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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using Cthangover.Core.Bootstrap;
using Cthangover.Core.Factories.Impls;
using Cthangover.Core.Mods;
using Cthangover.Core.Scenes;
using Cthangover.Core.Utils;
using Godot;
namespace Mods.DialogBase.Tests
{
/// <summary>Entry point of the GDScript itest; the suite is mounted only with <c>--itest=gdscript</c>.</summary>
public class GdscriptTestInitializer : IModInitializer
{
private static bool queued;
public void OnModLoaded(string modId) { }
public void OnModResourcesReady()
{
if (queued || !OS.GetCmdlineUserArgs().Contains("--itest=gdscript"))
return;
queued = true;
GameLogger.Log("TEST", "GdscriptTest: activating");
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new GdscriptTestDriverNode());
}
}
/// <summary>
/// Checks the GDScript mod pipeline end to end on the suite's own
/// <c>scripts/*.gd</c>: every script with <c>get_name()</c> + <c>run()</c>
/// is a registered scenario action, and every <c>get_condition_name()</c>
/// script is a working condition — <c>gds.is_rain</c> and
/// <c>gds.flag_equals("victory")</c> are evaluated through the same
/// <see cref="ConditionParser"/> scenarios use, against flags that must
/// make them true and false. Prints <c>[TEST_RESULT] name=gdscript</c>.
/// </summary>
public partial class GdscriptTestDriverNode : Node
{
private const string ResultName = "gdscript";
private const string SuiteModId = "dialog_base__gdscript";
private const double TimeoutSeconds = 60;
private static readonly Regex ReturnedName = new(@"func\s+(get_name|get_condition_name)\s*\(\s*\)\s*:\s*\n\s*return\s+""([^""]+)""", RegexOptions.Compiled);
private int passed;
private int failed;
private double elapsed;
private bool done;
public override void _Process(double delta)
{
if (done)
return;
elapsed += delta;
if (elapsed > TimeoutSeconds)
{
Check("boot finished in time", false);
Finish();
return;
}
if (!Boot.IsReady)
return;
try
{
Run();
}
catch (Exception ex)
{
Check($"no exception ({ex.GetType().Name}: {ex.Message})", false);
}
Finish();
}
private void Run()
{
var actions = new List<string>();
var conditions = new List<string>();
foreach (var file in ModManager.Instance.ListFiles(SuiteModId, "scripts").Where(f => f.EndsWith(".gd", StringComparison.Ordinal)))
{
var text = (ModManager.Instance.ReadFileText(SuiteModId, file) ?? string.Empty).Replace("\r\n", "\n");
foreach (Match match in ReturnedName.Matches(text))
{
if (match.Groups[1].Value == "get_condition_name")
conditions.Add(match.Groups[2].Value);
else if (text.Contains("func run("))
actions.Add(match.Groups[2].Value);
}
}
Check($"suite scripts found ({actions.Count} action(s), {conditions.Count} condition(s))", actions.Count > 0 && conditions.Count > 0);
foreach (var name in actions)
Check($"action '{name}' registered", ScenarioActionFactory.Instance.Get(name) != null);
Expect("gds.is_rain", new() { ["weather"] = "rain" }, true);
Expect("gds.is_rain", new() { ["weather"] = "sun" }, false);
Expect("gds.flag_equals(\"victory\")", new() { ["custom_flag"] = "victory" }, true);
Expect("gds.flag_equals(\"victory\")", new() { ["custom_flag"] = "defeat" }, false);
Expect("gds.is_rain && gds.flag_equals(\"victory\")", new() { ["weather"] = "rain", ["custom_flag"] = "victory" }, true);
}
private void Expect(string condition, Dictionary<string, string> flags, bool expected)
{
var node = ConditionParser.Parse(condition);
var actual = node != null && node.Evaluate(new EvaluationContext { Flags = flags });
Check($"'{condition}' with {string.Join(",", flags.Select(f => $"{f.Key}={f.Value}"))} → {expected}" + (actual == expected ? string.Empty : $" (got {actual})"), actual == expected);
}
private void Check(string what, bool ok)
{
if (ok)
passed++;
else
failed++;
GameLogger.Log("TEST", $" [{(ok ? "PASS" : "FAIL")}] {what}");
}
private void Finish()
{
done = true;
GameLogger.Log("TEST", $"[TEST_RESULT] name={ResultName} passed={passed} failed={failed}");
GetTree().Quit(failed == 0 ? 0 : 1);
}
}
}