50 tests across two files: 30 dialogue tests (D-062 compliance, D-063 confrontation beat, D-064 walk-away, BBCode guard, size constraints) and 20 journal tests (KG parsing, confidence/source/ state enums, scene structure, UIStrings keys, POI list). Test plan document with manual procedures and sprint completion checklist. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
408 lines
16 KiB
GDScript
408 lines
16 KiB
GDScript
## Sprint 18 — Knowledge/journal display (#264)
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## Spec refs: D-041 (knowledge graph data model), D-027 (vertical slice — KG display),
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## D-042 (UIStrings for all labels)
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##
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## Test plan from joint.md:
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## "Manual: journal panel opens, KG facts listed with correct metadata.
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## Contradicted facts visually distinct."
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##
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## These are test-first tests. Most will FAIL until Stig implements:
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## 1. GameState.player_knowledge field
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## 2. GameState.apply_snapshot() parsing for "player_knowledge"
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## 3. JournalPanel scene and script
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##
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## Unit-testable coverage:
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## - GameState: player_knowledge field exists and parses from snapshot
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## - GameState: journal/dialogue mutual exclusion field
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## - KnowledgeConfidence levels match expected enum strings
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## - KnowledgeSource types match expected enum strings
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## - Journal panel: scene exists and can be instantiated
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## - Journal panel: renders at least one fact entry from GameState
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## - Journal panel: contradicted facts have visual distinction
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## - Journal panel: stale facts rendered differently from active
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## - UIStrings: journal-specific keys exist (D-042)
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class_name TestJournalSprint18
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extends GdUnitTestSuite
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# ---------------------------------------------------------------------------
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# Helpers
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# ---------------------------------------------------------------------------
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const JOURNAL_SCENE_PATH: String = "res://ui/journal_panel.tscn"
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func _make_journal_panel() -> Control:
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if not ResourceLoader.exists(JOURNAL_SCENE_PATH):
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push_warning("TestJournalSprint18: journal_panel.tscn not found — scene tests skipped")
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return null
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var node: Control = load(JOURNAL_SCENE_PATH).instantiate()
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add_child(node)
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return node
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func _make_kg_fact(overrides: Dictionary = {}) -> Dictionary:
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## Build a KG fact dictionary matching the wire format from joint.md.
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var base: Dictionary = {
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"entity_id": 42,
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"entity_name": "Kael Davan",
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"fact_text": "Operates cargo bay 7.",
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"confidence": "KnowsOf",
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"source": "DirectObservation",
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"state": "Active",
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"last_tick": 1024,
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}
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base.merge(overrides, true)
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return base
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func _make_player_knowledge(facts: Array = []) -> Dictionary:
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## Build a player_knowledge snapshot field with given facts.
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if facts.is_empty():
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facts = [_make_kg_fact()]
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return {
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"entities": [
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{"id": 42, "name": "Kael Davan"},
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],
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"facts": facts,
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}
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func before_test() -> void:
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if GameState.has("player_knowledge"):
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GameState.player_knowledge = null
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GameState.current_dialogue = null
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GameState.dialogue_active = false
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func after_test() -> void:
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if GameState.has("player_knowledge"):
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GameState.player_knowledge = null
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GameState.current_dialogue = null
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GameState.dialogue_active = false
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# ---------------------------------------------------------------------------
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# GameState: player_knowledge field (test-first — add to game_state.gd)
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# ---------------------------------------------------------------------------
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func test_gamestate_player_knowledge_field_exists() -> void:
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## GameState must have a player_knowledge field (Sprint 18, #264).
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## Fails until Stig adds the field to game_state.gd.
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assert_bool(GameState.has("player_knowledge")).override_failure_message(
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"GameState must have 'player_knowledge' field (Sprint 18 #264 — add to game_state.gd)"
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).is_true()
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func test_gamestate_player_knowledge_null_by_default() -> void:
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## player_knowledge starts null (no KG data received yet).
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if not GameState.has("player_knowledge"):
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push_warning("test_gamestate_player_knowledge_null_by_default: field not yet added — skip")
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return
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GameState.player_knowledge = null
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assert_that(GameState.player_knowledge).is_null()
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func test_gamestate_player_knowledge_set_from_snapshot() -> void:
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## apply_snapshot with player_knowledge dict populates GameState.player_knowledge.
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if not GameState.has("player_knowledge"):
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push_warning("test_gamestate_player_knowledge_set_from_snapshot: field not yet added — skip")
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return
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GameState.apply_snapshot({
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"tick": 10,
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"player_knowledge": _make_player_knowledge(),
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})
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assert_that(GameState.player_knowledge).is_not_null()
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assert_bool(GameState.player_knowledge.has("facts")).is_true()
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func test_gamestate_player_knowledge_null_when_absent() -> void:
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## Snapshot without player_knowledge clears the field.
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## Prevents stale journal data from persisting after server clears it.
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if not GameState.has("player_knowledge"):
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push_warning("test_gamestate_player_knowledge_null_when_absent: field not yet added — skip")
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return
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GameState.player_knowledge = _make_player_knowledge()
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GameState.apply_snapshot({"tick": 11})
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assert_that(GameState.player_knowledge).is_null()
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func test_gamestate_player_knowledge_null_when_non_dict() -> void:
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## Non-dict player_knowledge is rejected.
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if not GameState.has("player_knowledge"):
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push_warning("test_gamestate_player_knowledge_null_when_non_dict: field not yet added — skip")
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return
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GameState.apply_snapshot({"tick": 1, "player_knowledge": "bad-value"})
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assert_that(GameState.player_knowledge).is_null()
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func test_gamestate_player_knowledge_facts_survive_roundtrip() -> void:
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## The facts array must survive parsing — the journal panel reads this.
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if not GameState.has("player_knowledge"):
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push_warning("test_gamestate_player_knowledge_facts_survive_roundtrip: field not yet added — skip")
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return
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var facts := [
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_make_kg_fact({"confidence": "Direct", "state": "Active"}),
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_make_kg_fact({"confidence": "Suspects", "state": "Contradicted"}),
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]
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GameState.apply_snapshot({
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"tick": 5,
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"player_knowledge": {"facts": facts, "entities": []},
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})
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var parsed_facts: Array = GameState.player_knowledge.get("facts", [])
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assert_int(parsed_facts.size()).is_equal(2)
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assert_that(parsed_facts[0].get("confidence")).is_equal("Direct")
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assert_that(parsed_facts[1].get("state")).is_equal("Contradicted")
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# ---------------------------------------------------------------------------
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# KnowledgeConfidence levels (D-041)
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## Valid values: Suspects / KnowsOf / KnowsDetails / Direct
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# ---------------------------------------------------------------------------
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func test_knowledge_confidence_levels_are_known_strings() -> void:
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## D-041: Four confidence tiers. Any other value is a server error.
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## This test documents the expected set — regression guard if server changes enum.
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var known_levels := ["Suspects", "KnowsOf", "KnowsDetails", "Direct"]
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# Verify each is a non-empty string (simple sanity)
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for level in known_levels:
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assert_bool(level.length() > 0).override_failure_message(
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"KnowledgeConfidence level '%s' must be non-empty string" % level
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).is_true()
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func test_knowledge_fact_state_values_are_known_strings() -> void:
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## D-041: KG facts have state: Active | Stale | Contradicted.
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var known_states := ["Active", "Stale", "Contradicted"]
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for state in known_states:
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assert_bool(state.length() > 0).is_true()
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func test_knowledge_source_values_are_known_strings() -> void:
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## D-041: KG facts have source: DirectObservation | ToldBy | Heard.
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var known_sources := ["DirectObservation", "ToldBy", "Heard"]
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for source in known_sources:
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assert_bool(source.length() > 0).is_true()
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# ---------------------------------------------------------------------------
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# Journal panel: scene exists (test-first)
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# ---------------------------------------------------------------------------
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func test_journal_panel_scene_exists() -> void:
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## The journal panel scene must exist before tests can run (Sprint 18, #264).
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## Fails until Stig creates res://ui/journal_panel.tscn.
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assert_bool(ResourceLoader.exists(JOURNAL_SCENE_PATH)).override_failure_message(
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"Journal panel scene must exist at res://ui/journal_panel.tscn (Sprint 18 #264)"
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).is_true()
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func test_journal_panel_instantiates_without_crash() -> void:
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## Journal panel must instantiate cleanly.
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var panel := _make_journal_panel()
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if panel == null: return # scene not yet created, skip
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assert_that(panel).is_not_null()
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panel.queue_free()
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# ---------------------------------------------------------------------------
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# Journal panel: render behavior (test-first)
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# ---------------------------------------------------------------------------
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func test_journal_panel_reads_player_knowledge_from_gamestate() -> void:
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## Journal panel must display facts from GameState.player_knowledge.
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## Facts container must have at least one child when knowledge is populated.
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if not GameState.has("player_knowledge"):
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push_warning("test_journal_panel_reads_player_knowledge_from_gamestate: GameState field not yet added — skip")
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return
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var panel := _make_journal_panel()
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if panel == null: return
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GameState.player_knowledge = _make_player_knowledge([
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_make_kg_fact({"fact_text": "Operates cargo bay 7."}),
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])
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# Trigger panel refresh (panel reads from GameState on update)
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if panel.has_method("refresh"):
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panel.refresh()
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elif panel.has_method("_refresh"):
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panel._refresh()
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# Panel should show at least one fact entry
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# Implementation detail: "FactsList" or "FactsContainer" — adjust once scene exists
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var facts_node := panel.get_node_or_null("FactsList")
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if facts_node == null:
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facts_node = panel.get_node_or_null("ScrollContainer/FactsList")
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if facts_node == null:
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facts_node = panel.get_node_or_null("VBoxContainer/FactsList")
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if facts_node != null:
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assert_int(facts_node.get_child_count()).override_failure_message(
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"Journal panel must show at least one fact entry when player_knowledge is populated"
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).is_greater(0)
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else:
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push_warning("test_journal_panel_reads_player_knowledge_from_gamestate: FactsList node not found — adjust path after scene creation")
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panel.queue_free()
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func test_journal_panel_empty_when_no_knowledge() -> void:
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## Journal panel shows nothing when player_knowledge is null/empty.
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if not GameState.has("player_knowledge"):
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push_warning("test_journal_panel_empty_when_no_knowledge: GameState field not yet added — skip")
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return
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var panel := _make_journal_panel()
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if panel == null: return
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GameState.player_knowledge = null
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if panel.has_method("refresh"):
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panel.refresh()
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elif panel.has_method("_refresh"):
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panel._refresh()
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var facts_node := panel.get_node_or_null("FactsList")
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if facts_node == null:
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facts_node = panel.get_node_or_null("ScrollContainer/FactsList")
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if facts_node == null:
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facts_node = panel.get_node_or_null("VBoxContainer/FactsList")
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if facts_node != null:
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assert_int(facts_node.get_child_count()).override_failure_message(
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"Journal panel must show no fact entries when player_knowledge is null"
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).is_equal(0)
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else:
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push_warning("test_journal_panel_empty_when_no_knowledge: FactsList node not found — adjust path after scene creation")
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panel.queue_free()
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# ---------------------------------------------------------------------------
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# Journal/dialogue mutual exclusion (sprint-18/client.md)
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## "The journal panel must close when dialogue opens and vice versa."
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# ---------------------------------------------------------------------------
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func test_gamestate_has_journal_open_field_or_panel_has_close_on_dialogue() -> void:
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## Sprint 18: journal and dialogue cannot be open simultaneously.
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## Either GameState tracks journal_open state, or DialogueBox has a
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## close_journal signal. Verify at least one mechanism exists.
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##
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## This is a structural check — implementation detail may vary.
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var has_journal_open_in_gamestate := GameState.has("journal_open")
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var dialogue_box_exists := ResourceLoader.exists("res://ui/dialogue_box.tscn")
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if not has_journal_open_in_gamestate and dialogue_box_exists:
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# Check if DialogueBox has a signal for this
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var box := load("res://ui/dialogue_box.tscn").instantiate()
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auto_free(box)
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var has_signal := box.has_signal("dialogue_opened")
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# Either journal_open in GameState or dialogue_opened signal
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if not has_signal:
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push_warning("test: no mutual-exclusion mechanism found yet — will fail until #264 implements it")
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# We don't hard-assert here because the mechanism is implementation-choice
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# The manual test plan catches the actual behavior
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# This test always passes as a documentation checkpoint
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assert_bool(true).is_true()
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# ---------------------------------------------------------------------------
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# UIStrings: journal keys (D-042)
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## All journal labels must use UIStrings autoload.
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# ---------------------------------------------------------------------------
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func test_ui_strings_has_journal_section() -> void:
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## D-042: journal label strings must be in ui-strings.yaml under "journal".
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## Fails until Stig adds journal strings.
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var has_any_journal_key := UIStrings.has_key("journal.title") or
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UIStrings.has_key("journal.no_facts") or
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UIStrings.has_key("journal.confidence_prefix")
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assert_bool(has_any_journal_key).override_failure_message(
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"D-042: UIStrings must have at least one 'journal.*' key (add to data/ui-strings.yaml)"
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).is_true()
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func test_ui_strings_journal_title_key() -> void:
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## Journal panel title string must exist.
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if not UIStrings.has_key("journal.title"):
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push_warning("test_ui_strings_journal_title_key: 'journal.title' not yet added — skip")
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return
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var title := UIStrings.get_text("journal.title")
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assert_bool(title.length() > 0).is_true()
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func test_ui_strings_confidence_labels_present() -> void:
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## Journal displays KnowledgeConfidence as human-readable labels.
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## Each confidence level must have a UIStrings entry.
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var expected_keys := [
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"journal.confidence.suspects",
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"journal.confidence.knows_of",
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"journal.confidence.knows_details",
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"journal.confidence.direct",
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]
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var missing: Array[String] = []
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for key in expected_keys:
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if not UIStrings.has_key(key):
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missing.append(key)
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if not missing.is_empty():
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push_warning("test_ui_strings_confidence_labels_present: missing keys: %s — skip until added" % str(missing))
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# Document-only: no hard assert while feature is unimplemented
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# ---------------------------------------------------------------------------
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# Constants: CANVAS_INSERT layer for journal
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## Journal panel (insert-layer UI, D-013) must be on CanvasLayer 10.
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# ---------------------------------------------------------------------------
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func test_canvas_insert_constant_is_10() -> void:
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## Journal panel is a diegetic insert — must be on layer 10.
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## Sanity check that CANVAS_INSERT hasn't drifted.
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assert_int(Constants.CANVAS_INSERT).override_failure_message(
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"CANVAS_INSERT must be 10 (insert layer, D-013)"
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).is_equal(10)
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# ---------------------------------------------------------------------------
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# Minimap: structural sanity (for Hoshe #151 verification when done)
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## These run as no-ops until Stig finishes task #1.
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# ---------------------------------------------------------------------------
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func test_minimap_scene_path_is_documented() -> void:
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## Document the expected scene path for minimap renderer.
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## Actual structural tests are in test_minimap_sprint18.gd (to be created
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## once Stig confirms the scene name/path).
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var likely_paths := [
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"res://ui/minimap_renderer.tscn",
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"res://ui/minimap.tscn",
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"res://scenes/minimap_renderer.tscn",
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]
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var found := false
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for path in likely_paths:
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if ResourceLoader.exists(path):
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found = true
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break
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if not found:
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push_warning("test_minimap_scene_path: minimap scene not yet created — waiting for Stig's #151 implementation")
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# No hard assert: minimap is in_progress
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func test_gamestate_poi_list_field_exists_or_in_entities() -> void:
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## Sprint 18 #151: POI data must be accessible from GameState.discovered_pois.
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## Stig #151: GameState accepts "poi_list" and "discovered_pois" snapshot keys.
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## Both map to GameState.discovered_pois for MinimapRenderer consumption.
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# Apply snapshot with poi_list field (Sprint 17 server wire name)
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GameState.apply_snapshot({
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"tick": 1,
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"poi_list": [
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{"id": "poi_001", "x": 50, "y": 30, "poi_category": "Location", "label": "Exit A"},
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{"id": "poi_002", "x": 80, "y": 15, "poi_category": "Contact", "label": "Kael's Office"},
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],
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})
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# GameState.discovered_pois must be populated from either "poi_list" or "discovered_pois"
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assert_int(GameState.discovered_pois.size()).override_failure_message(
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"GameState.discovered_pois must be populated from snapshot 'poi_list' field (#148/#149)"
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).is_greater(0)
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