Files
settled-reach/client/tests/visual_scenarios.gd
T
jpmschweitzerandClaude Opus 4.7 89596dbb87 test(client): live atlas generation-overlay inspection scenario (#960)
atlas_gen_open opens the real atlas app via HudGroups, navigates to GJ71c's
regional screen, and enables the Layer-1 overlays — exercising the production
opener + the live request→cascade→render pipeline against a --test-mode server
(SR_LIVE=1). Capture with: tests/run-visual --screenshot atlas_gen_open.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 10:09:48 +02:00

196 lines
7.2 KiB
GDScript

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
# generation overlays — exercises the opener + the live request → cascade
# → render pipeline against a connected server (SR_LIVE=1).
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_l1_rivers", true)
viewer.set_overlay_visible("gen_l1_basins", true)
viewer.set_overlay_visible("gen_l1_attractors", true)
_:
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)