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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@@ -1,4 +1,5 @@
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extends SceneTree
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const FixtureCleanup := preload("res://tests/helpers/ui_audio_fixture_cleanup.gd")
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const Demo := preload("res://scripts/ui/pixel_tower_demo.gd")
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var checks := 0
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var failures := 0
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@@ -12,7 +13,8 @@ func run() -> void:
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var runtime: Variant = root.get_node("SimulationRuntime")
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var clock: Variant = root.get_node("GameClock")
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var state: Variant = root.get_node("GameState")
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clock.reset(1,6,0);state.reset();runtime.initialize(clock,state,424242);clock.set_paused(true)
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# Disposable Demo fixture funds exact Doran signing_cost 300; DEFAULT5000 and paid hire stay unchanged.
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clock.reset(1,6,0);state.reset();state.resources[&"gold"] += 300;runtime.initialize(clock,state,424242);clock.set_paused(true)
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runtime.configure_save_policy({&"enabled":false,&"daily_checkpoint_enabled":false})
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var demo := Demo.new()
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expect(await demo.prepare(runtime,clock,self),"prepare normal construction and autonomous visitors")
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@@ -87,5 +89,10 @@ func run() -> void:
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scroll.scroll_vertical = 250
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await process_frame;await RenderingServer.frame_post_draw
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expect(root.get_texture().get_image().save_png(OS.get_environment("THE_TREE_REJECTION_CAPTURE")) == OK, "capture scrolled rejection details")
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main.queue_free();await process_frame
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var _audio_cleanup_final: Dictionary = await FixtureCleanup.free_owner_and_wait(self, main)
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if not bool(_audio_cleanup_final.get(&"passed", false)):
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push_error("Ordinary fixture audio cleanup failed: %s" % str(_audio_cleanup_final))
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quit(96)
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return
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await process_frame
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print("Guest decision log: %d checks, %d failures" % [checks,failures]);quit(failures)
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