Files
TheTree_mock/tests/export/test_exported_opening.gd
Takeshi 5dde0c5ec2 Record original-alignment implementation and traceability checkpoint
Capture current source, content data, tests, asset licenses, and original-specification traceability. Original implementation remains incomplete. The accepted matching UI generation passed 154 suites and 12,253 checks, with eight rendered staff-contract screens reviewed. Latest native Windows and full-original acceptance remain outstanding.
2026-09-30 23:52:24 +09:00

116 lines
6.9 KiB
GDScript

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() == 23, "all 23 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() == 23, "the actual build palette exposes all 23 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")
(main.get("guest_count_label") as Button).pressed.emit()
await process_frame
var observer: Variant = main.get("guest_observer")
_expect(observer != null and observer.visible, "shipped HUD opens guest observation")
var guest_panel: Variant = observer.find_child("GuestObservationPanel", true, false) if observer != null else null
_expect(guest_panel != null and guest_panel.bars.size() == 4, "shipped observation includes all four need bars")
if observer != null:
observer.hide()
await _check_original_facilities(main, runtime, clock)
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)
func _check_original_facilities(main: Control, runtime: Variant, clock: Variant) -> void:
var buttons: Dictionary = main.get("build_buttons")
for entry: Dictionary in [
{&"id": &"premium_room", &"origin": Vector3i(-8,2,0), &"size":Vector2i(4,1), &"upkeep":5},
{&"id": &"warehouse", &"origin": Vector3i(-8,0,1), &"size":Vector2i(4,2), &"upkeep":3},
{&"id": &"staff_dormitory", &"origin": Vector3i(-8,2,1), &"size":Vector2i(2,1), &"upkeep":4},
]:
var definition: Variant = runtime.definition_registry.get_facility(entry[&"id"])
_expect(definition != null and definition.footprint == entry[&"size"] and definition.maintenance_gold == entry[&"upkeep"], "packed original geometry and upkeep: %s" % entry[&"id"])
if definition == null or not buttons.has(entry[&"id"]): return
buttons[entry[&"id"]].button_pressed = false
buttons[entry[&"id"]].button_pressed = true
_expect(main.get("_selected_definition_id") == entry[&"id"] and main.get("world_preview").layer_mode == entry[&"origin"].z, "packed palette selects correct facility/layer: %s" % entry[&"id"])
main.call("_on_map_cell_clicked", entry[&"origin"])
clock.advance_minutes(definition.build_minutes)
var found := false
for facility: Variant in runtime.facility_service.get_instances():
if facility.definition_id == entry[&"id"]:
found = facility.occupied_cells.size() == entry[&"size"].x * entry[&"size"].y
_expect(found, "packed construction completes correct occupied cells: %s" % entry[&"id"])
var path := "user://tests/export_original_%d" % Time.get_ticks_usec()
var snapshot: Dictionary = runtime.create_snapshot()
_expect(runtime.save_to_path(path)[&"ok"], "packed runtime writes completed original facilities")
clock.advance_minutes(3)
var loaded: Dictionary = runtime.load_from_path(path)
var restored: Dictionary = runtime.create_snapshot()
var expected_runtime: Dictionary = snapshot[&"systems"][&"runtime"]
var restored_runtime: Dictionary = restored[&"systems"][&"runtime"]
var events: Dictionary = restored_runtime[&"domain_events"]
var last: Dictionary = events["recent_events"].back()
_expect(loaded[&"ok"] and last["event_type"] == &"SAVE_LOADED" and events["published_ids"].size() == expected_runtime[&"domain_events"]["published_ids"].size()+1, "load publishes exactly one successful lifecycle event")
# Loading intentionally appends SAVE_LOADED; all other saved gameplay state
# must match, including every ID counter except this one new event.
expected_runtime[&"domain_events"] = events
expected_runtime[&"id_generator"]["counters"]["domain_event"] += 1
_expect(restored == snapshot, "packed runtime restores complete gameplay state with only the load event added")
SaveService.delete_save(path)
_expect(main.find_child("SaveLoadMenu", true, false) != null, "packed UI includes migrated-save load menu")