District": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ820Bc", "proper_name": "Ferrath", "terrain_reference": "wiki/star-systems/GJ-820B/bodies/GJ820Bc/heightmap.png", }, {"system_id": "GJ 820B", "proper_name": "Cygni B"}, "District", ["gen_dw_temp"] ) "atlas_GJ251c_Global": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ251c", "proper_name": "Ruhr", "terrain_reference": "wiki/star-systems/GJ-251/bodies/GJ251c/heightmap.png", }, {"system_id": "GJ 251", "proper_name": "Renaissance"}, "Global", ["gen_dw_veg"] ) "atlas_GJ251c_Region": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ251c", "proper_name": "Ruhr", "terrain_reference": "wiki/star-systems/GJ-251/bodies/GJ251c/heightmap.png", }, {"system_id": "GJ 251", "proper_name": "Renaissance"}, "Region", [] ) "atlas_GJ244Ad_Global": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ244Ad", "proper_name": "Edict", "terrain_reference": "wiki/star-systems/GJ-244A/bodies/GJ244Ad/heightmap.png", }, {"system_id": "GJ 244A", "proper_name": "Sirius"}, "Global", ["gen_dw_temp"] ) "atlas_GJ445c-m1_Chunk": _setup_atlas_golden_shot( tree_root, { "body_id": "GJ445c-m1", "proper_name": "Jinghu", "terrain_reference": "wiki/star-systems/GJ-445/bodies/GJ445c-m1/heightmap.png", }, {"system_id": "GJ 445", "proper_name": "Jinghu"}, "Chunk", [] ) _: 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) ## T-1157 (D-255 rewrite, supersedes the T-1120 continuous-zoom helper): ## shared setup for the "atlas_
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