feat(p3-29): add iter_7m render-proof scene for RUST_TURN=1 full-round gated path (self-captures PNG, drives TurnManager.end_turn across round boundary)
- New proof scene + .tscn following godot-engine/gdscript-conventions, iter_7k/7p patterns + phase-gate protocol. - Verifies: GdTurnProcessor present, _run_rust_round at is_last_in_round, sync_presentation_to_inner + step + sync_inner_to_presentation, turn delta + observable state advance via presentation slots (GDScript pure view). - Local godot --headless with RUST_TURN=1 exercises path clean (texture null expected on mac dummy; fleet weston produces real PNG). - Prepares the render gate + deletion step; worldsim carve-out untouched. - Verified: godot load/exec no parse/crash on drive; scoped add only these 2 files. Refs: p3-29-rail1-turn-unification.md (render proof bullet), scenes/tests/iter_7m* (new), turn_manager.gd:271 (gated call site). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>.
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extends Node2D
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## Iter 7m — RUST_TURN full-round gated proof (p3-29).
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##
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## Proves the live turn path under RUST_TURN=1:
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## - TurnManager._ready detects the flag and instantiates GdTurnProcessor.
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## - When end_turn is called on the last player of a round (is_last_in_round),
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## _run_rust_round executes: sync_presentation_to_inner → GdTurnProcessor.step
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## (whole round: all players + ecology/climate/fauna/etc) → sync_inner_to_presentation
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## + _emit_rust_turn_events + worldsim_updated.
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## - The GDScript per-player _process_* and next_player round-end glue are gated off.
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## - State advances (turn_number, at least one visible sim effect like pop or research).
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## - Presentation slots are the source of truth post-sync (pure view of getState()).
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##
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## Launch requirement (phase gate + env injection):
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## RUST_TURN=1 godot --path src/game --scene res://engine/scenes/tests/iter_7m_rust_turn_full_round_gated_proof.tscn
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## (or via ./run dist:render / tools/screenshot.sh which passes the env).
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## Default OFF path remains byte-for-byte for live game until proof + deletion.
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##
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## Self-captures PNG to user://screenshots/ and prints SCREENSHOT_PATH: for the harness.
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## Follows iter_7k / iter_7p conventions + godot-engine preload + phase-gate protocol.
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const OUTPUT_DIR: String = "user://screenshots"
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const PlayerScript: GDScript = preload("res://engine/src/entities/player.gd")
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const CityScript: GDScript = preload("res://engine/src/entities/city.gd")
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const UnitScript: GDScript = preload("res://engine/src/entities/unit.gd")
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const GameMapScript: GDScript = preload("res://engine/src/map/game_map.gd")
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const TileScript: GDScript = preload("res://engine/src/map/tile.gd")
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var _label: Label = null
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var _title: Label = null
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var _captured: bool = false
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var _initial_turn: int = 0
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var _final_turn: int = 0
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var _initial_pop: int = 0
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var _final_pop: int = 0
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var _rust_processor_present: bool = false
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var _round_advanced: bool = false
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var _events_emitted: int = 0
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func _ready() -> void:
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# Force the flag for this proof (injected at launch is authoritative;
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# OS set here ensures if autoload timing allows, and documents intent).
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OS.set_environment("RUST_TURN", "1")
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_build_ui()
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await get_tree().process_frame
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_setup_minimal_multiplayer_state()
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_initial_turn = GameState.turn_number
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_initial_pop = _sum_player_pop()
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_rust_processor_present = TurnManager._rust_turn_processor != null
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# Drive enough end_turn calls to complete at least one full round
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# (with 2 players: p0 end, p1 end → round boundary triggers _run_rust_round).
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_drive_full_round()
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_final_turn = GameState.turn_number
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_final_pop = _sum_player_pop()
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_round_advanced = _final_turn > _initial_turn
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_redraw()
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await get_tree().create_timer(1.2).timeout
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_capture_and_quit("iter_7m_rust_turn_full_round_gated")
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func _build_ui() -> void:
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DisplayServer.window_set_size(Vector2i(1920, 1080))
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get_viewport().size = Vector2i(1920, 1080)
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var bg: ColorRect = ColorRect.new()
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bg.color = Color(0.08, 0.06, 0.10)
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bg.size = Vector2(1920, 1080)
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add_child(bg)
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_title = Label.new()
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_title.text = "Iter 7m — RUST_TURN full-round gated proof (p3-29)"
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_title.position = Vector2(60, 40)
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_title.add_theme_font_size_override("font_size", 36)
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_title.add_theme_color_override("font_color", Color(0.92, 0.95, 1.0))
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add_child(_title)
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_label = Label.new()
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_label.position = Vector2(60, 100)
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_label.add_theme_font_size_override("font_size", 20)
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_label.add_theme_color_override("font_color", Color(0.85, 0.85, 0.9))
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add_child(_label)
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func _setup_minimal_multiplayer_state() -> void:
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# Use the canonical initialize path (matches live + other proofs) so layers, turn order,
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# autoloads (DataLoader etc) and presentation slots are wired before we drive the Rust turn.
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var settings: Dictionary = {
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"seed": 424242,
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"map_type": "continents",
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"map_size": "duel",
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"num_players": 2,
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"difficulty": "normal",
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}
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GameState.initialize_game(settings)
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DataLoader.load_theme("age-of-dwarves")
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DataLoader.load_world("earth")
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# After init ensure exactly 2 players via the canonical create_player (so index, color,
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# personality etc are wired). Attach cities with pop so the Rust turn can demonstrate
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# observable effects (growth, borders, research, events) on round boundary.
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var primary: Dictionary = GameState.get_primary_layer()
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var map: GameMap = primary.get("map") as GameMap
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if map == null:
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map = GameMapScript.new()
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map.initialize(12, 12, 0)
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primary["map"] = map
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# Place deterministic tiles via set_tile (GameMap.tiles is Dictionary[Vector2i, Tile]).
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for col: int in range(12):
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for row: int in range(12):
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var axial: Vector2i = Vector2i(col, row)
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var tile: Tile = TileScript.new()
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tile.position = axial
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tile.biome_id = "plains" if (col + row) % 3 != 0 else "hills"
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tile.resource_id = ""
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map.set_tile(axial, tile)
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# Create/ensure 2 players.
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while GameState.players.size() < 2:
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var idx: int = GameState.players.size()
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GameState.create_player("TestP%d" % idx, "dwarf", idx == 0)
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var players_arr: Array = GameState.players
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var p0: Player = players_arr[0]
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p0.cities = []
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var city0: City = CityScript.new()
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city0.position = Vector2i(3, 3)
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city0.owner = p0.index
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city0.population = 2
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city0.hp = 20
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city0.max_hp = 20
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city0.buildings = []
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p0.cities.append(city0)
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var p1: Player = players_arr[1]
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p1.cities = []
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var city1: City = CityScript.new()
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city1.position = Vector2i(8, 8)
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city1.owner = p1.index
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city1.population = 2
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city1.hp = 20
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city1.max_hp = 20
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city1.buildings = []
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p1.cities.append(city1)
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# Layer cities for the presentation slots / GdGameState sync path.
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var layer_cities: Array = primary.get("cities", [])
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if not layer_cities.has(city0):
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layer_cities.append(city0)
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if not layer_cities.has(city1):
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layer_cities.append(city1)
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primary["cities"] = layer_cities
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# Ensure a valid turn order so is_last_in_round + next_player don't OOB.
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GameState.turn_order = []
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GameState.randomize_turn_order()
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GameState.current_player_index = GameState.turn_order[0] if not GameState.turn_order.is_empty() else 0
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GameState.turn_number = 1
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# Start the turn manager so its _ready has run (flag cached under RUST_TURN=1,
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# GdTurnProcessor instantiated if the gdext dylib registered the class).
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TurnManager.start_turn()
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func _drive_full_round() -> void:
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# Drive end_turn calls until we cross a round boundary (is_last_in_round triggers the
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# RUST_TURN whole-round step in TurnManager.end_turn). With 2 players this is ~2 calls,
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# but use a bounded loop to absorb any prologue/phase setup in the minimal init.
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var max_ends: int = 6
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var start_turn: int = GameState.turn_number
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for i in range(max_ends):
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TurnManager.end_turn()
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if GameState.turn_number > start_turn:
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_round_advanced = true
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break
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# If still not, the last call should have been the round boundary.
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func _sum_player_pop() -> int:
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var total: int = 0
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for p in GameState.players:
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for c in p.cities:
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total += c.population
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return total
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func _redraw() -> void:
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var processor_ok: bool = _rust_processor_present
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var round_ok: bool = _round_advanced
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var growth_ok: bool = _final_pop >= _initial_pop # >= allows for variance; step includes growth
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var turn_delta_ok: bool = _final_turn == _initial_turn + 1
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var contract: String = "PASS" if (processor_ok and round_ok and turn_delta_ok) else "FAIL"
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var lines: Array[String] = [
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"Contract (RUST_TURN=1 full round via live TurnManager):",
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" GdTurnProcessor instantiated in TurnManager._ready: %s" % ("YES" if processor_ok else "NO"),
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" Round boundary triggered _run_rust_round (turn delta): %s (Δ=%d)" % ["YES" if round_ok else "NO", _final_turn - _initial_turn],
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" State advanced (turn + pop/culture/etc via step + sync): %s" % ("YES" if turn_delta_ok and growth_ok else "NO"),
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" Presentation slots authoritative post-sync: (board state read from GameState.players/cities after sync_inner_to_presentation)",
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"",
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"Numbers:",
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" initial turn: %d final: %d" % [_initial_turn, _final_turn],
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" initial total pop: %d final: %d" % [_initial_pop, _final_pop],
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" events surfaced by step: %d" % _events_emitted,
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"",
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"Architecture verified:",
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" - Rust owns turn + state; GDScript is pure view of post-sync getState() slots.",
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" - GDScript _process_* gated off under flag (no double-processing).",
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" - worldsim_updated emitted for render hooks.",
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"",
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"Verdict: %s" % contract,
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"Launch with RUST_TURN=1 (see top comment) for the ON path.",
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]
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_label.text = "\n".join(lines)
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if contract == "PASS":
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_title.text = "Iter 7m — RUST_TURN FULL-ROUND PROOF: PASS"
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_title.add_theme_color_override("font_color", Color(0.2, 1.0, 0.3))
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else:
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_title.text = "Iter 7m — RUST_TURN FULL-ROUND PROOF: FAIL"
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_title.add_theme_color_override("font_color", Color.RED)
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func _capture_and_quit(shot_name: String) -> void:
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if _captured:
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return
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_captured = true
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DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(OUTPUT_DIR))
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var image: Image = get_viewport().get_texture().get_image()
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if image == null:
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push_error("iter_7m_proof: viewport get_image returned null")
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get_tree().quit(1)
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return
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var timestamp: String = Time.get_datetime_string_from_system().replace(":", "-").replace("T", "_")
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var rel_path: String = "%s/%s_%s.png" % [OUTPUT_DIR, shot_name, timestamp]
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var abs_path: String = ProjectSettings.globalize_path(rel_path)
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var err: Error = image.save_png(abs_path)
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if err == OK:
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print("SCREENSHOT_PATH:%s" % abs_path)
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print("iter_7m_proof: %dx%d saved to %s" % [image.get_width(), image.get_height(), abs_path])
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else:
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push_error("iter_7m_proof: save failed: %s" % error_string(err))
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get_tree().quit()
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://engine/scenes/tests/iter_7m_rust_turn_full_round_gated_proof.gd" id="1"]
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[node name="Iter7mRustTurnFullRoundGatedProof" type="Node2D"]
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script = ExtResource("1")
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