Save The Tree implementation and acceptance work in progress
Preserve production code, regression fixtures, audio assets and provenance, test infrastructure, and the original-completion plan and progress ledger. Final game and Windows acceptance remain pending; excluded local artifacts and native experiments are not part of this snapshot.
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@@ -1,5 +1,7 @@
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extends SceneTree
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const AudioTeardown := preload("res://tests/helpers/ui_audio_teardown.gd")
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var _checks := 0
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var _failures := 0
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var _main: Control
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@@ -35,7 +37,7 @@ func _run() -> void:
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var report: Dictionary = _runtime.elevators.get_report()
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_expect(report[&"shafts"].size() == 1, "completed paid lift registers one real car")
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if report[&"shafts"].size() != 1:
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_finish()
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await _finish()
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return
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_shaft_id = report[&"shafts"][0][&"shaft_id"]
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_module_id = report[&"shafts"][0][&"module_ids"][0]
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@@ -81,7 +83,7 @@ func _run() -> void:
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var image_value := root.get_texture().get_image()
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DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path("res://artifacts/transport"))
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image_value.save_png("res://artifacts/transport/elevator-inspector.png")
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_finish()
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await _finish()
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func _shaft() -> Dictionary:
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for row: Dictionary in _runtime.elevators.get_report()[&"shafts"]:
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@@ -91,6 +93,8 @@ func _shaft() -> Dictionary:
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func _finish() -> void:
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_clock.set_paused(true)
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var teardown: Dictionary = await AudioTeardown.free_owner_and_wait(self, _main)
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_expect(bool(teardown.get(&"passed", false)) and not bool(teardown.get(&"deadline_reached", true)), "owned audio references release before bounded teardown deadline with whole Runtime unchanged")
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print("Elevator management UI: %d checks, %d failures" % [_checks, _failures])
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quit(_failures)
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