Character editor: characters of a mod in a searchable list, name in every language, portrait, RPG charset, stats, battle actions; GUI suite characters_editor_edit

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cthangover committed 2026-10-23 19:09:46 +02:00
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using Cthangover.Core.Bootstrap;
using Cthangover.Core.Characters;
using Cthangover.Core.Localization;
using Cthangover.Core.Mods;
using Cthangover.Core.Mods.Resolvers;
using Cthangover.Core.Utils;
using Cthangover.Mods.Interface.Tool;
using Cthangover.Mods.Rpg;
using Cthangover.Tools.RpgEditor;
using Cthangover.Tools.Services;
using Godot;
namespace Cthangover.Tools.CharactersEditor.Tests
{
/// <summary>
/// Drives the character editor like an author: the toolbar buttons and the
/// form's fields (their change signals), Save. Then the game itself is asked:
/// the entity cache must hold the new character with the typed health and its
/// action, the translation server its typed name, and the RPG map editor's
/// character list must offer it with the typed charset. The new characters
/// file is deleted and the mod's locale files are restored afterwards, so
/// rpg_demo_game stays as it was.
/// Result line: <c>[TEST_RESULT] name=characters_editor_edit passed=N failed=M</c>.
/// </summary>
public partial class CharacterEditorTestDriver : Node
{
private const float TickSeconds = 0.15f;
private const float TimeoutSeconds = 60f;
private const string Mod = "rpg_demo_game";
private const string NewFile = "characters/rpg_demo_game.json";
private const string NewId = "rpg_demo_game_new_character";
private const string TypedName = "Тестовый гоблин";
private readonly List<string> failures = new();
private readonly Dictionary<string, string> backups = new();
private readonly Dictionary<string, string> characterFiles = new();
private int passed;
private int step;
private double elapsed;
private CharacterEditorWindow window;
/// <summary>Creates the driver; <paramref name="shotsDir"/> is unused (no screenshots).</summary>
public CharacterEditorTestDriver(string shotsDir)
{
Name = "CharacterEditorTestDriver";
var timer = new Timer { WaitTime = TickSeconds, Autostart = true };
AddChild(timer);
timer.Timeout += Tick;
}
private void Tick()
{
if (step < 0)
return;
elapsed += TickSeconds;
if (elapsed > TimeoutSeconds)
{
Fail($"timeout at step {step}");
Finish();
return;
}
try
{
RunStep();
}
catch (System.Exception ex)
{
Fail($"step {step}: {ex.GetType().Name}: {ex.Message}");
Finish();
}
}
private void RunStep()
{
switch (step)
{
case 0:
if (!Boot.IsReady)
return;
foreach (var file in ModFileService.ListFiles(Mod, "locale", ".properties"))
backups[file] = ModFileService.ReadText(Mod, file);
foreach (var file in ModFileService.ListFiles(Mod, "characters", ".json"))
characterFiles[file] = ModFileService.ReadText(Mod, file);
Check(!characterFiles.ContainsKey(NewFile), "the mod has no editor characters file yet");
window = ToolWindow.Open<CharacterEditorWindow>();
step++;
return;
case 1:
if (window.Document == null)
return;
window.OpenMod(Mod);
var language = Language();
var slime = window.Document.Find("rpg_slime");
Check(slime != null, "the demo's characters are listed");
window.Select(slime);
Check(window.Document.GetText(language, "rpg_demo/character/slime") == TranslationServer.Translate("rpg_demo/character/slime").ToString(),
$"the form shows the character's name in '{language}'");
Press("tools/entity_editor/new");
Check(window.SelectedId == NewId, $"New adds and selects {NewId} (got {window.SelectedId})");
Type(NameEdit(), TypedName);
Row("tools/characters_editor/health").OfType<SpinBox>().First().Value = 33;
Type(Row("tools/characters_editor/charset").OfType<LineEdit>().First(), "village/slime");
var record = window.Document.Find(NewId);
Check(record.Data["Health"]?.ToString() == "33" && record.Data["Charset"]?.ToString() == "village/slime", "the form writes health and the charset");
Check(record.Data["Actions"]?.AsArray().Any(a => a?.ToString() == "physics/attack") == true, "a new character starts with the plain attack");
step++;
return;
case 2:
try
{
Press("tools/common/save");
var characters = Entities.Collect<CharacterInfo>();
Check(characters.TryGetValue(NewId, out var saved), "the game knows the new character right after saving");
Check(saved?.Health == 33 && saved.Actions?.Contains("physics/attack") == true, "with the typed health and its action");
Check(TranslationServer.Translate(saved?.Name ?? "-").ToString() == TypedName, $"and the typed name ({saved?.Name})");
var offered = RpgCharacterCatalog.Load(new RpgTextures()).FirstOrDefault(e => e.Id == NewId);
Check(offered?.Look == "village/slime" && offered.Name == TypedName, $"the RPG map editor offers it with its charset ({offered?.Look})");
var written = ModFileService.ReadText(Mod, NewFile) ?? string.Empty;
Check(written.Contains("\"Kind\": \"character\"") && !written.Contains("\r"), "the new file declares its kind and has LF lines");
Check(characterFiles.All(f => ModFileService.ReadText(Mod, f.Key) == f.Value), "the demo's character files are untouched");
}
finally
{
Cleanup();
}
Finish();
return;
}
}
/// <summary>The controls of the form row labelled <paramref name="labelKey"/>.</summary>
private IEnumerable<Node> Row(string labelKey)
{
var text = TranslationServer.Translate(labelKey).ToString();
return window.FindChildren("*", "", true, false).OfType<Label>().First(l => l.Text == text).GetParent().FindChildren("*", "", true, false);
}
private static string Language() => LanguageCode.Normalize(TranslationServer.GetLocale()) ?? "ru";
/// <summary>The first text row of the current language: the name (the first locale field).</summary>
private LineEdit NameEdit()
{
var label = string.Format(TranslationServer.Translate("tools/entity_editor/text_in"), Language());
return window.FindChildren("*", "", true, false).OfType<Label>().First(l => l.Text == label && l.IsVisibleInTree())
.GetParent().GetChildren().OfType<LineEdit>().First();
}
private static void Type(LineEdit edit, string text)
{
edit.Text = text;
edit.EmitSignal(LineEdit.SignalName.TextChanged, text);
}
private void Cleanup()
{
window?.QueueFree();
var path = ModFileService.GetWritablePath(Mod, NewFile);
if (path != null && File.Exists(path))
File.Delete(path);
foreach (var backup in backups)
ModFileService.WriteText(Mod, backup.Key, backup.Value);
ModManager.Instance.GetResolver<EntityResolver>()?.ClearCache();
LocaleFileService.ReloadGame();
}
private void Press(string key)
{
var text = TranslationServer.Translate(key);
var button = window.FindChildren("*", "", true, false).OfType<Button>().FirstOrDefault(b => b.Text == text);
if (button == null)
{
Fail($"button '{text}' not found");
return;
}
button.EmitSignal(BaseButton.SignalName.Pressed);
}
private void Check(bool condition, string what)
{
if (condition)
{
passed++;
GameLogger.Log("TEST", $"[PASS] {what}");
}
else
{
Fail(what);
}
}
private void Fail(string what)
{
failures.Add(what);
GameLogger.Log("TEST", $"[FAIL] {what}", LogLevel.Error);
}
private void Finish()
{
step = -1;
GameLogger.Log("TEST", $"[TEST_RESULT] name=characters_editor_edit passed={passed} failed={failures.Count}");
GetTree().Quit(failures.Count == 0 ? 0 : 1);
}
}
}
@@ -0,0 +1,33 @@
using System.Linq;
using Cthangover.Core.Mods;
using Cthangover.Core.Utils;
using Godot;
namespace Cthangover.Tools.CharactersEditor.Tests
{
/// <summary>Adds the editor test driver when <c>--itest=characters_editor_edit</c> is given.</summary>
public class CharacterEditorTestInitializer : IModInitializer
{
private static bool driverQueued;
/// <summary>Nothing per mod.</summary>
public void OnModLoaded(string modId)
{
}
/// <summary>Queues the driver once.</summary>
public void OnModResourcesReady()
{
var args = OS.GetCmdlineUserArgs();
if (driverQueued || !args.Any(a => a == "--itest=characters_editor_edit"))
return;
driverQueued = true;
var shots = args.Where(a => a.StartsWith("--shots=", System.StringComparison.Ordinal))
.Select(a => a.Substring("--shots=".Length))
.FirstOrDefault();
GameLogger.Log("TEST", $"CharacterEditorTestInitializer: activating characters_editor_edit, shots={shots ?? "off"}");
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new CharacterEditorTestDriver(shots));
}
}
}