Play-test from a running game returns into the game
Stop brings the player back to the scene they were in instead of the main menu, and a scene switch inside the played scenario ends the play-test in place. New GUI test suite ingame_play covers both.
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@@ -10,6 +10,7 @@
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],
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"depends": ["dialog_base>=1", "interactive_base>=1", "time_base>=1", "map_base>=1", "ui_base>=1"],
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"test_suites": [
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{"id": "windows", "activate": ["--itest=tools_windows"]}
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{"id": "windows", "activate": ["--itest=tools_windows"]},
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{"id": "ingame_play", "activate": ["--itest=ingame_play"]}
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]
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}
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@@ -37,6 +37,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
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private bool _playActive;
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private string _returnRoute;
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private string _returnScene;
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private CanvasLayer _stopOverlay;
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public ScenarioEditorWindow() : base("tools/scenario_editor/title")
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@@ -302,11 +303,19 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
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var current = sceneService?.CurrentGodotSceneName;
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_returnRoute = !string.IsNullOrEmpty(current) && SceneRouteRegistry.TryGet(current, out _) ? current : null;
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// Opened inside a running game: come back into the scene the
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// player was in, not to the main menu (there is no way back to the
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// editor from there).
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var sceneManager = GetNodeOrNull<SceneManager>("/root/SceneManager");
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var gameScene = sceneManager?.CurrentSceneName;
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_returnScene = _returnRoute == null && current != "mainmenu" && !string.IsNullOrEmpty(gameScene) && sceneManager.HasScene(gameScene)
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? gameScene
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: null;
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_stopOverlay = CreateStopOverlay();
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var tree = Godot.Engine.GetMainLoop() as SceneTree;
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tree?.Root.AddChild(_stopOverlay);
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var sceneManager = GetNodeOrNull<SceneManager>("/root/SceneManager");
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if (sceneManager != null)
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{
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sceneManager.Initialize();
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@@ -336,11 +345,23 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
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}
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var sceneService = GetNodeOrNull<GodotSceneService>("/root/GodotSceneService");
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var sceneManager = GetNodeOrNull<SceneManager>("/root/SceneManager");
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if (_returnRoute != null && SceneRouteRegistry.TryGet(_returnRoute, out var route))
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{
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sceneService?.SwitchRoute(route);
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}
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else if (_returnScene != null && sceneManager != null)
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{
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sceneManager.PendingSceneName = _returnScene;
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sceneService?.LoadShell();
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}
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else
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{
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sceneService?.SwitchToMenu();
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}
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_returnRoute = null;
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_returnScene = null;
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SetStatus(ToolUi.Tr("tools/scenario_editor/play_stopped"));
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}
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@@ -0,0 +1,10 @@
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{
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"name": "In-game Play-test Test",
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"description": "Integration test of the scenario editor opened inside a running game (the novel template with the editors added): plays a scenario from the editor and checks the play-test stays in the game until Stop, then Stop returns to the game with the editor visible — never to the main menu. Activated by --itest=ingame_play.",
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"sources": [
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"src/*.cs"
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],
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"depends": [
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"my_novel_game>=1"
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]
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}
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@@ -0,0 +1,163 @@
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using System.Linq;
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using Cthangover.Core.Bootstrap;
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using Cthangover.Core.Games;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.UI.Tool.ScenarioEditor;
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using Cthangover.Core.Utils;
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using Cthangover.Mods.Interface.Tool;
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using Cthangover.Tools.Common;
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using Cthangover.Tools.Services;
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using Godot;
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namespace Cthangover.Tools.Tests.InGamePlay
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{
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/// <summary>
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/// The player's path that used to throw them out to the main menu: inside
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/// a running game (its dialog on screen) open the scenario editor, play a
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/// scenario, and expect the play-test to keep running — the teardown of the
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/// game's own dialog must not count as the end of the played scenario.
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/// Stop, and the played scenario leaving its scene (an option's
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/// <c>switch_scene</c>), must both come back into the game with the editor
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/// visible. Ends with
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/// <c>[TEST_RESULT] name=ingame_play passed=N failed=M</c> and the exit code.
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/// </summary>
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public partial class InGamePlayTestDriverNode : Node
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{
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private const string ResultName = "ingame_play";
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private const string GameModId = "my_novel_game";
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private const string ScenarioPath = "scenarios/my_novel_home.scenario";
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private const float TickSeconds = 0.5f;
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private const float TimeoutSeconds = 90f;
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private const int GameSettleTicks = 6;
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private const int PlaySettleTicks = 6;
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private int _passed;
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private int _failed;
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private int _step;
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private int _settle;
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private double _elapsed;
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private bool _finished;
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private ScenarioEditorWindow _window;
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/// <summary>Creates the driver ticking on its own timer.</summary>
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public InGamePlayTestDriverNode()
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{
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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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private void Tick()
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{
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if (_finished)
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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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Check(false, $"timeout ({TimeoutSeconds:0}s) at step {_step}");
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Finish();
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return;
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}
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var tree = GetTree();
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var scenes = tree.Root.GetNodeOrNull<GodotSceneService>("GodotSceneService");
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switch (_step)
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{
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case 0:
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if (!Boot.IsReady || !ActiveGame.IsActive || InMainMenu(scenes) || GodotSceneService.IsTransitioning)
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return;
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if (++_settle < GameSettleTicks)
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return;
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Check(SceneManager.GetCurrentSceneName() == "my_novel_town", $"game entered its town (scene '{SceneManager.GetCurrentSceneName()}')");
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_window = (ScenarioEditorWindow)ToolWindow.ShowWindow(new ScenarioEditorWindow());
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var tabs = _window.FindChildren("*", "", true, false).OfType<ScenarioEditTabs>().FirstOrDefault();
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tabs?.OpenFile(ScenarioFileService.MakeKey(GameModId, ScenarioPath));
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Check(tabs?.HasActiveFile == true, "scenario editor opened the home scenario");
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break;
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case 1:
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PressButton(_window, "tools/scenario_editor/play");
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_settle = 0;
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break;
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case 2:
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if (GodotSceneService.IsTransitioning)
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return;
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if (InMainMenu(scenes))
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{
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Check(false, "play-test threw the player out to the main menu");
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Finish();
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return;
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}
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if (++_settle < PlaySettleTicks)
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return;
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Check(SceneManager.IsTestPlayActive, "play-test is still running while its dialog waits for the player");
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Check(!_window.Visible, "the editor is hidden during the play-test");
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Check(SceneManager.GetCurrentSceneName() == "my_novel_home", $"play-test entered the scenario's scene (scene '{SceneManager.GetCurrentSceneName()}')");
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PressButton(tree.Root, "tools/scenario_editor/stop");
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_settle = 0;
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break;
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case 3:
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if (GodotSceneService.IsTransitioning || ++_settle < PlaySettleTicks)
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return;
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Check(!InMainMenu(scenes), "Stop returns into the game, not to the main menu");
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Check(IsInstanceValid(_window) && _window.Visible, "the editor is visible again after Stop");
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Check(!SceneManager.IsTestPlayActive, "Stop ends the play-test");
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Check(SceneManager.GetCurrentSceneName() == "my_novel_town", $"Stop returns to the scene the player was in (scene '{SceneManager.GetCurrentSceneName()}')");
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break;
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case 4:
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PressButton(_window, "tools/scenario_editor/play");
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_settle = 0;
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break;
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case 5:
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if (GodotSceneService.IsTransitioning || ++_settle < PlaySettleTicks)
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return;
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// The played scenario's option "Back to the town" does exactly this.
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tree.Root.GetNodeOrNull<SceneManager>("SceneManager")?.SwitchScene("my_novel_town");
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_settle = 0;
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break;
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case 6:
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if (GodotSceneService.IsTransitioning || ++_settle < PlaySettleTicks)
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return;
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Check(!InMainMenu(scenes), "a scene switch in the played scenario returns into the game, not to the main menu");
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Check(!SceneManager.IsTestPlayActive, "leaving the played scene ends the play-test");
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Check(IsInstanceValid(_window) && _window.Visible, "the editor is visible again after the played scenario left its scene");
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Finish();
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return;
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}
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_step++;
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}
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private static bool InMainMenu(GodotSceneService scenes) => scenes?.CurrentGodotSceneName == "mainmenu";
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private static void PressButton(Node root, string textKey)
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{
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var text = ToolUi.Tr(textKey);
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var button = root.FindChildren("*", nameof(Button), true, false).OfType<Button>().FirstOrDefault(b => b.Text == text);
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button?.EmitSignal(BaseButton.SignalName.Pressed);
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}
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private void Check(bool condition, string label)
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{
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if (condition)
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_passed++;
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else
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_failed++;
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GameLogger.Log("TEST", $"InGamePlayTest: [{(condition ? "PASS" : "FAIL")}] {label}");
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}
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private void Finish()
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{
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_finished = 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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@@ -0,0 +1,31 @@
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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.Tools.Tests.InGamePlay
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{
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/// <summary>
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/// Entry point of the in-game play-test GUI test, activated only by the
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/// exact user arg <c>--itest=ingame_play</c>. The driver is added deferred:
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/// resources-ready fires before the game's shell exists.
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/// </summary>
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public class InGamePlayTestInitializer : IModInitializer
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{
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private static bool driverQueued;
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/// <summary>Nothing to do per mod: the driver is queued on resources-ready.</summary>
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public void OnModLoaded(string modId) { }
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/// <summary>Queues the driver once when the activation flag is present.</summary>
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public void OnModResourcesReady()
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{
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if (driverQueued || !OS.GetCmdlineUserArgs().Any(a => a == "--itest=ingame_play"))
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return;
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driverQueued = true;
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GameLogger.Log("TEST", "InGamePlayTestInitializer: activating in-game play-test test");
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(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new InGamePlayTestDriverNode());
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}
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}
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}
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