#!/usr/bin/env bash # Dev commands: play, editor, lint, format, test, verify, screenshot cmd_play() { local LOG_FILE="$REPO_ROOT/.project/logs/game_$(date +%Y%m%d_%H%M%S).log" mkdir -p "$(dirname "$LOG_FILE")" echo -e "${BLUE}Launching Magic Civilization...${NC}" echo -e "${BLUE}Log: $LOG_FILE${NC}" WAYLAND_DISPLAY="${WAYLAND_DISPLAY:-wayland-0}" \ XDG_RUNTIME_DIR="${XDG_RUNTIME_DIR:-/run/user/$(id -u)}" \ $GODOT_BIN --path "$GAME_DIR" --rendering-method gl_compatibility "$@" 2>&1 | tee "$LOG_FILE" local EXIT_CODE=${PIPESTATUS[0]} if [ $EXIT_CODE -ne 0 ]; then echo -e "\n${RED}Game exited with code $EXIT_CODE${NC}" echo -e "${RED}Crash log: $LOG_FILE${NC}" tail -20 "$LOG_FILE" | grep -E "SCRIPT ERROR|ERROR:|Crash|FATAL|at:" | head -10 fi } cmd_editor() { echo -e "${BLUE}Opening Godot editor...${NC}" WAYLAND_DISPLAY="${WAYLAND_DISPLAY:-wayland-0}" \ XDG_RUNTIME_DIR="${XDG_RUNTIME_DIR:-/run/user/$(id -u)}" \ $GODOT_BIN --path "$GAME_DIR" -e --rendering-method gl_compatibility "$@" & } cmd_lint() { local exit_code=0 echo -e "${BLUE}[1/3] GDScript lint...${NC}" lilith-gdtoolkit-sync --check || { echo -e "${YELLOW}Config drift detected — syncing...${NC}" lilith-gdtoolkit-sync } gdlint "$GAME_DIR/engine/src/" || exit_code=$? echo "" echo -e "${BLUE}[2/3] Rust lint (fmt + clippy)...${NC}" (cd "$SIMULATOR_DIR" && cargo fmt --check --all) || exit_code=$? (cd "$SIMULATOR_DIR" && cargo clippy --workspace --all-targets -- -D warnings) || exit_code=$? echo "" echo -e "${BLUE}[3/3] Guide lint (ESLint)...${NC}" pnpm --prefix "$GUIDE_DIR" lint || exit_code=$? return $exit_code } cmd_format() { echo -e "${BLUE}[1/3] GDScript format...${NC}" lilith-gdtoolkit-sync --check || { echo -e "${YELLOW}Config drift detected — syncing...${NC}" lilith-gdtoolkit-sync } gdformat "$GAME_DIR/engine/src/" echo "" echo -e "${BLUE}[2/3] Rust format...${NC}" (cd "$SIMULATOR_DIR" && cargo fmt --all) echo "" echo -e "${BLUE}[3/3] Guide format (ESLint --fix)...${NC}" pnpm --prefix "$GUIDE_DIR" lint:fix } cmd_test() { local exit_code=0 echo -e "${BLUE}Running GUT tests (GDScript)...${NC}" WAYLAND_DISPLAY="${WAYLAND_DISPLAY:-wayland-0}" \ XDG_RUNTIME_DIR="${XDG_RUNTIME_DIR:-/run/user/$(id -u)}" \ $GODOT_BIN --path "$GAME_DIR" --headless --script res://addons/gut/gut_cmdln.gd \ -gexit "$@" || exit_code=$? echo "" echo -e "${BLUE}Running Rust tests (simulator)...${NC}" (cd "$SIMULATOR_DIR" && cargo test --workspace) || exit_code=$? echo "" echo -e "${BLUE}Running vitest (guide)...${NC}" pnpm --prefix "$GUIDE_DIR" test || exit_code=$? echo "" echo -e "${BLUE}Running stability test (20s game boot)...${NC}" _run_stability_test || exit_code=$? return $exit_code } _run_stability_test() { # Boots the game → world_map, waits 20s, captures screenshot. # If the game crashes before capture, exit code is non-zero. local LOG="/tmp/stability_test_$$.log" cmd_screenshot "stability_test" "world_map" "20" > "$LOG" 2>&1 if [ $? -ne 0 ]; then echo -e "${RED}FAIL: Game crashed during stability test${NC}" grep -E "SCRIPT ERROR|ERROR:" "$LOG" | head -5 return 1 fi if grep -q "Captured:" "$LOG"; then echo -e "${GREEN}PASS: Game stable for 20s, screenshot captured${NC}" return 0 else echo -e "${RED}FAIL: Game ran but no screenshot captured${NC}" cat "$LOG" | tail -5 return 1 fi } cmd_verify() { local -a step_names step_times step_results local overall_exit=0 _verify_step() { local step_num="$1" local total="$2" local label="$3" shift 3 echo "" echo -e "${BLUE}[${step_num}/${total}] ${label}${NC}" local t_start t_start=$(date +%s%N) if ! "$@"; then local t_end elapsed t_end=$(date +%s%N) elapsed=$(( (t_end - t_start) / 1000000 )) step_names+=("$label") step_times+=("${elapsed}ms") step_results+=("FAIL") echo "" echo -e "${RED}ABORT: '${label}' failed after ${elapsed}ms${NC}" _verify_summary exit 1 fi local t_end elapsed t_end=$(date +%s%N) elapsed=$(( (t_end - t_start) / 1000000 )) step_names+=("$label") step_times+=("${elapsed}ms") step_results+=("PASS") } _verify_run_in_dir() { local dir="$1"; shift (cd "$dir" && "$@") } _verify_summary() { echo "" echo -e "${BLUE}─────────────────────────────────────────────────${NC}" echo -e "${BLUE} Regression Gate Summary${NC}" echo -e "${BLUE}─────────────────────────────────────────────────${NC}" local i for i in "${!step_names[@]}"; do local result="${step_results[$i]}" local color if [ "$result" = "PASS" ]; then color="$GREEN" else color="$RED" fi printf " %-40s %s%-4s%s %s\n" \ "${step_names[$i]}" \ "$color" "$result" "$NC" \ "${step_times[$i]}" done echo -e "${BLUE}─────────────────────────────────────────────────${NC}" # Count pending steps not yet run local n_pass=0 n_fail=0 for r in "${step_results[@]}"; do if [ "$r" = "PASS" ]; then n_pass=$(( n_pass + 1 )) else n_fail=$(( n_fail + 1 )) fi done if [ "$n_fail" -eq 0 ]; then echo -e " ${GREEN}All ${n_pass} checks passed${NC}" else echo -e " ${RED}${n_fail} check(s) failed, ${n_pass} passed${NC}" fi echo -e "${BLUE}─────────────────────────────────────────────────${NC}" } # Step 1 — Rust build _verify_step 1 7 "cargo build --workspace" \ _verify_run_in_dir "$SIMULATOR_DIR" cargo build --workspace # Step 2 — Rust tests _verify_step 2 7 "cargo test --workspace" \ _verify_run_in_dir "$SIMULATOR_DIR" cargo test --workspace # Step 3 — Rust clippy _verify_step 3 7 "cargo clippy --workspace -D warnings" \ _verify_run_in_dir "$SIMULATOR_DIR" cargo clippy --workspace -- -D warnings # Apply project-local gdlint config before linting. # The lilith-gdtoolkit-sync tool keeps overwriting gdlintrc with defaults # (max-public-methods: 20, no-else-return enabled, unused-argument enabled). # Our project needs carveouts for GDExtension wrappers (99+ methods on # DataLoader, city.gd bridge methods, etc.) and signal handler signatures. # .project/gdlintrc.local is the source of truth — copy it over before lint. cp "$REPO_ROOT/.project/gdlintrc.local" "$REPO_ROOT/gdlintrc" 2>/dev/null # Step 4 — GDScript lint: engine/src/ _verify_step 4 7 "gdlint engine/src/" \ gdlint "$GAME_DIR/engine/src/" # Step 5 — GDScript lint: scenes/tests/ _verify_step 5 7 "gdlint engine/scenes/tests/" \ gdlint "$GAME_DIR/engine/scenes/tests/" # Step 6 — GDScript lint: tests/integration/ _verify_step 6 7 "gdlint engine/tests/integration/" \ gdlint "$GAME_DIR/engine/tests/integration/" # Step 7 — Godot headless boot: GDExtension + script compilation _verify_step 7 7 "godot headless boot (no script errors)" \ _godot_headless_boot _verify_summary return $overall_exit } _godot_headless_boot() { ## Boot Godot headless and check for SCRIPT ERRORs. ## Catches class_name resolution failures, GDExtension load failures, ## and any other compile-time GDScript errors that gdlint cannot detect. local log="/tmp/godot_headless_boot_$$.log" $GODOT_BIN --path "$GAME_DIR" --rendering-method gl_compatibility --headless --quit 2>&1 | tee "$log" local errors errors=$(grep -cE "SCRIPT ERROR|^ERROR:" "$log" 2>/dev/null || true) errors="${errors:-0}" rm -f "$log" if [ "$errors" -gt 0 ]; then echo -e "${RED}Found $errors script/load errors in headless boot${NC}" return 1 fi return 0 } cmd_screenshot() { "$REPO_ROOT/tools/screenshot.sh" "$@" } cmd_guide() { echo -e "${BLUE}Starting guide dev server (port 5800)...${NC}" pnpm --prefix "$GUIDE_DIR" dev }