init mod
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mod_dialog_base__gdscript_name = GDScript Integration Test Mod
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mod_dialog_base__gdscript_desc = Integration tests for GDScript mod actions: .gd load, compile, action registration and scenario execution.
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mod_dialog_base__gdscript_name = GDScript-мод интеграционных тестов
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mod_dialog_base__gdscript_desc = Интеграционные тесты GDScript-действий модов: загрузка .gd, компиляция, регистрация действий и выполнение сценария.
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{
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"name": "GDScript test",
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"description": "Integration test of GDScript mods: the suite scripts (actions, conditions, an item action, an initializer) go through .gd load, compile and registration; the driver checks every action is registered and evaluates the conditions. Mounted by --itest=gdscript.",
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"sources": [
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"src/*.cs"
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],
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"gd_sources": [
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"scripts/*.gd"
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],
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"depends": [
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"visual_novel_core>=1"
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]
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}
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scene: home_kitchen
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priority: 8
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condition: true
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is_one_run: true
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---
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action gds.greet name=Always
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text "Fallback scene always runs."
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end
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scene: home_kitchen
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priority: 7
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condition: gds.flag_equals("victory")
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is_one_run: true
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---
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set custom_flag victory
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action gds.inventory_demo item_id=health_potion
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text "GDScript condition with args and inventory action executed."
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end
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scene: home_kitchen
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priority: 6
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condition: gds.is_rain
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is_one_run: true
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---
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set weather rain
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action gds.greet name=RainVisitor
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text "It's raining! GDScript condition gds.is_rain passed."
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end
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scene: home_kitchen
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priority: 5
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condition: true
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is_one_run: true
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---
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set my_name Marao
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action gds.greet name=my_name
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action gds.quest_log quest_id=test_quest message=Scenario started from GDScript
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text "GDScript test actions executed. Check logs."
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end
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extends RefCounted
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# Custom battle action executor: deals triple damage based on the user's Attack.
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# ActionId must match the battle action ID in the character's JSON data.
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# The execute method receives plain dictionaries (action/user/target) and must
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# return a dictionary with any of: source_damage, source_defence, target_damage,
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# target_defence, result.
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func get_action_id():
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return "gds.triple_attack"
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func execute(action, user, target):
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var damage = user["attack_value"] * 3 - target["defence_value"]
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if damage < 1:
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damage = 1
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return {
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"target_damage": damage,
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"target_defence": target["defence_value"],
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"result": true,
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}
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extends RefCounted
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func get_name():
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return "gds.char_welcome"
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func run(ctx):
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var char_type = ctx.GetParam("char_type")
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if char_type == "":
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ctx.LogWarning("GDS", "gds.char_welcome: missing char_type")
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return
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ctx.Character.AddToParty(char_type)
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ctx.Character.SendNotification(char_type)
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ctx.Log("GDS", "Character '" + char_type + "' added to party via GDScript")
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extends RefCounted
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# Custom condition with arguments: checks if a flag equals the passed value
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# Usage in scenario: condition: gds.flag_equals("expected_value")
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func get_condition_name():
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return "gds.flag_equals"
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func evaluate(flags, args):
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var expected = args.get("0", "")
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if expected == "":
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return false
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return flags.get("custom_flag", "") == expected
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extends RefCounted
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# Custom condition: checks if the "weather" flag equals "rain"
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# Usage in scenario: condition: gds.is_rain
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# Or: condition: gds.is_rain && Quest.hasTag("active")
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func get_condition_name():
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return "gds.is_rain"
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func evaluate(flags, args):
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return flags.get("weather", "") == "rain"
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extends RefCounted
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func get_name():
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return "gds.greet"
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func run(ctx):
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var name = ctx.GetParam("name")
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if name == "":
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name = "Stranger"
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ctx.Log("EVENT", "GDScript greet action: Hello, " + name + "!")
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extends RefCounted
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# Demonstrates inventory queries and mod presence checks from a scenario action
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# Usage in scenario DSL: action gds.inventory_demo
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func get_name():
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return "gds.inventory_demo"
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func run(ctx):
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var itemId = ctx.GetParam("item_id")
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if ctx.Inventory.HasItem(itemId):
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var count = ctx.Inventory.CheckCount(itemId)
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ctx.Log("EVENT", "Inventory has " + itemId + " x" + str(count))
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else:
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ctx.Log("EVENT", "Inventory does NOT have " + itemId)
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if ctx.ModRegistry.IsLoaded("core"):
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ctx.Log("EVENT", "Core mod is loaded")
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else:
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ctx.LogWarning("EVENT", "Core mod is NOT loaded")
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extends RefCounted
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# Custom item action: heals the character by a fixed amount when the item is used
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# ID must match the ItemAction field in the item's JSON data
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# The use(item) method receives a GDItem (with fields Id, Name, Description, Cost, ItemType)
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# Returns true on success
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func get_item_action_id():
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return "gds.heal_item"
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func use(item):
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print("[GDS_ITEM] Using item: " + item.Name + " (id=" + item.Id + ")")
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# In a real mod, perform actual healing logic here (e.g. via player stats)
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# For demonstration, simply return success
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return true
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extends RefCounted
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func get_name():
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return "gds.light_reset"
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func run(ctx):
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ctx.Lighting.ClearDepthMap()
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ctx.Lighting.SetUseTime(false)
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ctx.Log("GDS", "Lighting reset via GDScript")
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extends RefCounted
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func get_name():
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return "gds.quest_log"
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func run(ctx):
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var quest_id = ctx.GetParam("quest_id")
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var message = ctx.GetParam("message")
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if quest_id == "":
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ctx.LogWarning("GDS", "gds.quest_log: missing quest_id param")
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return
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ctx.Log("QUEST", "[" + quest_id + "] " + message)
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extends RefCounted
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func get_name():
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return "gds.quest_setup"
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func run(ctx):
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var quest_id = ctx.GetParam("quest_id")
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if quest_id == "":
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ctx.LogWarning("GDS", "gds.quest_setup: missing quest_id")
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return
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if ctx.Quests.Exists(quest_id):
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ctx.Quests.SetStatus(quest_id, "Active")
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ctx.Quests.AddTag(quest_id, "gds_started")
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ctx.Quests.SendNotification(quest_id)
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ctx.Log("GDS", "Quest '" + quest_id + "' activated by GDScript")
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extends RefCounted
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func on_mod_loaded(mod_id):
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print("[GDS_TEST] on_mod_loaded: " + mod_id)
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func on_mod_resources_ready():
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print("[GDS_TEST] on_mod_resources_ready: all mods loaded")
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Cthangover.Core.Bootstrap;
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using Cthangover.Core.Factories.Impls;
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using Cthangover.Core.Mods;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Utils;
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using Godot;
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namespace Mods.DialogBase.Tests
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{
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/// <summary>Entry point of the GDScript itest; the suite is mounted only with <c>--itest=gdscript</c>.</summary>
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public class GdscriptTestInitializer : IModInitializer
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{
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private static bool queued;
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public void OnModLoaded(string modId) { }
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public void OnModResourcesReady()
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{
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if (queued || !OS.GetCmdlineUserArgs().Contains("--itest=gdscript"))
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return;
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queued = true;
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GameLogger.Log("TEST", "GdscriptTest: activating");
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(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new GdscriptTestDriverNode());
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}
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}
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/// <summary>
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/// Checks the GDScript mod pipeline end to end on the suite's own
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/// <c>scripts/*.gd</c>: every script with <c>get_name()</c> + <c>run()</c>
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/// is a registered scenario action, and every <c>get_condition_name()</c>
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/// script is a working condition — <c>gds.is_rain</c> and
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/// <c>gds.flag_equals("victory")</c> are evaluated through the same
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/// <see cref="ConditionParser"/> scenarios use, against flags that must
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/// make them true and false. Prints <c>[TEST_RESULT] name=gdscript</c>.
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/// </summary>
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public partial class GdscriptTestDriverNode : Node
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{
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private const string ResultName = "gdscript";
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private const string SuiteModId = "dialog_base__gdscript";
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private const double TimeoutSeconds = 60;
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private static readonly Regex ReturnedName = new(@"func\s+(get_name|get_condition_name)\s*\(\s*\)\s*:\s*\n\s*return\s+""([^""]+)""", RegexOptions.Compiled);
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private int passed;
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private int failed;
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private double elapsed;
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private bool done;
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public override void _Process(double delta)
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{
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if (done)
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return;
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elapsed += delta;
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if (elapsed > TimeoutSeconds)
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{
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Check("boot finished in time", false);
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Finish();
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return;
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}
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if (!Boot.IsReady)
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return;
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try
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{
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Run();
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}
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catch (Exception ex)
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{
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Check($"no exception ({ex.GetType().Name}: {ex.Message})", false);
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}
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Finish();
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}
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private void Run()
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{
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var actions = new List<string>();
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var conditions = new List<string>();
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foreach (var file in ModManager.Instance.ListFiles(SuiteModId, "scripts").Where(f => f.EndsWith(".gd", StringComparison.Ordinal)))
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{
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var text = (ModManager.Instance.ReadFileText(SuiteModId, file) ?? string.Empty).Replace("\r\n", "\n");
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foreach (Match match in ReturnedName.Matches(text))
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{
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if (match.Groups[1].Value == "get_condition_name")
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conditions.Add(match.Groups[2].Value);
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else if (text.Contains("func run("))
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actions.Add(match.Groups[2].Value);
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}
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}
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Check($"suite scripts found ({actions.Count} action(s), {conditions.Count} condition(s))", actions.Count > 0 && conditions.Count > 0);
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foreach (var name in actions)
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Check($"action '{name}' registered", ScenarioActionFactory.Instance.Get(name) != null);
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Expect("gds.is_rain", new() { ["weather"] = "rain" }, true);
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Expect("gds.is_rain", new() { ["weather"] = "sun" }, false);
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Expect("gds.flag_equals(\"victory\")", new() { ["custom_flag"] = "victory" }, true);
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Expect("gds.flag_equals(\"victory\")", new() { ["custom_flag"] = "defeat" }, false);
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Expect("gds.is_rain && gds.flag_equals(\"victory\")", new() { ["weather"] = "rain", ["custom_flag"] = "victory" }, true);
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}
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private void Expect(string condition, Dictionary<string, string> flags, bool expected)
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{
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var node = ConditionParser.Parse(condition);
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var actual = node != null && node.Evaluate(new EvaluationContext { Flags = flags });
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Check($"'{condition}' with {string.Join(",", flags.Select(f => $"{f.Key}={f.Value}"))} → {expected}" + (actual == expected ? string.Empty : $" (got {actual})"), actual == expected);
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}
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private void Check(string what, bool ok)
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{
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if (ok)
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passed++;
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else
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failed++;
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GameLogger.Log("TEST", $" [{(ok ? "PASS" : "FAIL")}] {what}");
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}
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private void Finish()
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{
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done = true;
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GameLogger.Log("TEST", $"[TEST_RESULT] name={ResultName} passed={passed} failed={failed}");
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GetTree().Quit(failed == 0 ? 0 : 1);
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}
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}
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}
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