collection_edit adds the dev_tools toolset and checks the studio

The test includes the whole developer toolset the way a player does and
checks that the scenario studio is loaded with its toolbar button.
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cthangover committed 2026-10-18 21:32:17 +02:00
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commit 75cc3c1279
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@@ -1,6 +1,6 @@
{ {
"name": "Collection Edit Test", "name": "Collection Edit Test",
"description": "Integration test of editing the running game's collection: the novel template is entered, its collection gets the editors mechanic, back to the menu and New game of the same game must switch the mod set in-process so the editors are loaded. Activated only by --itest=collection_edit (with --game=novel_template).", "description": "Integration test of editing the running game's collection: the novel template is entered, its collection gets the dev_tools toolset (editors, scenario studio), back to the menu and New game of the same game must switch the mod set in-process so the editors are loaded. Activated only by --itest=collection_edit (with --game=novel_template).",
"sources": [ "sources": [
"src/*.cs" "src/*.cs"
] ]
@@ -19,11 +19,12 @@ namespace Mods.CollectionEditTest
/// <list type="number"> /// <list type="number">
/// <item>The novel template is entered; it matches its collection and the /// <item>The novel template is entered; it matches its collection and the
/// editors are not loaded.</item> /// editors are not loaded.</item>
/// <item>The collection gets the editors mechanic (<c>editor_tools</c>), saved /// <item>The collection gets the developer toolset (<c>dev_tools</c>: editors,
/// the way the collection editor saves it (a user package with the same id): /// the scenario studio, …), saved the way the collection editor saves it (a
/// the running game is now outdated.</item> /// user package with the same id): the running game is now outdated.</item>
/// <item>Menu → Play → New game of the same game switches the mod set in /// <item>Menu → Play → New game of the same game switches the mod set in
/// place: the editors are loaded and the game matches its collection again.</item> /// place: the editors and the studio are loaded, the studio's button is on
/// the game's toolbar and the game matches its collection again.</item>
/// </list> /// </list>
/// A player's own package of the game is moved aside for the run and put /// A player's own package of the game is moved aside for the run and put
/// back afterwards. Prints <c>[TEST_RESULT] name=collection_edit</c>. /// back afterwards. Prints <c>[TEST_RESULT] name=collection_edit</c>.
@@ -33,7 +34,9 @@ namespace Mods.CollectionEditTest
public const string Flag = "--itest=collection_edit"; public const string Flag = "--itest=collection_edit";
private const string GameId = "novel_template"; private const string GameId = "novel_template";
private const string AddedToolset = "dev_tools";
private const string AddedMod = "editor_tools"; private const string AddedMod = "editor_tools";
private const string StudioMod = "scenario_studio";
private const float TimeoutSeconds = 240f; private const float TimeoutSeconds = 240f;
private readonly List<string> failures = new(); private readonly List<string> failures = new();
@@ -132,6 +135,8 @@ namespace Mods.CollectionEditTest
var reload = ModManager.Instance.LastReload; var reload = ModManager.Instance.LastReload;
Check("New game after the edit switched the mod set", reload?.Applied == true && reload.Plan?.Load.Contains(AddedMod) == true); Check("New game after the edit switched the mod set", reload?.Applied == true && reload.Plan?.Load.Contains(AddedMod) == true);
Check($"'{AddedMod}' is loaded after the edit", EditorsLoaded); Check($"'{AddedMod}' is loaded after the edit", EditorsLoaded);
Check($"'{StudioMod}' is loaded after the edit", ModRegistry.Instance.Mods.ContainsKey(StudioMod));
Check("the studio's button is on the game's toolbar", HasToolbarButton(TranslationServer.Translate("studio/title").ToString()));
Check("the game matches its edited collection", !GameCatalog.IsActiveOutdated()); Check("the game matches its edited collection", !GameCatalog.IsActiveOutdated());
Check($"entered a scene of '{GameId}' ('{enteredScenes[0]}')", true); Check($"entered a scene of '{GameId}' ('{enteredScenes[0]}')", true);
Finish(); Finish();
@@ -143,8 +148,8 @@ namespace Mods.CollectionEditTest
} }
/// <summary> /// <summary>
/// Saves the game's collection with an extra editors mechanic as a user /// Saves the game's collection with the developer toolset included, as a
/// package — what the collection editor does when the player adds one. /// user package — what the collection editor does when the player adds it.
/// </summary> /// </summary>
private void AddEditorsToCollection() private void AddEditorsToCollection()
{ {
@@ -152,8 +157,8 @@ namespace Mods.CollectionEditTest
var source = GameCatalog.LoadCollections()[GameId]; var source = GameCatalog.LoadCollections()[GameId];
var edited = JsonSerializer.Deserialize<ModCollection>(JsonSerializer.Serialize(source)); var edited = JsonSerializer.Deserialize<ModCollection>(JsonSerializer.Serialize(source));
edited.Package = source.Package; edited.Package = source.Package;
edited.Mechanics ??= new List<ModCollectionMechanic>(); edited.Includes ??= new List<ModCollectionInclude>();
edited.Mechanics.Add(new ModCollectionMechanic { Id = "editors", Name = "Editors", Mods = new List<string> { AddedMod + ">=1" } }); edited.Includes.Add(new ModCollectionInclude { Ref = AddedToolset + ">=1", Role = "tools" });
var user = ModCollectionStore.LoadUser().Where(c => !string.Equals(c.Id, GameId, StringComparison.OrdinalIgnoreCase)).ToList(); var user = ModCollectionStore.LoadUser().Where(c => !string.Equals(c.Id, GameId, StringComparison.OrdinalIgnoreCase)).ToList();
user.Add(edited); user.Add(edited);
@@ -188,6 +193,9 @@ namespace Mods.CollectionEditTest
} }
} }
private bool HasToolbarButton(string tooltip)
=> GetTree().Root.FindChildren("*", "Button", true, false).OfType<Button>().Any(b => b.TooltipText == tooltip && b.IsVisibleInTree());
/// <summary>The main menu's Play button, pressed; false while it is not on screen.</summary> /// <summary>The main menu's Play button, pressed; false while it is not on screen.</summary>
private bool PressMenuPlay() private bool PressMenuPlay()
{ {