Warnings fixed: - BBCode injection (line 153): escape [ → [lb] in server text before interpolation - sort_custom on silent-drop (line 125): sort now only runs on actual insertion/replacement - clip_contents: add clip_contents=true to MonologueDisplay Control (overflow guard) - confrontation tick guard (main.gd): _last_confrontation_tick deduplicates same-tick signals - GameState decoupling: show_monologue() reads lattice_profile once and passes it through _show_line() → _build_line_node(); renderer no longer reaches into autoload (D-020) - Equal-priority eviction: >= tiebreak (was >); FIFO for equal-priority queue overflow Suggestions fixed: - Minimum duration clamp: maxf(duration, FADE_IN_SEC + 0.1) — line survives own fade-in - _label_text bounds check: guard against empty _visible before indexing [0] Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
491 lines
17 KiB
GDScript
491 lines
17 KiB
GDScript
## #122: Monologue display — client tests (Sprint 14)
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## Covers queue management, priority logic, stagger, colour palette, BBCode output,
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## no-overwrite contract (P0 #477), and per-slot fade lifecycle.
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##
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## API per Tyre architecture review:
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## show_monologue(text, duration, priority=2, is_urgent=false)
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## GameState.lattice_profile selects colour palette
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class_name TestMonologueDisplay
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extends GdUnitTestSuite
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# ---------------------------------------------------------------------------
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# Helpers
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# ---------------------------------------------------------------------------
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func _make_display() -> Node:
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if not ResourceLoader.exists("res://ui/monologue_display.tscn"):
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push_warning("TestMonologueDisplay: scene not found — tests skipped")
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return null
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var node = load("res://ui/monologue_display.tscn").instantiate()
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add_child(node)
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return node
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func _label_text(d: Node) -> String:
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if d._visible.is_empty():
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return ""
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var slot_node: Node = d._visible[0].node
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return (slot_node.get_child(0) as RichTextLabel).text
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# ---------------------------------------------------------------------------
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# Lifecycle — ensure clean GameState between every test
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# ---------------------------------------------------------------------------
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func before_test() -> void:
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## Reset GameState fields touched by this suite so tests don't bleed into each other.
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## lattice_profile: tests that care about colour set it explicitly — default to baseline.
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## current_monologue: GameState integration tests need null as start state.
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GameState.current_monologue = null
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GameState.lattice_profile = "lattice_baseline"
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func after_test() -> void:
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GameState.current_monologue = null
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GameState.lattice_profile = "lattice_baseline"
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# ---------------------------------------------------------------------------
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# Initial state
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# ---------------------------------------------------------------------------
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func test_nothing_visible_on_init() -> void:
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var d = _make_display()
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if d == null: return
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assert_int(d._visible.size()).is_equal(0)
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assert_int(d._queue.size()).is_equal(0)
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d.queue_free()
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func test_stagger_timer_zero_on_init() -> void:
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var d = _make_display()
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if d == null: return
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assert_float(d._next_fade_in_msec).is_equal(0.0)
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d.queue_free()
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func test_show_monologue_with_empty_text_does_not_set_displaying() -> void:
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# Empty text must be ignored — no visible slot created, no queue entry.
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# Prevents ghost display nodes and stagger timer contamination.
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var d = _make_display()
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if d == null: return
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d.show_monologue("", 5.0)
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assert_int(d._visible.size()).is_equal(0)
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assert_int(d._queue.size()).is_equal(0)
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d.queue_free()
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func test_empty_text_does_not_advance_stagger_timer() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("", 5.0)
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assert_float(d._next_fade_in_msec).is_equal(0.0)
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d.queue_free()
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func test_empty_text_when_slots_full_does_not_enqueue() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
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d.show_monologue("", 5.0)
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assert_int(d._queue.size()).is_equal(0)
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d.queue_free()
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# ---------------------------------------------------------------------------
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# Single-line display
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# ---------------------------------------------------------------------------
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func test_single_line_goes_to_visible() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("One.", 5.0)
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assert_int(d._visible.size()).is_equal(1)
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assert_int(d._queue.size()).is_equal(0)
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d.queue_free()
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func test_show_monologue_sets_stagger_timer() -> void:
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var d = _make_display()
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if d == null: return
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var before := float(Time.get_ticks_msec())
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d.show_monologue("Stagger.", 5.0)
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assert_float(d._next_fade_in_msec).is_greater(before)
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d.queue_free()
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# ---------------------------------------------------------------------------
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# MAX_VISIBLE = 3 simultaneous lines
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# ---------------------------------------------------------------------------
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func test_three_lines_all_visible() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
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assert_int(d._visible.size()).is_equal(3)
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assert_int(d._queue.size()).is_equal(0)
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d.queue_free()
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func test_fourth_line_queues_when_slots_full() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
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d.show_monologue("D", 5.0)
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assert_int(d._visible.size()).is_equal(3)
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assert_int(d._queue.size()).is_equal(1)
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d.queue_free()
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# ---------------------------------------------------------------------------
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# No-overwrite contract (P0, #477)
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# ---------------------------------------------------------------------------
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func test_new_line_does_not_replace_first_visible_line() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("First line.", 10.0)
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var first_text := _label_text(d)
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# Force stagger active; second call must queue, not display
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d._next_fade_in_msec = float(Time.get_ticks_msec()) + 10000.0
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d.show_monologue("Second line.", 5.0)
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assert_that(_label_text(d)).is_equal(first_text)
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d.queue_free()
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func test_two_visible_lines_coexist_without_overwriting() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("Alpha", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("Beta", 10.0)
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assert_int(d._visible.size()).is_equal(2)
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d.queue_free()
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# ---------------------------------------------------------------------------
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# Priority queue
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# ---------------------------------------------------------------------------
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func test_queue_sorted_highest_priority_first() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
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d.show_monologue("low", 5.0, 1)
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d.show_monologue("high", 5.0, 4)
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d.show_monologue("normal", 5.0, 2)
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assert_int(d._queue[0].priority).is_equal(4)
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d.queue_free()
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func test_queue_drop_replaces_lowest_when_full() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
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for i in range(d.MAX_QUEUE):
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d.show_monologue("low_%d" % i, 5.0, 1)
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d.show_monologue("critical!", 5.0, 9)
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assert_int(d._queue.size()).is_equal(d.MAX_QUEUE)
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var has_critical := false
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for e in d._queue:
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if e.priority == 9:
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has_critical = true
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assert_that(has_critical).is_true()
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d.queue_free()
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func test_queue_ignores_lower_priority_when_full() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
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for i in range(d.MAX_QUEUE):
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d.show_monologue("hi_%d" % i, 5.0, 5)
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d.show_monologue("noise", 1.0, 1)
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assert_int(d._queue.size()).is_equal(d.MAX_QUEUE)
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for e in d._queue:
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assert_int(e.priority).is_equal(5)
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d.queue_free()
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func test_queue_never_exceeds_max_depth() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
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for i in range(d.MAX_QUEUE + 20):
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d.show_monologue("flood_%d" % i, 1.0, 2)
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assert_int(d._queue.size()).is_less_or_equal(d.MAX_QUEUE)
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d.queue_free()
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# ---------------------------------------------------------------------------
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# Expire and drain
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# ---------------------------------------------------------------------------
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func test_expired_slot_removed_from_visible() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("Expires.", 1.0)
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d._visible[0].expire_timer = -0.1
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d._process(0.0)
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assert_int(d._visible.size()).is_equal(0)
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d.queue_free()
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func test_queue_drains_when_slot_opens() -> void:
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var d = _make_display()
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if d == null: return
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d._next_fade_in_msec = 0.0; d.show_monologue("A", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("B", 10.0)
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d._next_fade_in_msec = 0.0; d.show_monologue("C", 10.0)
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d.show_monologue("Queued.", 5.0)
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d._visible[0].expire_timer = -0.1
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d._next_fade_in_msec = 0.0 # stagger elapsed
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d._process(0.0)
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assert_int(d._queue.size()).is_equal(0)
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assert_int(d._visible.size()).is_equal(3)
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d.queue_free()
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# ---------------------------------------------------------------------------
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# Stagger
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# ---------------------------------------------------------------------------
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func test_second_call_within_stagger_period_queues() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("First.", 5.0)
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# _next_fade_in_msec is now ~150ms in the future
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d.show_monologue("Second.", 5.0)
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assert_int(d._visible.size()).is_equal(1)
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assert_int(d._queue.size()).is_equal(1)
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d.queue_free()
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func test_stagger_elapsed_allows_second_visible() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("First.", 5.0)
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d._next_fade_in_msec = 0.0 # manually expire stagger
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d.show_monologue("Second.", 5.0)
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assert_int(d._visible.size()).is_equal(2)
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assert_int(d._queue.size()).is_equal(0)
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d.queue_free()
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# ---------------------------------------------------------------------------
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# BBCode output
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# ---------------------------------------------------------------------------
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func test_text_wrapped_in_italic_bbcode() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("Italic line.", 5.0)
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var txt := _label_text(d)
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assert_that(txt).contains("[i]")
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assert_that(txt).contains("[/i]")
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assert_that(txt).contains("Italic line.")
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d.queue_free()
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func test_text_has_color_bbcode() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("Coloured.", 5.0)
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var txt := _label_text(d)
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assert_that(txt).contains("[color=#")
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assert_that(txt).contains("[/color]")
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d.queue_free()
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# ---------------------------------------------------------------------------
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# Lattice colour palette
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# ---------------------------------------------------------------------------
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func test_augmented_colour_differs_from_baseline() -> void:
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var d = _make_display()
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if d == null: return
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GameState.lattice_profile = "lattice_augmented"
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d.show_monologue("Detective.", 5.0)
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var aug_txt := _label_text(d)
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d._visible[0].expire_timer = -0.1; d._process(0.0)
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d._next_fade_in_msec = 0.0
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GameState.lattice_profile = "lattice_baseline"
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d.show_monologue("Smuggler.", 5.0)
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var base_txt := _label_text(d)
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assert_that(aug_txt).is_not_equal(base_txt)
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GameState.lattice_profile = "lattice_baseline"
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d.queue_free()
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func test_urgent_colour_differs_from_standard() -> void:
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var d = _make_display()
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if d == null: return
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GameState.lattice_profile = "lattice_baseline"
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d.show_monologue("Normal.", 5.0, 2, false)
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var std_txt := _label_text(d)
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d._visible[0].expire_timer = -0.1; d._process(0.0)
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d._next_fade_in_msec = 0.0
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d.show_monologue("Urgent!", 5.0, 3, true)
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var urg_txt := _label_text(d)
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assert_that(std_txt).is_not_equal(urg_txt)
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d.queue_free()
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func test_unknown_profile_falls_back_without_crash() -> void:
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var d = _make_display()
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if d == null: return
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GameState.lattice_profile = "lattice_hypothetical_tier_x"
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d.show_monologue("Future proof.", 5.0)
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var txt := _label_text(d)
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assert_that(txt).contains("[color=#") # fallback colour applied, no crash
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GameState.lattice_profile = "lattice_baseline"
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d.queue_free()
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# ---------------------------------------------------------------------------
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# Slot lifecycle
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# ---------------------------------------------------------------------------
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func test_visible_slot_has_tween() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("Has tween.", 5.0)
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assert_that(d._visible[0].tween).is_not_null()
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d.queue_free()
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func test_visible_slot_stores_priority() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("Priority 7.", 5.0, 7)
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assert_int(d._visible[0].priority).is_equal(7)
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d.queue_free()
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func test_expire_timer_decrements_in_process() -> void:
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var d = _make_display()
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if d == null: return
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d.show_monologue("Timer.", 10.0)
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d._process(1.5)
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assert_float(d._visible[0].expire_timer).is_less(10.0)
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d.queue_free()
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# ---------------------------------------------------------------------------
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# GameState integration — current_monologue field (v5, #414)
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# These tests do not instantiate the scene — they verify apply_snapshot()
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# correctly populates and clears current_monologue so the display layer
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# receives valid data (or null) every tick.
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#
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# Joint test plan (sprint-14/joint.md §Test Plan Alignment):
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# "Verify current_monologue: None produces no display (no ghost text from previous tick)"
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# ---------------------------------------------------------------------------
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func test_gamestate_monologue_null_when_snapshot_omits_field() -> void:
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## D-016: Snapshot without current_monologue must clear the field.
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## Prevents a stale line from a previous tick persisting as ghost text.
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GameState.current_monologue = {"id": "stale", "text": "Old.", "duration_seconds": 3.0}
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GameState.apply_snapshot({"tick": 2})
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assert_that(GameState.current_monologue).is_null()
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func test_gamestate_monologue_set_from_snapshot() -> void:
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## apply_snapshot populates current_monologue when the field is a dict.
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GameState.apply_snapshot({
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"tick": 1,
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"current_monologue": {"id": "m001", "text": "A thought.", "duration_seconds": 5.0},
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})
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assert_that(GameState.current_monologue).is_not_null()
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assert_that(GameState.current_monologue.get("text")).is_equal("A thought.")
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func test_gamestate_monologue_null_when_field_is_non_dict() -> void:
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## Defensive: a non-dictionary value from the server must be rejected (null).
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GameState.apply_snapshot({"tick": 1, "current_monologue": "not-a-dict"})
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assert_that(GameState.current_monologue).is_null()
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func test_gamestate_monologue_duration_seconds_survives_round_trip() -> void:
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## duration_seconds feeds show_monologue()'s duration param — must not be lost.
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GameState.apply_snapshot({
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"tick": 1,
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"current_monologue": {"id": "m1", "text": "Test.", "duration_seconds": 7.5},
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})
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var dur: float = float(GameState.current_monologue.get("duration_seconds"))
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assert_that(dur).is_equal_approx(7.5, 0.001)
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func test_gamestate_monologue_id_survives_round_trip() -> void:
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## The id field is used by SimBridge carry-forward deduplication (#477).
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|
GameState.apply_snapshot({
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|
"tick": 1,
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|
"current_monologue": {"id": "enter_cargo_bay_001", "text": "Hmm.", "duration_seconds": 3.0},
|
|
})
|
|
assert_that(GameState.current_monologue.get("id")).is_equal("enter_cargo_bay_001")
|
|
|
|
|
|
func test_gamestate_monologue_replaced_by_next_snapshot() -> void:
|
|
## Each snapshot with a monologue replaces the previous value — no accumulation.
|
|
GameState.apply_snapshot({
|
|
"tick": 1,
|
|
"current_monologue": {"id": "first", "text": "First.", "duration_seconds": 3.0},
|
|
})
|
|
GameState.apply_snapshot({
|
|
"tick": 2,
|
|
"current_monologue": {"id": "second", "text": "Second.", "duration_seconds": 3.0},
|
|
})
|
|
assert_that(GameState.current_monologue.get("id")).is_equal("second")
|
|
|
|
|
|
# ---------------------------------------------------------------------------
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|
# D-049 Z-layer / canvas scope compliance
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|
# MonologueDisplay must be parented to UILayer (CanvasLayer, layer=20).
|
|
# Two tests: (1) constant sanity, (2) scene tree structural verification.
|
|
# ---------------------------------------------------------------------------
|
|
|
|
func test_canvas_ui_constant_is_20() -> void:
|
|
## D-049: CANVAS_UI = 20 is the agreed HUD layer for monologue display.
|
|
## Sanity check — constant must not drift from the spec.
|
|
assert_that(Constants.CANVAS_UI).is_equal(20)
|
|
|
|
|
|
func test_monologue_display_parented_to_canvas_layer_20_in_main_scene() -> void:
|
|
## D-049: Structural verification — MonologueDisplay must be a direct child of
|
|
## UILayer (CanvasLayer, layer=20) in the live scene tree, not the world layer.
|
|
## Catches regressions where the node gets accidentally moved to InsertOverlay
|
|
## (layer=10) or ModalLayer (layer=30), or dropped into the world z-stack.
|
|
##
|
|
## Scene path verified: Game/UILayer/MonologueDisplay (main.tscn line 141).
|
|
if not ResourceLoader.exists("res://scenes/main.tscn"):
|
|
push_warning("TestMonologueDisplay: main.tscn not found — D-049 scene tree test skipped")
|
|
return
|
|
var scene: Node = load("res://scenes/main.tscn").instantiate()
|
|
auto_free(scene)
|
|
add_child(scene)
|
|
|
|
var mono: Node = scene.get_node_or_null("UILayer/MonologueDisplay")
|
|
assert_that(mono != null).is_true()
|
|
|
|
var parent: Node = mono.get_parent()
|
|
assert_that(parent is CanvasLayer).is_true()
|
|
assert_that((parent as CanvasLayer).layer).is_equal(Constants.CANVAS_UI)
|