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)