Fix facility discovery in exported builds and verify first construction

This commit is contained in:
Takeshi
2026-09-09 23:59:24 +09:00
parent fb4ad23190
commit 7121092794
5 changed files with 142 additions and 1 deletions
+67
View File
@@ -0,0 +1,67 @@
extends SceneTree
## Run against the distributed pack, not the source checkout:
## godot --headless --main-pack /absolute/TheTree.pck --script /absolute/this_script.gd
var _failures := 0
var _checks := 0
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var runtime: Variant = root.get_node("SimulationRuntime")
var clock: Variant = root.get_node("GameClock")
clock.set_paused(true)
runtime.configure_save_policy({&"enabled": false, &"daily_checkpoint_enabled": false})
if OS.get_environment("THE_TREE_REQUIRE_EXPORTED") == "1":
_expect(not FileAccess.file_exists("res://project.godot") and not FileAccess.file_exists("res://data/facilities/reception.tres"), "release regression has no source checkout fallback")
print("RECEPTION_RESOURCE file=%s resource=%s" % [FileAccess.file_exists("res://data/facilities/reception.tres"), ResourceLoader.exists("res://data/facilities/reception.tres")])
_expect(runtime.definition_registry.is_valid(), "exported facility definitions validate: %s" % runtime.definition_registry.get_report())
_expect(runtime.definition_registry.facility_count() == 18, "all 18 buildable definitions are present in the shipped pack")
var main: Control = load("res://scenes/main/main.tscn").instantiate()
root.add_child(main)
runtime.configure_save_policy({&"enabled": false, &"daily_checkpoint_enabled": false})
await process_frame
await process_frame
var buttons: Dictionary = main.get("build_buttons")
_expect(buttons.size() == 18, "the actual build palette exposes all 18 facilities")
_expect(buttons.has(&"reception"), "reception is selectable in the actual build palette")
if not buttons.has(&"reception"):
_finish()
return
_expect("受付" in buttons[&"reception"].text and not buttons[&"reception"].disabled, "reception button is labeled and enabled")
var guide: Variant = main.find_child("InnOpeningGuide", true, false)
_expect(guide != null and guide.get_progress().get(&"action") == &"build_reception", "new-game guide offers reception construction")
if guide != null:
(guide.get("_action") as Button).pressed.emit()
await process_frame
_expect(main.get("palette_scroll").visible and buttons[&"reception"].is_visible_in_tree(), "guide action opens the palette with a visible reception button")
buttons[&"reception"].button_pressed = false
buttons[&"reception"].button_pressed = true
_expect(main.get("_selected_definition_id") == &"reception", "the reception button selects the real construction tool")
main.call("_on_map_cell_clicked", Vector3i(-8, 0, 0))
_expect(runtime.construction_service.get_jobs().size() == 1, "map placement starts one real reception construction job")
_expect(runtime.economy_service.get_balance(&"PLAYER_CASH") == 4500, "reception construction charges the actual 500 G cost")
clock.advance_minutes(120)
var reception: Variant = null
for facility: Variant in runtime.facility_service.get_instances():
if facility.definition_id == &"reception":
reception = facility
_expect(reception != null, "the reception completes from the exported game data")
_expect(guide != null and guide.get_progress().get(&"stage") == &"room", "opening guide advances to building a room")
if OS.get_environment("THE_TREE_EXPORT_CAPTURE") == "1":
main.call("_refresh_dashboard")
await process_frame
await RenderingServer.frame_post_draw
root.get_texture().get_image().save_png(OS.get_environment("THE_TREE_EXPORT_CAPTURE_PATH"))
_finish()
func _expect(ok: bool, label: String) -> void:
_checks += 1
if not ok:
_failures += 1
print("%s: %s" % ["PASS" if ok else "FAIL", label])
func _finish() -> void:
print("Exported opening: %d checks, %d failures" % [_checks, _failures])
quit(1 if _failures else 0)