test(scenes): ✅ Add climate_proof and combat_proof test scenes with scripts and UID files for climate and combat scenario validation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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src/game/engine/scenes/tests/climate_proof.gd.uid
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src/game/engine/scenes/tests/climate_proof.gd.uid
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uid://bpjf08mbhnsw
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src/game/engine/scenes/tests/combat_proof.gd
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src/game/engine/scenes/tests/combat_proof.gd
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extends Node2D
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## Phase 8 Combat Proof Scene.
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## Proves: CombatPreview popup displays attacker/defender stats and damage estimates.
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## Sets up a Dwarf Warrior vs Orc Warrior with known D20 stats.
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## Self-capturing: renders the preview popup, saves screenshot, and quits.
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const UnitScript: GDScript = preload("res://engine/src/entities/unit.gd")
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const CombatPreviewScene: PackedScene = preload(
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"res://engine/scenes/combat/combat_preview.tscn"
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)
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const OUTPUT_DIR: String = "user://screenshots"
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const CAPTURE_DELAY: float = 1.5
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var _attacker: RefCounted = null
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var _defender: RefCounted = null
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var _preview: CanvasLayer = null
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func _ready() -> void:
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DataLoader.load_theme("age-of-dwarves")
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await get_tree().create_timer(0.3).timeout
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_setup_units()
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_setup_preview()
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await get_tree().create_timer(CAPTURE_DELAY).timeout
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_capture_and_quit()
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func _setup_units() -> void:
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_attacker = UnitScript.new()
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_attacker.id = "proof_atk_1"
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_attacker.type_id = "warriors"
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_attacker.owner = 0
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_attacker.name = "Dwarf Warriors"
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_attacker.position = Vector2i(5, 5)
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_attacker.base_str = 14
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_attacker.base_dex = 10
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_attacker.base_con = 14
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_attacker.base_int = 8
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_attacker.hp = 80
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_attacker.max_hp = 80
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_defender = UnitScript.new()
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_defender.id = "proof_def_1"
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_defender.type_id = "warriors"
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_defender.owner = 1
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_defender.name = "Orc Warriors"
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_defender.position = Vector2i(6, 5)
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_defender.base_str = 16
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_defender.base_dex = 8
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_defender.base_con = 12
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_defender.base_int = 6
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_defender.hp = 70
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_defender.max_hp = 70
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_defender.fortified_turns = 1
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func _setup_preview() -> void:
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_preview = CombatPreviewScene.instantiate()
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add_child(_preview)
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await get_tree().process_frame
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_preview.show_preview(_attacker, _defender, null, [_attacker, _defender])
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func _capture_and_quit() -> void:
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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("CombatProof: Failed to get viewport image")
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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(
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":", "-"
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).replace("T", "_")
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var rel_path: String = "%s/phase8_proof_%s.png" % [OUTPUT_DIR, 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("CombatProof: %dx%d saved to %s" % [
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image.get_width(), image.get_height(), abs_path
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])
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else:
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push_error("CombatProof: Save failed: %s" % error_string(err))
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get_tree().quit()
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1
src/game/engine/scenes/tests/combat_proof.gd.uid
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src/game/engine/scenes/tests/combat_proof.gd.uid
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uid://bne8dw3hagjnh
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6
src/game/engine/scenes/tests/combat_proof.tscn
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6
src/game/engine/scenes/tests/combat_proof.tscn
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[gd_scene load_steps=2 format=3 uid="uid://combat_proof"]
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[ext_resource type="Script" path="res://engine/scenes/tests/combat_proof.gd" id="1"]
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[node name="CombatProof" type="Node2D"]
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script = ExtResource("1")
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