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:
@@ -13,6 +13,29 @@ var _kitchen: StringName = &""
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var _save_path := ""
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func _test_staff_layer_skin() -> void:
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_main.call("_set_layer", 0)
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var front_color := _panel.staff_detail_label.get_theme_color("font_color")
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_panel.select_staff(&"staff_akane")
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var before: Dictionary = _runtime.staff_service.get_work_assignment(&"staff_akane")
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_main.call("_set_layer", 1)
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_panel.refresh()
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_expect(_panel.staff_detail_label.get_theme_color("font_color") == Color("d8eeea") and _panel.summary_label.get_theme_color("font_color") == Color("d8eeea"), "staff text stays readable in BACK after refresh")
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_panel.call("_set_result", "配属できません", false)
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_expect(_panel.result_label.get_theme_color("font_color") == Color("ffb498"), "BACK rejection retains a readable warning colour")
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_main.call("_set_layer", 0)
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_expect(_panel.staff_detail_label.get_theme_color("font_color") == front_color and _panel.result_label.get_theme_color("font_color") == Color("a7402e"), "FRONT restores staff text and rejection colours")
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_main.call("_set_layer", 1)
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_panel.call("_set_result", "配属を確認しました", true)
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_expect(_panel.result_label.get_theme_color("font_color") == Color("b5e7ba"), "BACK success retains distinct readable colour")
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_expect(_runtime.staff_service.get_work_assignment(&"staff_akane") == before, "skin changes do not submit an assignment")
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if OS.get_environment("THE_TREE_STAFF_SKIN_CAPTURE") == "1":
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await process_frame;await RenderingServer.frame_post_draw
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_expect(root.get_texture().get_image().save_png(ProjectSettings.globalize_path("res://artifacts/facility-dimensions-2026-09-29/staff-skin-back.png")) == OK, "capture staff BACK skin")
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_main.call("_set_layer", 0)
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_panel.call("_set_result", "", true)
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func _initialize() -> void:
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call_deferred("_run")
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@@ -64,6 +87,14 @@ func _run() -> void:
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"hired-staff tab replaces the candidates without hiding the management panel")
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_expect(_panel.roster_buttons.size() == 2 and "未配属 2人" in _panel.summary_label.text,
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"roster shows both real employees and unassigned count")
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await _test_staff_layer_skin()
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await _test_drag_assignment()
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await _test_drag_rejection_boundaries()
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await _test_drag_state_change()
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await _test_drag_across_load()
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await _test_drag_target_demolition()
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await _test_drag_defense_lock()
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await _test_drag_defense_lock(false)
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_panel.select_staff(&"staff_akane")
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_choose_facility(_receptions[0])
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_panel.apply_button.pressed.emit()
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@@ -159,12 +190,15 @@ func _test_guide_respects_current_assignments() -> void:
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_panel.apply_button.pressed.emit()
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_build_guide_part(&"standard_room", Vector3i(-8, 2, 0))
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_build_guide_part(&"standard_room", Vector3i(-6, 2, 0))
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_build_guide_part(&"guest_corridor", Vector3i(-4, 1, 0))
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_build_guide_part(&"guest_stairs", Vector3i(-4, 1, 0))
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_clock.advance_minutes(60)
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_build_guide_part(&"guest_corridor", Vector3i(-4, 2, 0))
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var incomplete_guide := _main.find_child("InnOpeningGuide", true, false) as InnOpeningGuide
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_expect(incomplete_guide.get_progress().get(&"stage") == &"access",
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"incomplete stairs cannot advance guidance to staffing")
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_build_guide_part(&"guest_stairs", Vector3i(-4, 2, 0))
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_clock.advance_minutes(10)
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for x: int in range(-8, -3):
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_build_guide_part(&"guest_corridor", Vector3i(x, 3, 0))
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_build_guide_part(&"guest_stairs" if x == -4 else &"guest_corridor", Vector3i(x, 3, 0))
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_clock.advance_minutes(10)
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var accessible_room := false
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for facility: FacilityInstance in _runtime.facility_service.get_instances():
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@@ -289,3 +323,280 @@ func _finish() -> void:
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_main.queue_free()
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print("Staff management UI: %d checks, %d failures" % [_checks, _failures])
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quit(1 if _failures > 0 else 0)
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func _test_drag_assignment() -> void:
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var before: Dictionary = _runtime.create_snapshot()
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var preview: WorldPreview = _main.get("world_preview")
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_main.call("_set_layer", 0)
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_main.call("_clear_build_selection")
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await process_frame
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var target: Vector3i
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for room: Dictionary in _runtime.construction_service.get_facilities():
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if room[&"instance_id"] == _receptions[0]: target = room[&"origin"]
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target)
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_expect(_assignment(&"staff_akane").get(&"facility_id") == _receptions[0], "viewport drag assigns selected employee to completed reception")
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_expect("変更しました" in _panel.result_label.text, "drag reports authoritative assignment success")
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_expect(_runtime.restore_snapshot(before), "restore drag fixture before invalid target")
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_panel.refresh()
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var unchanged: Dictionary = _runtime.create_snapshot()
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(Vector3i(-4,4,0)), Vector3i(-4,4,0))
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_expect(_runtime.create_snapshot() == unchanged, "empty-map drop preserves all simulation state")
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_expect("完成した配属先施設" in _panel.result_label.text, "invalid drop explains target requirement")
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_expect(not preview._can_drop_data(Vector2.ZERO,{&"kind":&"unrelated"}), "map refuses unrelated drag payload")
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_panel.refresh()
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var schedule_before := _assignment(&"staff_akane").duplicate(true)
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_main.call("_set_layer", 1)
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await process_frame
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(Vector3i(2,0,1)), Vector3i(2,0,1))
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_expect(_assignment(&"staff_akane") == schedule_before, "wrong-role drag preserves staff schedule")
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_expect("役割" in _panel.result_label.text, "wrong-role drag displays authoritative refusal")
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_main.call("_set_layer", 0)
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_panel.select_staff(&"staff_akane")
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_panel.shift_option.select(1)
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_panel.shift_option.item_selected.emit(1)
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await process_frame
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_clock.set_paused(false)
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target)
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_clock.set_paused(true)
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_expect(_panel.apply_button.disabled and (_runtime.command_queue.create_snapshot()["pending"] as Array).size() == 1, "night drag queues exactly one assignment")
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var drag_path := "user://tests/staff-drag-%d" % Time.get_ticks_usec()
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_expect(_runtime.save_to_path(drag_path).get(&"ok", false), "save pending night drag")
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_expect(_runtime.load_from_path(drag_path).get(&"ok", false), "restore pending night drag")
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_panel.refresh()
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_expect(_panel.apply_button.disabled, "loaded drag remains pending")
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_clock.advance_one_minute()
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_expect(_assignment(&"staff_akane").get(&"template_id") == &"NIGHT" and _assignment(&"staff_akane").get(&"facility_id") == _receptions[0], "restored drag applies selected night shift to exact facility")
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_expect((_panel.get("_pending_commands") as Dictionary).is_empty(), "restored drag clears pending feedback after execution")
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if OS.get_environment("THE_TREE_STAFF_DRAG_CAPTURE") == "1":
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await process_frame; await RenderingServer.frame_post_draw
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_expect(root.get_texture().get_image().save_png(ProjectSettings.globalize_path("res://artifacts/facility-dimensions-2026-09-29/staff-drag-night.png")) == OK, "capture restored night drag assignment")
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SaveService.delete_save(drag_path)
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_expect(_runtime.restore_snapshot(before), "restore drag boundary fixture for existing regression")
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_panel.refresh()
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func _drag_staff_to(target: Vector2, cell: Variant = null, before_release := Callable()) -> void:
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var source: Button = _panel.roster_buttons[&"staff_akane"]
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var start := source.get_global_rect().get_center()
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var motion := InputEventMouseMotion.new()
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motion.position=start; motion.global_position=start
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motion.window_id = root.get_window_id()
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_send_drag_input(motion)
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var down := InputEventMouseButton.new()
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down.position=start; down.global_position=start; down.button_index=MOUSE_BUTTON_LEFT
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down.pressed=true; down.button_mask=MOUSE_BUTTON_MASK_LEFT
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down.window_id = root.get_window_id()
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_send_drag_input(down)
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await process_frame
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for point: Vector2 in [start+Vector2(18,0),target]:
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var move := InputEventMouseMotion.new()
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if point == target and cell is Vector3i:
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var map: WorldPreview = _main.get("world_preview")
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point = map.global_position + map.cell_to_canvas(cell)
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target = point
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move.position=point; move.global_position=point; move.relative=point-start
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move.button_mask=MOUSE_BUTTON_MASK_LEFT
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move.window_id = root.get_window_id()
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_send_drag_input(move)
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await process_frame
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if before_release.is_valid():
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_expect(root.gui_is_dragging(), "state changes only after the viewport has started dragging")
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before_release.call()
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var up := InputEventMouseButton.new()
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up.position=target; up.global_position=target; up.button_index=MOUSE_BUTTON_LEFT; up.pressed=false
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up.window_id = root.get_window_id()
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_send_drag_input(up)
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await process_frame
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func _send_drag_input(event: InputEventMouse) -> void:
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if DisplayServer.get_name() == "headless":
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event.position *= Vector2(root.size) / root.get_visible_rect().size
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event.global_position = event.position
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Input.parse_input_event(event)
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else:
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if event is InputEventMouseButton and not event.pressed:
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Input.warp_mouse(event.position * Vector2(root.size) / root.get_visible_rect().size)
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root.push_input(event, true)
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func _test_drag_rejection_boundaries() -> void:
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# Controlled boundary fixtures; the action under test uses viewport input.
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var before: Dictionary = _runtime.create_snapshot()
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var preview: WorldPreview = _main.get("world_preview")
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var target: Vector3i = _runtime.facility_service.get_instance(_receptions[0]).origin
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_main.call("_set_layer", 0)
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_panel.select_staff(&"staff_akane")
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_panel.shift_option.select(0)
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_panel.shift_option.item_selected.emit(0)
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var role: StringName = _runtime.staff_service.get_staff(&"staff_akane").role_id
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var maximum: int = _runtime.definition_registry.get_facility(&"reception").staff_max
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for i in maximum:
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var id := StringName("drag_capacity_%d" % i)
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_expect(_runtime.staff_service.create_staff(id, role).is_success() and _runtime.staff_service.set_work_assignment(id, _receptions[0], &"DAY", _clock.absolute_minute).is_success(), "fill actual reception shift slots for capacity boundary")
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var staff_before: Dictionary = _runtime.staff_service.create_snapshot()
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target)
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_expect(_runtime.staff_service.create_snapshot() == staff_before and "人員上限" in _panel.result_label.text, "full-facility drag preserves all staff and explains capacity limit")
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await _capture_drag_rejection("capacity")
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_expect(_runtime.restore_snapshot(before), "restore after capacity drag fixture")
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_panel.refresh()
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_panel.select_staff(&"staff_akane")
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_runtime.staff_service.get_staff(&"staff_akane").current_cell = Vector3i(999,999,0)
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staff_before = _runtime.staff_service.create_snapshot()
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target)
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_expect(_runtime.staff_service.create_snapshot() == staff_before and "通路と従業員ドア" in _panel.result_label.text, "unreachable drag preserves staff and explains route failure")
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await _capture_drag_rejection("route")
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_expect(_runtime.restore_snapshot(before), "restore after inaccessible route fixture")
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_panel.refresh()
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_panel.select_staff(&"staff_akane")
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# Inject only the lock boundary, not a complete narrative event.
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_runtime.event_service._actor_locks[&"staff_akane"] = &"drag_lock_fixture"
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_panel.refresh()
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staff_before = _runtime.staff_service.create_snapshot()
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var queue_before: Dictionary = _runtime.command_queue.create_snapshot()
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target)
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_expect(_runtime.staff_service.create_snapshot() == staff_before and _runtime.command_queue.create_snapshot() == queue_before, "locked employee cannot start an assignment drag or submit a command")
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_expect("変更できません" in _panel.result_label.text, "locked drag explains why assignment is unavailable")
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await _capture_drag_rejection("locked")
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_runtime.event_service._actor_locks.erase(&"staff_akane")
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_expect(_runtime.restore_snapshot(before), "restore after locked employee fixture")
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_panel.refresh()
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func _capture_drag_rejection(kind: String) -> void:
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if OS.get_environment("THE_TREE_DRAG_REJECTION_CAPTURE") != "1": return
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await process_frame
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await RenderingServer.frame_post_draw
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var path := "res://artifacts/facility-dimensions-2026-09-29/staff-drag-rejection-%s.png" % kind
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_expect(root.get_texture().get_image().save_png(ProjectSettings.globalize_path(path)) == OK, "capture drag rejection %s" % kind)
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func _test_drag_state_change() -> void:
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var before: Dictionary = _runtime.create_snapshot()
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var preview: WorldPreview = _main.get("world_preview")
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var target: Vector3i = _runtime.facility_service.get_instance(_receptions[0]).origin
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var feedback: Array[CommandResult] = []
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var listener := func(result: CommandResult) -> void: feedback.append(result)
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_runtime.command_completed.connect(listener)
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for reason: StringName in [&"EVENT_LOCKED", &"STAFF_BUSY"]:
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_panel.select_staff(&"staff_akane")
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var assignment := _assignment(&"staff_akane").duplicate(true)
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feedback.clear()
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target, func() -> void:
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if reason == &"EVENT_LOCKED":
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_runtime.event_service._actor_locks[&"staff_akane"] = &"drag_race_fixture"
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else:
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_runtime.staff_service.get_staff(&"staff_akane").current_task_id = &"drag_race_task"
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)
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_expect(not feedback.is_empty() and not feedback.back().is_success() and feedback.back().details.get(&"reason") == reason, "drop revalidates latest %s state through real command" % reason)
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_expect(_assignment(&"staff_akane") == assignment and _panel.apply_button.disabled, "rejected race preserves assignment and reflects unavailable state")
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var explanation := "イベント参加中" if reason == &"EVENT_LOCKED" else "作業中"
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_expect(explanation in _panel.staff_detail_label.text and explanation in _panel.apply_button.tooltip_text and explanation in _panel.result_label.text and (_panel.get("_pending_commands") as Dictionary).is_empty(), "race rejection shows precise reason and clears pending UI")
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_runtime.event_service._actor_locks.erase(&"staff_akane")
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_runtime.staff_service.get_staff(&"staff_akane").current_task_id = &""
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_expect(_runtime.restore_snapshot(before), "restore state after drag race")
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_panel.refresh()
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_runtime.command_completed.disconnect(listener)
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func _test_drag_across_load() -> void:
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var before: Dictionary = _runtime.create_snapshot()
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var path := "user://tests/staff-drag-load-%d" % Time.get_ticks_usec()
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_expect(_runtime.save_to_path(path).get(&"ok", false), "save before live drag reload")
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var preview: WorldPreview = _main.get("world_preview")
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var target: Vector3i = _runtime.facility_service.get_instance(_receptions[0]).origin
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var loaded_staff: Array[Dictionary] = []
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var loaded_queue: Array[Dictionary] = []
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_panel.select_staff(&"staff_akane")
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target, func() -> void:
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_expect(_runtime.load_from_path(path).get(&"ok", false), "load real save while pointer is dragging")
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loaded_staff.append(_runtime.staff_service.create_snapshot())
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loaded_queue.append(_runtime.command_queue.create_snapshot())
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)
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_expect(_runtime.staff_service.create_snapshot() == loaded_staff[0], "pre-load drag cannot alter restored staff or assignment")
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_expect(_runtime.command_queue.create_snapshot() == loaded_queue[0], "pre-load drag cannot enqueue a command in restored world")
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_expect("読み込み" in _panel.result_label.text, "stale drag explains that load requires a new drag")
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if OS.get_environment("THE_TREE_DRAG_LOAD_CAPTURE") == "1":
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await process_frame
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await RenderingServer.frame_post_draw
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_expect(root.get_texture().get_image().save_png(ProjectSettings.globalize_path("res://artifacts/staff-drag-load-2026-09-29/rejected.png")) == OK, "capture load cancellation feedback")
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_panel.select_staff(&"staff_akane")
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target)
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_expect(_assignment(&"staff_akane").get(&"facility_id") == _receptions[0], "fresh drag after load still assigns normally")
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SaveService.delete_save(path)
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_expect(_runtime.restore_snapshot(before), "restore fixture after live drag reload")
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_panel.refresh()
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_panel.select_staff(&"staff_akane")
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target, func() -> void:
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_expect(not _runtime.restore_snapshot({}), "invalid snapshot is refused during drag")
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)
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_expect(_assignment(&"staff_akane").get(&"facility_id") == _receptions[0], "failed restore preserves current world and live drag")
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_expect(_runtime.restore_snapshot(before), "restore fixture after refused load")
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_panel.refresh()
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func _test_drag_target_demolition() -> void:
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var before: Dictionary = _runtime.create_snapshot()
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var preview: WorldPreview = _main.get("world_preview")
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var target: Vector3i = _runtime.facility_service.get_instance(_receptions[0]).origin
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var staff_before: Dictionary = _runtime.staff_service.create_snapshot()
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_panel.select_staff(&"staff_akane")
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await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target, func() -> void:
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var removed: CommandResult = _runtime.submit_command(&"demolish_facility", {&"instance_id":_receptions[0]}, &"player", &"", 30, -1, &"ui.drag.target.demolition")
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_expect(removed.is_success(), "normal demolition command succeeds while dragging toward unstaffed facility")
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)
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_expect(not _runtime.facility_service.has_instance(_receptions[0]), "drop cannot resurrect demolished facility")
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_expect(_runtime.staff_service.create_snapshot() == staff_before, "demolition during drag preserves staff state and schedules")
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_expect("完成した配属先施設" in _panel.result_label.text or "見つかりません" in _panel.result_label.text, "removed drop target has actionable rejection feedback")
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_expect((_panel.get("_pending_commands") as Dictionary).is_empty(), "removed target leaves no stuck assignment UI")
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_expect(_runtime.restore_snapshot(before), "restore after live demolition boundary")
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_panel.refresh()
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func _test_drag_defense_lock(register_objective := true) -> void:
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var before: Dictionary = _runtime.create_snapshot()
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var preview: WorldPreview = _main.get("world_preview")
|
||||
var target: Vector3i = _runtime.facility_service.get_instance(_receptions[0]).origin
|
||||
var assignment := _assignment(&"staff_akane").duplicate(true)
|
||||
_panel.select_staff(&"staff_akane")
|
||||
await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target, func() -> void:
|
||||
var created: CommandResult = _runtime.submit_command(&"create_defense_raid", {
|
||||
&"raid_id": &"ui.drag.defense", &"definition": {
|
||||
&"source_id": &"runtime_test", &"entry_points": [&"gate.north"],
|
||||
&"objective_ids": [_receptions[0]], &"round_minutes": 5,
|
||||
&"max_duration_minutes": 180, &"retreat_policy": &"HOLD", &"defender_retreat_threshold": 0,
|
||||
&"waves": [{&"wave_id": &"wave.one", &"threat_strength": 15,
|
||||
&"retreat_threshold": 0, &"max_rounds": 1, &"entry_points": [&"gate.north"]}],
|
||||
}}, &"defense_controller")
|
||||
_expect(created.is_success(), "create real defense raid during assignment drag")
|
||||
if register_objective:
|
||||
var asset: CommandResult = _runtime.submit_command(&"register_defense_asset", {
|
||||
&"raid_id": &"ui.drag.defense", &"asset_id": _receptions[0], &"kind": &"objective",
|
||||
&"max_integrity": 10000, &"defense": 40, &"options": {}}, &"defense_controller")
|
||||
_expect(asset.is_success(), "register real facility as defense objective")
|
||||
var registered: CommandResult = _runtime.submit_command(&"register_defense_combatant", {
|
||||
&"raid_id": &"ui.drag.defense", &"actor_id": &"staff_akane", &"side": &"DEFENDER",
|
||||
&"combat": 90, &"max_health": 100, &"options": {}}, &"defense_controller")
|
||||
_expect(registered.is_success(), "register dragged employee as defender")
|
||||
)
|
||||
_expect(_assignment(&"staff_akane") == assignment and "防衛参加中" in _panel.result_label.text, "defense registration during drag rejects assignment with precise feedback")
|
||||
_expect(_panel.apply_button.disabled and "防衛参加中" in _panel.staff_detail_label.text and "防衛参加中" in _panel.apply_button.tooltip_text, "locked editor explains defense restriction before retry")
|
||||
var path := "user://tests/staff-defense-lock-%d" % Time.get_ticks_usec()
|
||||
_expect(_runtime.save_to_path(path).get(&"ok", false), "save registered defense lock")
|
||||
_expect(_runtime.load_from_path(path).get(&"ok", false), "restore registered defense lock")
|
||||
_panel.refresh()
|
||||
_panel.select_staff(&"staff_akane")
|
||||
var queue_before: Dictionary = _runtime.command_queue.create_snapshot()
|
||||
await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target)
|
||||
_expect(_runtime.command_queue.create_snapshot() == queue_before and "防衛参加中" in _panel.result_label.text, "restored defender cannot begin new drag and sees the reason")
|
||||
var cancelled: CommandResult = _runtime.submit_command(&"cancel_defense_raid", {&"raid_id": &"ui.drag.defense"}, &"defense_controller")
|
||||
_expect(cancelled.is_success(), "cancel raid through normal command: %s %s" % [cancelled.message, cancelled.details])
|
||||
_panel.refresh()
|
||||
_expect(not _panel.apply_button.disabled and not "防衛参加中" in _panel.staff_detail_label.text, "terminal raid releases editor lock and stale explanation")
|
||||
await _drag_staff_to(preview.global_position + preview.cell_to_canvas(target), target)
|
||||
_expect(_assignment(&"staff_akane").get(&"facility_id") == _receptions[0], "new drag after defense cancellation assigns normally")
|
||||
SaveService.delete_save(path)
|
||||
_expect(_runtime.restore_snapshot(before), "restore fixture after defense boundary")
|
||||
_panel.refresh()
|
||||
|
||||
Reference in New Issue
Block a user