Record original-alignment implementation and traceability checkpoint

Capture current source, content data, tests, asset licenses, and original-specification traceability. Original implementation remains incomplete. The accepted matching UI generation passed 154 suites and 12,253 checks, with eight rendered staff-contract screens reviewed. Latest native Windows and full-original acceptance remain outstanding.
This commit is contained in:
Takeshi
2026-09-30 23:52:24 +09:00
parent 6077e02ebe
commit 5dde0c5ec2
490 changed files with 54051 additions and 809 deletions
+22 -3
View File
@@ -9,6 +9,7 @@ func _initialize() -> void:
func _run() -> void:
print("The Tree: automated checks")
_test_game_clock()
_test_original_clock_scale()
_test_game_state()
_test_facility_data()
load("res://tests/s0/test_kernel_and_save.gd").run(Callable(self, "_expect"))
@@ -25,14 +26,32 @@ func _test_game_clock() -> void:
clock.advance_minutes(4 * 60)
_expect(clock.get_hour() == 10, "clock advances to 10:00")
_expect(clock.get_phase() == clock.Phase.DAY, "10:00 is day phase")
clock.set_speed(4)
_expect(clock.speed == 4, "clock accepts the specified x4 speed")
clock.set_speed(3)
_expect(clock.speed == 4, "clock rejects unsupported speed values")
_expect(clock.speed == 3, "clock accepts the original x3 speed")
clock.set_speed(4)
_expect(clock.speed == 3, "clock rejects unsupported x4")
_expect(clock.REAL_SECONDS_PER_GAME_HOUR == 10.0, "original scale is ten seconds per game hour")
clock.advance_minutes(14 * 60)
_expect(clock.day == 2 and clock.get_hour() == 0, "midnight starts the next day")
clock.free()
func _test_original_clock_scale() -> void:
var clock := SimulationKernel.new()
for multiplier: int in [1, 2, 3]:
clock.reset()
clock.set_speed(multiplier)
for frame in 600:
clock.process_real_delta(1.0 / 60.0)
_expect(clock.absolute_minute == 360 + 60 * multiplier, "ten real seconds produce one hour at x%d" % multiplier)
clock.set_paused(true)
var minute := clock.absolute_minute
clock.process_real_delta(10.0)
_expect(clock.absolute_minute == minute, "pause preserves game time")
var legacy := clock.clock_snapshot()
legacy[&"speed"] = 4
_expect(clock.restore_clock(legacy) and clock.speed == 3, "legacy x4 resumes at x3")
clock.free()
func _test_game_state() -> void:
var state = load("res://autoload/game_state.gd").new()
state.reset()