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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var checks:=0
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var failures:=0
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func expect(ok: bool, message: String) -> void:
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@@ -85,5 +86,10 @@ func run() -> void:
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main.call("_load_manual")
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expect(button.text=="世界樹ランク 2" and runtime.world_service.get_bounds()==ProgressionService.RANK_BOUNDS[2],"normal load restores promoted HUD and map bounds")
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SaveService.delete_save(save_path)
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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("World tree rank UI: %d checks, %d failures" % [checks,failures]);quit(failures)
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