test(scenes): ✅ Update culture tree proof test to robustly handle data loading and vocabulary initialization
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 14 additions and 11 deletions
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@ -25,10 +25,16 @@ func _ready() -> void:
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if not env_name.is_empty():
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_screenshot_name = env_name
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# Required by every proof scene — without it DataLoader has no data and
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# both `get_all_culture()` and `get_all_techs()` come back empty,
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# leaving the rendered tree blank.
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DataLoader.load_theme("age-of-dwarves")
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# Ensure DataLoader is populated before TurnManager.get_culture_web()
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# tries to build from `get_all_culture()`. Idempotent — every other
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# proof scene calls this for the same reason.
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if DataLoader.get_all_culture().is_empty():
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DataLoader.load_theme("age-of-dwarves")
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# Vocabulary lookup falls back to title-casing the key when the
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# vocabulary dict is empty — meaning the title bar would render
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# "Culture Tree Close Mark" instead of "X". Load the dwarf pack.
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if not ThemeVocabulary.has_key("culture_tree"):
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ThemeVocabulary.load_vocabulary("age-of-dwarves")
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await get_tree().process_frame
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_setup_game_state()
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@ -45,13 +51,10 @@ func _setup_game_state() -> void:
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"num_players": 1,
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})
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var player: RefCounted = GameState.create_player("Dwarf King", "dwarf")
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# Real tradition ids from public/resources/culture/*.json. Two T1 picks
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# already done; mid-research on a T2 entry so the progress bar is
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# visible on its card.
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(player as PlayerScript).add_tradition("ancestor_veneration")
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(player as PlayerScript).add_tradition("oral_tradition")
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(player as PlayerScript).researching_tradition = "epic_poetry"
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(player as PlayerScript).culture_research_progress = 14 # cost 35 → ~40 %
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(player as PlayerScript).add_tradition("ancestor_song")
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(player as PlayerScript).add_tradition("clan_chronicle")
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(player as PlayerScript).researching_tradition = "rite_of_remembering"
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(player as PlayerScript).culture_research_progress = 12
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GameState.current_player_index = 0
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var cw: CultureWebScript = TurnManager.get_culture_web()
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