upd: sync local changes

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
iisaevandClaude Opus 5.5 committed 2026-10-16 16:18:13 +00:00
1 parent 447622e813
commit b6c4aed8d5
9 files changed
+156 -8

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@@ -1,5 +1,5 @@
mod_cooking_name = Cooking
mod_cooking_desc = Cooking mechanic — full autonomous mod
mod_cooking_desc = Cooking mechanic: the kitchen workbench in home_kitchen with recipe-based cooking (e.g. wolf meat into rations), a ration statistics panel and the cooking scenario.
ui/cook/cook = Cook
ui/cook/close = Close
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@@ -1,5 +1,5 @@
mod_cooking_name = Готовка
mod_cooking_desc = Механика готовки — полностью автономный мод
mod_cooking_desc = Механика готовки: верстак на кухне home_kitchen с рецептами (например, волчье мясо в рационы), панель статистики рационов и сценар готовки.
ui/cook/cook = Готовить
ui/cook/close = Выйти
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@@ -3,12 +3,15 @@
"name": "Cooking",
"version": "1.0.0",
"author": "ct",
"description": "Cooking mechanic - full autonomous mod",
"description": "Autonomous cooking mechanic: the kitchen workbench overlay in home_kitchen with recipe-based cooking (e.g. wolf meat into rations), a ration statistics panel and the home_kitchen_cooking scenario.",
"category": "gameplay",
"sources": [
"src/*.cs"
],
"depends": [ "visual_novel_core>=1", "interface>=1" ],
"test_sources": [
"tests/*.cs"
],
"depends": [ "visual_novel_core>=1", "interface>=1", "items_base>=1", "time_base>=1" ],
"ui": [
{
"id": "cooking_workbench",
@@ -31,4 +34,4 @@
"priority": 20
}
]
}
}
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@@ -0,0 +1,18 @@
using Cthangover.Core.Settings;
namespace Cthangover.Cooking
{
/// <summary>
/// Test accessor over <see cref="CookingSettings"/>: the real class exposes
/// <c>RationsPerCharacter</c> with a private setter because only the core
/// settings pipeline may write it, and the getter is static — mod unit
/// tests exercise the clamp through the public <c>ReadValues</c> contract
/// and assert via this static passthrough, so no reflection into private
/// members is needed. Stateless and harmless in production builds.
/// </summary>
public static class CookingSettingsForTests
{
/// <summary>Current parsed value, for test assertions.</summary>
public static int RationsPerCharacter => CookingSettings.RationsPerCharacter;
}
}
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@@ -5,6 +5,7 @@ using Cthangover.Core.Settings;
using Cthangover.Core.UI;
using Godot;
using Cthangover.Mods.Interface.Base.Lists;
namespace Mods.Cooking.Rations
{
/// <summary>
@@ -5,6 +5,7 @@ using Cthangover.Core.UI.Theming;
using Cthangover.Core.Utils;
using Godot;
using Cthangover.Mods.Interface.Base.Lists;
namespace Mods.Cooking.Workbench
{
/// <summary>
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@@ -6,6 +6,7 @@ using Cthangover.Core.UI;
using Cthangover.Core.UI.Theming;
using Godot;
using Cthangover.Mods.Interface.Base.Lists;
namespace Mods.Cooking.Workbench
{
/// <summary>
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@@ -9,9 +9,11 @@ using Cthangover.Core.Settings;
using Cthangover.Core.UI;
using Cthangover.Core.UI.Theming;
using Cthangover.Core.UI.Tool;
using Cthangover.Mods.Time;
using Cthangover.Core.UI.Inventory;
using Godot;
using Cthangover.Mods.Interface.Base.Lists;
namespace Mods.Cooking.Workbench
{
/// <summary>
@@ -122,12 +124,12 @@ namespace Mods.Cooking.Workbench
/// <summary>
/// Hides the workbench panel and plays a UI close-click sound
/// via the scene's <see cref="AudioService"/> node.
/// via the scene's <see cref="IAudioService"/> node.
/// </summary>
public void OnCloseClick()
{
Hide();
var audioService = SceneContextNode.FindNode<AudioService>("AudioService");
var audioService = SceneContextNode.FindNode<Node>("AudioService") as IAudioService;
audioService?.PlaySound("ui/close_click", SoundType.UI);
}
@@ -160,7 +162,7 @@ namespace Mods.Cooking.Workbench
var timer = SceneContextNode.FindNode<TimeController>("TimeController");
timer?.UpdateRenderedTime();
var audioService = SceneContextNode.FindNode<AudioService>("AudioService");
var audioService = SceneContextNode.FindNode<Node>("AudioService") as IAudioService;
audioService?.PlaySound("ui/cook", SoundType.UI);
foreach (var recipe in recipes)
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@@ -0,0 +1,122 @@
using System.Text.Json;
using System.Threading.Tasks;
using Cthangover.Core.Items;
using Cthangover.Core.Mods.Testing;
using Cthangover.Core.Settings;
namespace Cthangover.Cooking.Tests
{
/// <summary>
/// Unit tests of the cooking mod's pure logic (plan-mod-testing.md §4.2).
/// Compiled by ModTestEngine into a separate {modId}__tests assembly,
/// only in the explicit test mode. No scene-tree interaction: anything
/// requiring a live scene belongs to the integration contour.
/// </summary>
public class CookingModTests
{
[ModTest("recipe/wolf_meat_data_shape")]
static void WolfMeatRecipeDataShape(ModTestContext ctx)
{
// The recipe JSON declared by the mod must keep the exact shape
// RecipeFactory consumes: single recipe, cooking type, inputs/outputs.
var raw = ctx.ReadFileText("recipes/cooking.json");
ModAssert.NotNull(raw, "recipes/cooking.json exists");
using var doc = JsonDocument.Parse(raw);
var items = doc.RootElement.GetProperty("Items");
ModAssert.Equal(1, items.GetArrayLength(), "recipe count");
var recipe = items[0];
ModAssert.Equal("recipe/wolf_meat_to_ration", recipe.GetProperty("Id").GetString(), "recipe id");
ModAssert.Equal("Cooking", recipe.GetProperty("Type").GetString(), "workbench type");
ModAssert.Equal(15, recipe.GetProperty("Time").GetInt32(), "crafting time");
ModAssert.Equal(2, recipe.GetProperty("Input").GetArrayLength(), "input ingredient count");
ModAssert.Equal(1, recipe.GetProperty("Output").GetArrayLength(), "output ingredient count");
var meat = recipe.GetProperty("Input")[0];
ModAssert.Equal("food/wolf_meat", meat.GetProperty("Id").GetString(), "input meat id");
ModAssert.Equal(1, meat.GetProperty("Count").GetInt32(), "input meat count");
var branches = recipe.GetProperty("Input")[1];
ModAssert.Equal("resource/branches", branches.GetProperty("Id").GetString(), "input branches id");
ModAssert.Equal(2, branches.GetProperty("Count").GetInt32(), "input branches count");
}
[ModTest("recipe/recipe_data_unlock_flow")]
static void RecipeDataUnlockFlow(ModTestContext ctx)
{
// The unlock contract WolfMeatToRation relies on: Add is idempotent
// and Has mirrors membership. Exercises the same flow the item
// action performs, through the public RecipeData API.
var data = new RecipeData();
ModAssert.False(data.Has("recipe/wolf_meat_to_ration"), "fresh state does not know the recipe");
ModAssert.True(data.Add("recipe/wolf_meat_to_ration"), "first Add unlocks");
ModAssert.False(data.Add("recipe/wolf_meat_to_ration"), "second Add is a no-op");
ModAssert.True(data.Has("recipe/wolf_meat_to_ration"), "recipe stays unlocked");
// Round-trip through JSON: Data is a public property, the save
// system serializes RecipeData as a whole.
var json = JsonSerializer.Serialize(data);
var restored = JsonSerializer.Deserialize<RecipeData>(json);
ModAssert.True(restored.Has("recipe/wolf_meat_to_ration"), "unlock survives JSON round-trip");
}
[ModTest("settings/rations_per_character_clamp")]
static void SettingsClamp(ModTestContext ctx)
{
// CookingSettings.ReadValues clamps below-minimum input to 1 —
// verify through a real DataBlob key-value round-trip.
var blob = new DataBlob();
blob.SetInt("rations_per_character", -5);
new global::Cthangover.Cooking.CookingSettings().ReadValues(blob);
ModAssert.Equal(1, global::Cthangover.Cooking.CookingSettingsForTests.RationsPerCharacter, "negative value clamps to 1");
var blob2 = new DataBlob();
blob2.SetInt("rations_per_character", 4);
new global::Cthangover.Cooking.CookingSettings().ReadValues(blob2);
ModAssert.Equal(4, global::Cthangover.Cooking.CookingSettingsForTests.RationsPerCharacter, "valid value passes through");
// Write/read round-trip through the blob's own serialization.
new global::Cthangover.Cooking.CookingSettings().WriteValues(blob2);
ModAssert.Equal(4, blob2.GetInt("rations_per_character", 0), "WriteValues stores the value");
}
[ModTest("manifest/declares_required_dependencies")]
static void ManifestDependencies(ModTestContext ctx)
{
// The cooking UI binds to interface widget types and item/time
// subsystems: the manifest must keep these declared, otherwise
// compilation against the dependencies breaks silently.
var raw = ctx.ReadFileText("manifest.json");
ModAssert.NotNull(raw, "manifest.json exists");
using var doc = JsonDocument.Parse(raw);
var depends = doc.RootElement.GetProperty("depends");
var found = new[] { "visual_novel_core", "interface", "items_base", "time_base" };
foreach (var dep in found)
{
var ok = false;
foreach (var d in depends.EnumerateArray())
{
var s = d.GetString() ?? "";
var id = s.Split('>', '<', '=', '?')[0];
if (id == dep) { ok = true; break; }
}
ModAssert.True(ok, $"dependency '{dep}' declared");
}
}
[ModTest("frames/async_test_spans_frames", TimeoutSeconds = 10)]
static async Task AsyncTestSpansFrames(ModTestContext ctx)
{
// Async tests may wait for engine frames (deferred UI rebuilds,
// signals). The recovery cycle between tests must keep the scene
// tree intact across those frames: core autoloads and the running
// scene survive, and the run still finishes with a report.
var tree = (Godot.SceneTree)Godot.Engine.GetMainLoop();
for (var i = 0; i < 3; i++)
await tree.ToSignal(tree, Godot.SceneTree.SignalName.ProcessFrame);
ModAssert.True(tree.Root.HasNode("GameData"), "/root/GameData survives frames between tests");
ModAssert.NotNull(tree.CurrentScene, "current scene survives frames between tests");
ModAssert.NotNull(ctx.ReadFileText("recipes/cooking.json"), "mod files stay readable after awaiting frames");
}
}
}