Update characters_editor implementation, assets and documentation

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cthangover committed 2026-10-31 15:28:49 +03:00
1 parent c975b5ae86
commit d7250b26b2
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@@ -1,38 +1,37 @@
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.Interface.View;
using Cthangover.Mods.Rpg;
using Cthangover.Tools.RpgEditor;
using Cthangover.Tools.Services;
using Godot;
namespace Cthangover.Tools.CharactersEditor.Tests
{
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.Interface.View;
using Cthangover.Tools.Services;
using Cthangover.Mods.Rpg.Model;
using Cthangover.Tools.RpgEditor;
using Godot;
/// <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
/// action, and the translation server its typed name. The new characters
/// file is deleted and the mod's locale files are restored afterwards, so
/// rpg_demo_game stays as it was.
/// rpg_plus_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 Mod = "rpg_plus_game";
private const string NewFile = "characters/rpg_plus_game.json";
private const string NewId = "rpg_plus_game_new_character";
private const string TypedName = "Тестовый гоблин";
private readonly List<string> failures = new();
@@ -99,8 +98,17 @@ namespace Cthangover.Tools.CharactersEditor.Tests
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(),
Check(window.Document.GetText(language, "rpg_plus/character/slime") == TranslationServer.Translate("rpg_plus/character/slime").ToString(),
$"the form shows the character's name in '{language}'");
Check(Row("tools/characters_editor/health").OfType<SpinBox>().First().Editable, "a character without Stats: health is edited");
var wolf = window.Document.Find("rpg_wolf");
Check(wolf?.Data["Stats"] != null, "the demo's wolf has Stats (its health comes from them)");
window.Select(wolf);
Check(!Row("tools/characters_editor/health").OfType<SpinBox>().First().Editable
&& !Row("tools/characters_editor/attack").OfType<SpinBox>().First().Editable
&& !Row("tools/characters_editor/defence").OfType<SpinBox>().First().Editable,
"a character with Stats: health, attack and defence are computed, not edited");
window.Select(slime);
Press("tools/entity_editor/new");
Check(window.SelectedId == NewId, $"New adds and selects {NewId} (got {window.SelectedId})");
@@ -122,8 +130,21 @@ namespace Cthangover.Tools.CharactersEditor.Tests
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})");
// plan 14.G7: "Joins the party" writes the join scenario at once; unticking removes it again.
var join = window.FindChildren("JoinsParty", "", true, false).OfType<CheckBox>().FirstOrDefault();
Check(join != null && !join.Disabled && !join.ButtonPressed, "a new character can join the party (its check box is free and off)");
Check(!CompanionScenario.Exists(Mod, NewId), "no join scenario before the tick");
join.ButtonPressed = true;
var joinText = ModFileService.ReadText(Mod, CompanionScenario.Path(Mod, NewId)) ?? string.Empty;
Check(joinText.Contains("flag " + NewId + "_joined 1") && joinText.Contains("action party.add id=" + NewId) && !joinText.Contains("\r"),
"the tick writes the join scenario (flag, party.add, LF lines)");
join.ButtonPressed = false;
Check(!CompanionScenario.Exists(Mod, NewId), "the untick removes the join scenario");
// phase 8 (claude_plan.md E4): the RPG map editor opens beside the characters and its actor palette has rows.
// It does not list characters yet (plan 12.4 leaves that to a later step), so the new character is not checked there.
var rpgEditor = ToolWindow.Open<RpgEditorWindow>();
Check(rpgEditor.Palette.Count(RpgObjectForm.Actor) > 0, "the RPG map editor opens and its palette lists actors");
rpgEditor.QueueFree();
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");
@@ -166,6 +187,7 @@ namespace Cthangover.Tools.CharactersEditor.Tests
var path = ModFileService.GetWritablePath(Mod, NewFile);
if (path != null && File.Exists(path))
File.Delete(path);
CompanionScenario.Remove(Mod, NewId);
foreach (var backup in backups)
ModFileService.WriteText(Mod, backup.Key, backup.Value);
ModManager.Instance.GetResolver<EntityResolver>()?.ClearCache();