Site shots test suite
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@@ -5,5 +5,8 @@
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"author": "ct",
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"description": "Story content of the Cthangover game: scenes, scenarios, characters, items, quests, backgrounds and the main game collection.",
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"category": "story",
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"depends": ["shell2d_base>=1", "dialog_base>=1", "interactive_base>=1", "skills_base>=1", "map_base>=1", "ui_base>=1", "characters_base>=1", "items_base>=1", "quests_base>=1", "town_pack>=1"]
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"depends": ["shell2d_base>=1", "dialog_base>=1", "interactive_base>=1", "skills_base>=1", "map_base>=1", "ui_base>=1", "characters_base>=1", "items_base>=1", "quests_base>=1", "town_pack>=1"],
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"test_suites": [
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{"id": "site_shots", "activate": ["--itest=site_shots"]}
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]
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}
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@@ -0,0 +1,11 @@
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{
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"name": "Site Screenshots",
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"description": "Takes the screenshots of the cthangover.ru site from the main game: the prologue dialog, several locations with their scenarios, the inventory, character, map, journal and skills panels, and a card battle in front of the town entry. Activated by --itest=site_shots with --game=cthangover --new and --shots=<dir> (windowed runs only); the language comes from the player's settings.",
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"sources": [
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"src/*.cs"
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],
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"depends": [
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"cthangover_game>=2",
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"turn_battle_base>=2"
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]
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}
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@@ -0,0 +1,271 @@
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using System.Collections.Generic;
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using Cthangover.Core.Bootstrap;
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using Cthangover.Core.Events;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Settings;
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using Cthangover.Core.UI;
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using Cthangover.Core.Utils;
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using Cthangover.Mods.Dialog;
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using Godot;
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namespace Cthangover.Mods.CthangoverGame.Tests
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{
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/// <summary>
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/// Walks a new game of cthangover through the frames the site shows and saves
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/// a picture of each: locations entered with <see cref="SceneManager.SwitchScene"/>
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/// (their own scenarios start the dialog, so every frame is a real novel
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/// screen), the toolbar panels opened with <see cref="UiRegistry.Toggle"/> like
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/// the toolbar buttons do, and Murakami's story at the town entry played by
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/// answering its menu — the wolf scene and the card battle it starts.
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/// <para/>
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/// The prologue's scenarios have no locale keys (Russian only), so its dialog
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/// is aborted at once and its scenes are left out. Before every switch the
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/// clock is set to noon (a new game starts at night and the night lighting
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/// leaves only lamps visible) and the running dialog is aborted the way the
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/// scene editor's "Go to scene" does — otherwise the entered scene's scenario
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/// waits behind it. Before the panels the inventory is seeded and Murakami
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/// joins the party, so they are not empty. Waits are tick counts, not
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/// conditions on the picture; the checks only make sure each scene, panel and
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/// the battle were really reached. Result line:
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/// <c>[TEST_RESULT] name=site_shots passed=N failed=M</c>, exit 0/1, and a
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/// 240 s watchdog.
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/// </summary>
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public partial class SiteShotsDriver : Node
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{
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private const float TickSeconds = 0.1f;
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private const float TimeoutSeconds = 240f;
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private const int SettleTicks = 40;
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private const int PanelTicks = 15;
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private const int LineTicks = 25;
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private const long MinutesPerDay = 24 * 60;
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private const long Noon = 12 * 60;
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private const string Prologue = "prolog_alley";
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private const string StoryScene = "town_entry";
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private const int AlleyOption = 1;
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private static readonly string[] Locations =
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{
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"home_outside", "home_vestibule", "home_livingroom", "home_kitchen",
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"home_bedroom", "home_workroom", "home_basement", "town_outskirts"
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};
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private static readonly string[] Panels = { "inventory", "characters", "map", "journal", "skills" };
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private readonly string shotsDir;
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private readonly List<string> failures = new();
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private int passed;
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private int step;
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private int index;
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private int waitTicks;
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private double elapsed;
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private bool battleStarted;
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/// <summary>Creates the driver; <paramref name="shotsDir"/> null disables screenshots.</summary>
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public SiteShotsDriver(string shotsDir)
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{
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this.shotsDir = shotsDir;
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Name = "SiteShotsDriver";
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var timer = new Timer { WaitTime = TickSeconds, Autostart = true };
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AddChild(timer);
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timer.Timeout += Tick;
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}
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/// <summary>Listens for the battle scene.</summary>
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public override void _EnterTree() => ModEventBus.Subscribe<BattleStartedEvent>(OnBattleStarted);
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/// <summary>Stops listening.</summary>
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public override void _ExitTree() => ModEventBus.Unsubscribe<BattleStartedEvent>(OnBattleStarted);
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private SceneManager Scenes => GetTree().Root.GetNodeOrNull<SceneManager>("SceneManager");
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private static DialogBox Box => SceneContextNode.FindNode<DialogBox>("DialogBox");
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private void OnBattleStarted(BattleStartedEvent e) => battleStarted = true;
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private void Tick()
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{
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if (step < 0)
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return;
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elapsed += TickSeconds;
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if (elapsed > TimeoutSeconds)
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{
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Fail($"timeout at step {step} (scene='{SceneManager.GetCurrentSceneName()}')");
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Finish();
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return;
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}
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if (waitTicks > 0)
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{
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waitTicks--;
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return;
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}
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try
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{
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RunStep();
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}
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catch (System.Exception ex)
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{
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Fail($"step {step}: {ex.GetType().Name}: {ex.Message}");
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Finish();
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}
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}
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private void RunStep()
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{
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switch (step)
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{
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case 0:
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if (!Boot.IsReady || SceneManager.GetCurrentSceneName() != Prologue)
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return;
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Check(true, $"entered '{Prologue}'");
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index = 0;
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Next(PanelTicks);
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return;
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case 1:
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GoTo(Locations[index]);
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Next(0);
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return;
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case 2:
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if (SceneManager.GetCurrentSceneName() != Locations[index])
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return;
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Check(true, $"entered '{Locations[index]}'");
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Next(SettleTicks);
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return;
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case 3:
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Shot("location_" + Locations[index]);
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index++;
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if (index < Locations.Length)
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{
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step = 1;
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return;
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}
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Seed();
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index = 0;
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Next(PanelTicks);
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return;
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case 4:
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UiRegistry.Toggle(Panels[index]);
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Next(PanelTicks);
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return;
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case 5:
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Check(UiHost.Instance.TryGetInstance(Panels[index], out var panel) && panel.Visible,
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$"panel '{Panels[index]}' is open");
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Shot("panel_" + Panels[index]);
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UiRegistry.Toggle(Panels[index]);
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index++;
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if (index < Panels.Length)
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{
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step = 4;
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waitTicks = PanelTicks;
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return;
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}
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Next(PanelTicks);
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return;
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case 6:
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GoTo(StoryScene);
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Next(0);
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return;
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case 7:
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if (SceneManager.GetCurrentSceneName() != StoryScene || Box?.IsWaitingAnswer != true)
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return;
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Check(true, $"Murakami's story waits for an answer in '{StoryScene}'");
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Next(SettleTicks);
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return;
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case 8:
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Shot("novel_menu");
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Check(Box.TrySelectVariant(AlleyOption), "the alley option is taken");
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Next(SettleTicks);
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return;
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case 9:
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Shot("novel_wolf");
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Box.NextAction();
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Next(SettleTicks);
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return;
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case 10:
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Shot("novel_marao");
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Next(0);
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return;
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case 11:
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if (battleStarted)
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{
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Check(true, "the card battle started");
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Next(SettleTicks);
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return;
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}
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if (Box != null && !Box.IsDialogEnded && !Box.IsWaitingAnswer)
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Box.NextAction();
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waitTicks = LineTicks;
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return;
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case 12:
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Shot("battle");
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Next(SettleTicks);
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return;
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case 13:
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Shot("battle_later");
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Finish();
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return;
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}
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}
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/// <summary>Noon, no dialog left running, then the switch.</summary>
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private void GoTo(string scene)
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{
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var time = GameData.Instance.Runtime.Time;
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time.SetTime(time.Tick - time.Tick % MinutesPerDay + Noon);
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Box?.Abort();
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Scenes.SwitchScene(scene);
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}
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/// <summary>A few stacks for the inventory and a second hero for the party panel.</summary>
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private static void Seed()
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{
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var runtime = GameData.Instance.Runtime;
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runtime.Inventory.Add("food/ration", 3);
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runtime.Inventory.Add("food/wolf_meat", 4);
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runtime.Inventory.Add("resource/branches", 6);
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runtime.Inventory.Add("recipe/wolf_meat_to_ration");
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runtime.CharacterData.AddCharacterToParty("Murakami");
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}
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private void Next(int ticks)
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{
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step++;
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waitTicks = ticks;
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}
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private void Check(bool condition, string what)
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{
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if (condition)
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{
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passed++;
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GameLogger.Log("TEST", $"[PASS] {what}");
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}
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else
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{
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Fail(what);
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}
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}
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private void Fail(string what)
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{
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failures.Add(what);
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GameLogger.Log("TEST", $"[FAIL] {what}", LogLevel.Error);
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}
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private void Shot(string name)
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{
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if (string.IsNullOrEmpty(shotsDir) || DisplayServer.GetName() == "headless")
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return;
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DirAccess.MakeDirRecursiveAbsolute(shotsDir);
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GetViewport().GetTexture().GetImage()?.SavePng(shotsDir.TrimEnd('/') + "/" + name + ".png");
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GameLogger.Log("TEST", $"SiteShotsDriver: saved {name}.png");
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}
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private void Finish()
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{
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step = -1;
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GameLogger.Log("TEST", $"[TEST_RESULT] name=site_shots passed={passed} failed={failures.Count}");
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GetTree().Quit(failures.Count == 0 ? 0 : 1);
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}
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}
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}
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@@ -0,0 +1,38 @@
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using System.Linq;
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using Cthangover.Core.Mods;
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using Cthangover.Core.Utils;
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using Godot;
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namespace Cthangover.Mods.CthangoverGame.Tests
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{
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/// <summary>
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/// Entry point of the site_shots suite: adds the driver to the tree root when
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/// the exact flag <c>--itest=site_shots</c> is given (the driver quits the
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/// process, so it must never run in another test). <c>--shots=<dir></c>
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/// is where the pictures go; without it the driver only walks the steps.
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/// </summary>
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public class SiteShotsTestInitializer : IModInitializer
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{
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private static bool driverQueued;
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/// <summary>Nothing per mod.</summary>
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public void OnModLoaded(string modId)
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{
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}
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/// <summary>Queues the driver once.</summary>
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public void OnModResourcesReady()
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{
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var args = OS.GetCmdlineUserArgs();
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if (driverQueued || !args.Any(a => a == "--itest=site_shots"))
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return;
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driverQueued = true;
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var shots = args.Where(a => a.StartsWith("--shots=", System.StringComparison.Ordinal))
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.Select(a => a.Substring("--shots=".Length))
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.FirstOrDefault();
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GameLogger.Log("TEST", $"SiteShotsTestInitializer: activating site_shots, shots={shots ?? "off"}");
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(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new SiteShotsDriver(shots));
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}
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}
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}
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