test(scenes): ✅ Add test scene and script to validate crafting completion proof in game engine
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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src/game/engine/scenes/tests/crafting_complete_proof.gd
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src/game/engine/scenes/tests/crafting_complete_proof.gd
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extends Node
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## Crafting complete modal + unit panel item slot proof — Task 5.2.
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## Mounts the unit_panel and crafting_complete_modal, seeds a stub Dwarven
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## Warrior squad with iron_axe already equipped, selects it (unit_panel shows
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## the item slot), then emits EventBus.item_crafted to pop the modal with
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## dwarven_plate and the eligible squad in the list. Captures + quits.
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const UnitScript: GDScript = preload("res://engine/src/entities/unit.gd")
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const UnitPanelScene: PackedScene = preload(
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"res://engine/scenes/hud/unit_panel.tscn"
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)
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const CraftingModalScene: PackedScene = preload(
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"res://engine/scenes/hud/crafting_complete_modal.tscn"
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)
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const OUTPUT_DIR: String = "user://screenshots"
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const SCREENSHOT_NAME: String = "items_crafting_proof"
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const CAPTURE_DELAY: float = 0.7
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## Extends Unit so crafting_complete_modal's `is UnitScript` check passes.
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## Implements the getters/fields unit_panel.gd reads when it takes the
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## UnitScript branch. Unit.gd itself is a 2-line stub in this repo, so
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## the proof scene must supply everything the UI reads.
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class UnitStub:
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extends Unit
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var type_id: String = "dwarven_warrior"
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var combat_type: String = "melee"
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var hp: int = 10
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var max_hp: int = 10
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var movement_remaining: int = 2
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var position: Vector2i = Vector2i(3, 5)
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var tier: int = 2
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var equipped_items: Array = []
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func get_attack() -> int:
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return 4
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func get_defense() -> int:
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return 3
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func get_movement() -> int:
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return 2
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func is_civilian() -> bool:
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return false
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func has_keyword(_keyword: String) -> bool:
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return false
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func get_combat_type() -> String:
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return "melee"
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func get_name() -> String:
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return "Dwarven Warrior"
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## Minimal player stub for the modal's `_populate_squads` lookup.
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class PlayerStub:
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extends RefCounted
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var index: int = 0
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var units: Array = []
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var _unit_panel: PanelContainer = null
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var _crafting_modal: CanvasLayer = null
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var _player: RefCounted = null
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var _squad: UnitScript = null
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var _captured: bool = false
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func _ready() -> void:
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ThemeVocabulary.load_vocabulary("age-of-dwarves")
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DataLoader.load_theme("age-of-dwarves")
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_seed()
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_mount_ui()
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EventBus.unit_selected.emit(_squad)
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await get_tree().create_timer(0.1).timeout
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EventBus.item_crafted.emit("dwarven_plate", null, _player)
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await get_tree().create_timer(CAPTURE_DELAY).timeout
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_capture_and_quit()
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func _seed() -> void:
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var squad: UnitStub = UnitStub.new()
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squad.equipped_items.append(
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{"item_id": "iron_axe", "charges_remaining": -1}
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)
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_squad = squad
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var player: PlayerStub = PlayerStub.new()
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player.units.append(squad)
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_player = player
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func _mount_ui() -> void:
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_unit_panel = UnitPanelScene.instantiate() as PanelContainer
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# unit_panel expects a parent CanvasLayer anchor; wrap it for visibility.
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var layer: CanvasLayer = CanvasLayer.new()
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layer.layer = 3
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add_child(layer)
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layer.add_child(_unit_panel)
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_unit_panel.position = Vector2(24, 420)
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_unit_panel.custom_minimum_size = Vector2(320, 260)
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_crafting_modal = CraftingModalScene.instantiate() as CanvasLayer
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add_child(_crafting_modal)
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func _capture_and_quit() -> 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(OUTPUT_DIR)
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var viewport: Viewport = get_viewport()
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var tex: ViewportTexture = viewport.get_texture()
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if tex == null:
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push_error("[crafting_proof] viewport texture null (headless?)")
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get_tree().quit()
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return
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var image: Image = tex.get_image()
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var path: String = "%s/%s.png" % [OUTPUT_DIR, SCREENSHOT_NAME]
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image.save_png(path)
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print("[crafting_proof] screenshot saved: ", path)
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await get_tree().create_timer(0.1).timeout
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get_tree().quit()
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@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://craftingproof001"]
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[ext_resource type="Script" path="res://engine/scenes/tests/crafting_complete_proof.gd" id="1"]
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[node name="CraftingCompleteProof" type="Node"]
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script = ExtResource("1")
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