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using System.Collections.Generic;
using System.Linq;
using Cthangover.Core.Bootstrap;
using Cthangover.Core.Utils;
using Cthangover.Mods.Interface.Tool;
using Cthangover.Mods.Rpg;
using Godot;
namespace Cthangover.Tools.RpgEditor.Tests
{
/// <summary>
/// Drives the RPG map editor through its controls like an author: layer
/// buttons are pressed, the palette and the canvas get mouse events through
/// their <c>gui_input</c> signal, Ctrl+Z goes into the window. The window is
/// freed at the end without saving, so the demo maps never change.
/// Result line: <c>[TEST_RESULT] name=rpg_editor_edit passed=N failed=M</c>.
/// </summary>
public partial class RpgEditorTestDriver : Node
{
private const float TickSeconds = 0.15f;
private const float TimeoutSeconds = 60f;
private const int RockTile = 11;
private static readonly Vector2I PaintCell = new(3, 5);
private static readonly Vector2I EventCell = new(2, 6);
private readonly string shotsDir;
private readonly List<string> failures = new();
private int passed;
private int step;
private double elapsed;
private RpgMapEditorWindow window;
private RpgMapEditorCanvas canvas;
private int eventsBefore;
/// <summary>Creates the driver; <paramref name="shotsDir"/> null disables screenshots.</summary>
public RpgEditorTestDriver(string shotsDir)
{
this.shotsDir = shotsDir;
Name = "RpgEditorTestDriver";
var timer = new Timer { WaitTime = TickSeconds, Autostart = true };
AddChild(timer);
timer.Timeout += Tick;
}
private void Tick()
{
if (step < 0)
return;
elapsed += TickSeconds;
if (elapsed > TimeoutSeconds)
{
Fail($"timeout at step {step}");
Finish();
return;
}
try
{
RunStep();
}
catch (System.Exception ex)
{
Fail($"step {step}: {ex.GetType().Name}: {ex.Message}");
Finish();
}
}
private void RunStep()
{
switch (step)
{
case 0:
if (!Boot.IsReady || RpgWorldHost.Current?.View == null)
return;
var box = RpgInput.FindDialogBox();
if (box != null && box.IsRunning)
{
box.NextAction();
return;
}
window = ToolWindow.Open<RpgMapEditorWindow>();
step++;
return;
case 1:
canvas = window.FindChildren("*", "", true, false).OfType<RpgMapEditorCanvas>().FirstOrDefault();
if (canvas?.Document == null || canvas.Tileset == null)
return;
Check(canvas.Document.Map.ID.StartsWith("rpg_"), $"the editor opened a demo map ({canvas.Document.Map.ID})");
Shot("editor");
Press("tools/rpg_editor/layer_main");
Check(canvas.ActiveLayer == RpgEditLayer.Main, "the layer button switches the brush to the main layer");
ClickPalette(RockTile);
Check(canvas.SelectedTile == RockTile, $"a palette click picks tile {RockTile}, got {canvas.SelectedTile}");
step++;
return;
case 2:
var before = canvas.Document.Grid.GetTile(RpgLayer.Main, PaintCell.X, PaintCell.Y);
ClickCanvas(PaintCell, false);
Check(canvas.Document.Grid.GetTile(RpgLayer.Main, PaintCell.X, PaintCell.Y) == RockTile, "a canvas click paints the tile");
Check(window.Title.StartsWith("* "), "the window is marked dirty");
window.PushInput(new InputEventKey { Keycode = Key.Z, PhysicalKeycode = Key.Z, CtrlPressed = true, Pressed = true });
Check(canvas.Document.Grid.GetTile(RpgLayer.Main, PaintCell.X, PaintCell.Y) == before, "Ctrl+Z undoes the stroke");
Press("tools/rpg_editor/layer_events");
eventsBefore = canvas.Document.Map.Events.Count;
ClickCanvas(EventCell, true);
Check(canvas.Document.Map.Events.Count == eventsBefore + 1 && canvas.SelectedEvent != null, "a double click adds and selects an event");
step++;
return;
case 3:
// Screenshots one tick after the action, when the frame shows it.
Shot("events");
Press("tools/rpg_editor/layer_collision");
step++;
return;
case 4:
Shot("collision");
window.QueueFree();
Finish();
return;
}
}
private void Press(string key)
{
var text = TranslationServer.Translate(key);
var button = window.FindChildren("*", "", true, false).OfType<Button>().FirstOrDefault(b => b.Text == text);
if (button == null)
{
Fail($"button '{text}' not found");
return;
}
button.EmitSignal(BaseButton.SignalName.Pressed);
}
private void ClickPalette(int index)
{
var palette = window.FindChildren("*", "", true, false).OfType<RpgTilePalette>().First();
var tileset = canvas.Tileset;
var cell = palette.Size.X / tileset.Columns;
var position = new Vector2(index % tileset.Columns + 0.5f, index / tileset.Columns + 0.5f) * cell;
palette.EmitSignal(Control.SignalName.GuiInput, new InputEventMouseButton { ButtonIndex = MouseButton.Left, Pressed = true, Position = position });
}
private void ClickCanvas(Vector2I cell, bool doubleClick)
{
var size = canvas.Tileset.TileSize * canvas.Zoom;
var position = new Vector2(cell.X + 0.5f, cell.Y + 0.5f) * size;
canvas.EmitSignal(Control.SignalName.GuiInput, new InputEventMouseButton { ButtonIndex = MouseButton.Left, Pressed = true, DoubleClick = doubleClick, Position = position });
canvas.EmitSignal(Control.SignalName.GuiInput, new InputEventMouseButton { ButtonIndex = MouseButton.Left, Pressed = false, Position = position });
}
private void Check(bool condition, string what)
{
if (condition)
{
passed++;
GameLogger.Log("TEST", $"[PASS] {what}");
}
else
{
Fail(what);
}
}
private void Fail(string what)
{
failures.Add(what);
GameLogger.Log("TEST", $"[FAIL] {what}", LogLevel.Error);
}
private void Shot(string name)
{
if (string.IsNullOrEmpty(shotsDir) || DisplayServer.GetName() == "headless")
return;
DirAccess.MakeDirRecursiveAbsolute(shotsDir);
GetViewport().GetTexture().GetImage()?.SavePng(shotsDir.TrimEnd('/') + "/rpg_editor_" + name + ".png");
}
private void Finish()
{
step = -1;
GameLogger.Log("TEST", $"[TEST_RESULT] name=rpg_editor_edit passed={passed} failed={failures.Count}");
GetTree().Quit(failures.Count == 0 ? 0 : 1);
}
}
}