Files
cards/tests/ui_test.gd

813 lines
35 KiB
GDScript

extends Node
## Oberflächentest mit echtem Fenster und Screenshots:
## DINGER_SHOTS=/pfad/zum/ordner godot --path . tests/ui_test.tscn
const SAVE := "user://test_ui_spielstand.json"
var main: Control
var shots := ""
var passed := 0
var failed := 0
func check(cond: bool, msg: String) -> void:
if cond:
passed += 1
else:
failed += 1
printerr("FEHLER: " + msg)
func frames(n: int = 2) -> void:
for i in n:
await get_tree().process_frame
func shot(name: String) -> void:
if shots == "":
return
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png(shots.path_join(name + ".png"))
func click_at(pos: Vector2) -> void:
var down := InputEventMouseButton.new()
down.position = pos
down.global_position = pos
down.button_index = MOUSE_BUTTON_LEFT
down.pressed = true
get_viewport().push_input(down)
var up: InputEventMouseButton = down.duplicate()
up.pressed = false
get_viewport().push_input(up)
await frames(2)
func click(node: Control) -> void:
check(node != null, "Klickziel vorhanden")
if node != null:
await click_at(node.get_global_rect().get_center())
func right_click() -> void:
var down := InputEventMouseButton.new()
down.position = Vector2(5, 5)
down.global_position = down.position
down.button_index = MOUSE_BUTTON_RIGHT
down.pressed = true
get_viewport().push_input(down)
var up: InputEventMouseButton = down.duplicate()
up.pressed = false
get_viewport().push_input(up)
await frames(2)
func key(code: int) -> void:
var down := InputEventKey.new()
down.keycode = code
down.pressed = true
get_viewport().push_input(down)
var up := InputEventKey.new()
up.keycode = code
up.pressed = false
get_viewport().push_input(up)
await frames(2)
## Mulligan-Maske wegklicken (Hand behalten), falls sie offen ist.
func clear_mulligan(scr) -> void:
if scr.mulligan_box.visible:
await click(scr.b_keep)
func hover(node: Control) -> void:
var ev := InputEventMouseMotion.new()
ev.position = node.get_global_rect().get_center()
ev.global_position = ev.position
get_viewport().push_input(ev)
await frames(2)
func screen():
return main.screen
## Jeder Abschnitt startet im Menü, auch wenn ein vorheriger abgebrochen ist.
func ensure_menu() -> void:
if main.net.connected:
main.net.leave()
if TranslationServer.get_locale().begins_with("en"):
main.set_language("de")
if not (screen() is MenuScreen):
main.show_screen(MenuScreen.new())
await frames(2)
func find_button(text: String, root: Node = null) -> Button:
if root == null:
root = screen()
for c in root.get_children():
if c is Button and (c.text == text or c.tr(c.text) == text) and c.is_visible_in_tree():
return c
var found := find_button(text, c)
if found != null:
return found
return null
func card_views(root: Node) -> Array:
var out := []
for c in root.get_children():
if c is CardView:
out.append(c)
out.append_array(card_views(c))
return out
## Wartet, bis keine Kachel mehr animiert wird (Angriffe verschieben Kacheln kurz).
func settle(scr) -> void:
for i in 40:
if not scr.tiles.values().any(func(t): return t.busy):
return
await frames(1)
func wait_for_human(scr) -> void:
var g: Game = scr.game
var wait := 0
while g.current() != g.human and g.winner == "" and wait < 600:
await frames(1)
wait += 1
await frames(1)
await clear_mulligan(scr)
func _ready() -> void:
Game.test_seed = 4242 # wiederholbare Partien und Booster
shots = OS.get_environment("DINGER_SHOTS")
var abs := ProjectSettings.globalize_path(SAVE)
for suffix in ["", ".bak", ".corrupt"]:
if FileAccess.file_exists(SAVE + suffix):
DirAccess.remove_absolute(abs + suffix)
main = load("res://scenes/main.tscn").instantiate()
main.save_path = SAVE
add_child(main)
await frames(3)
for t in [test_menu_und_regeln, test_booster, test_deckbau, test_gegnerauswahl, test_einstellungen,
test_erfolge, test_kampagne, test_werkstatt, test_sprache, test_anleitung, test_herausforderung,
test_hotseat, test_netzwerk, test_kampf.bind(2, 3), test_kampf_abbrechen]:
await ensure_menu()
await t.call()
for suffix in ["", ".bak", ".corrupt"]:
if FileAccess.file_exists(SAVE + suffix):
DirAccess.remove_absolute(abs + suffix)
print("%d Prüfungen bestanden, %d fehlgeschlagen" % [passed, failed])
get_tree().quit(1 if failed > 0 else 0)
func test_menu_und_regeln() -> void:
check(screen() is MenuScreen, "Menü sichtbar")
await shot("01_menu")
await click(find_button("Regeln"))
check(screen() is RulesScreen, "Regeln geöffnet")
await shot("02_regeln")
await click(find_button("Zurück"))
check(screen() is MenuScreen, "zurück im Menü")
func test_booster() -> void:
await click(find_button("Booster öffnen"))
var scr = screen()
check(scr is BoosterScreen, "Boosterbildschirm")
var coins: int = main.profile.coins
var ach_before: int = main.profile.achievements.size()
await click(scr.b_buy)
var bonus := 0
for a in Profile.ACHIEVEMENTS:
if a.id in main.profile.achievements.slice(ach_before):
bonus += a.reward
check(main.profile.coins == coins - Profile.BOOSTER_COST + bonus, "Booster bezahlt (plus Erfolgsmünzen %d)" % bonus)
check(scr.cards.size() == 5 and scr.revealed.is_empty(), "5 verdeckte Karten")
await shot("03_booster_zu")
var backs: Array = scr.slots.get_children().filter(func(c): return c is BoosterScreen.CardBack)
await click(backs[0])
check(scr.revealed.size() == 1, "eine Karte aufgedeckt")
await click(scr.b_all)
check(scr.revealed.size() == 5, "alle aufgedeckt")
await shot("04_booster_offen")
check(Profile.load_or_new(SAVE).coins == main.profile.coins, "Kauf gespeichert")
check(scr.b_buy.disabled == (main.profile.coins < Profile.BOOSTER_COST), "Kaufknopf folgt dem Münzstand")
await click(find_button("Zurück"))
check(screen() is MenuScreen, "zurück im Menü")
func test_deckbau() -> void:
await click(find_button("Deck bauen"))
var scr = screen()
check(scr is DeckScreen, "Deckbildschirm")
check(scr.deck.size() == 20, "Deck geladen")
check("Stärke" in scr.elems_label.text, "Deckstärke im Deckbau")
await shot("05_deck")
await click(find_button("Leeren"))
check(scr.deck.is_empty(), "geleert")
var first_id: String = card_views(scr.grid)[0].card.id
var allowed: int = mini(main.profile.collection[first_id], Game.MAX_COPIES)
await click(card_views(scr.grid)[0])
check(scr.deck == [first_id], "Karte hinzugefügt")
for i in allowed:
await click(card_views(scr.grid)[0])
check(scr.deck.count(first_id) == allowed and "Kopien" in scr.msg_label.text, "nur besessene Kopien (%d)" % allowed)
await click(find_button("Speichern"))
check(main.profile.deck.size() == 20 and scr.msg_label.text != "Deck gespeichert", "zu kleines Deck nicht gespeichert")
await click(find_button("Wasser"))
await click(card_views(scr.grid)[0])
await click(find_button("Erde"))
await click(card_views(scr.grid)[0])
check("Elemente" in scr.msg_label.text, "drittes Element abgelehnt")
await click(find_button("Alle"))
# Suche, Sortierung, fehlende Karten
var all_count := card_views(scr.grid).size()
scr.search_box.text = "Wächter"
scr.search_box.text_changed.emit("Wächter")
await frames(1)
var found := card_views(scr.grid)
check(found.size() > 0 and found.size() < all_count, "Suche filtert")
check(found.all(func(v): return "Wächter" in v.card.text() or "Wächter" in v.card.name), "Suche trifft Kartentext")
scr.search_box.text = ""
scr.search_box.text_changed.emit("")
scr.sort_box.select(1)
scr.sort_box.item_selected.emit(1)
await frames(1)
var names: Array = card_views(scr.grid).map(func(v): return v.card.name)
var sorted_names := names.duplicate()
sorted_names.sort()
check(names == sorted_names, "Sortierung nach Name")
scr.missing_box.button_pressed = true
await frames(1)
check(card_views(scr.grid).size() == Cards.all().size(), "Fehlende Karten eingeblendet")
var missing = card_views(scr.grid).filter(func(v): return main.profile.collection.get(v.card.id, 0) == 0)
check(not missing.is_empty(), "es gibt fehlende Karten")
await click(missing[0])
check("fehlt" in scr.msg_label.text, "fehlende Karte nicht ins Deck")
scr.missing_box.button_pressed = false
scr.sort_box.select(0)
scr.sort_box.item_selected.emit(0)
await frames(1)
var n: int = scr.deck.size()
await click(scr.deck_list.get_children()[0])
check(scr.deck.size() == n - 1, "Zeile entfernt Karte")
await hover(card_views(scr.grid)[0])
check(scr.preview.visible, "Vorschau bei Hover")
await shot("06_deck_bearbeitet")
# Slots: Deck 2 aus Deck 1 kopieren, speichern, aktiv setzen
await click(scr.slot_buttons[1])
if scr.slot != 1 or not scr.deck.is_empty():
print("DEBUG Slot: slot=", scr.slot, " deck=", scr.deck.size(), " rect=", scr.slot_buttons[1].get_global_rect(),
" hovered=", get_viewport().gui_get_hovered_control(), " decks1=", main.profile.decks[1].cards.size())
check(scr.slot == 1 and scr.deck.is_empty(), "Slot 2 leer")
scr.deck = main.profile.decks[0].cards.duplicate()
scr.refresh()
await click(find_button("Speichern"))
check(main.profile.decks[1].cards.size() == 20 and "gespeichert" in scr.msg_label.text, "Slot 2 gespeichert")
await click(find_button("Aktiv setzen"))
check(main.profile.active_deck == 1 and main.profile.deck_name() == "Deck 2", "Slot 2 aktiv")
check(Profile.load_or_new(SAVE).active_deck == 1, "aktiver Slot gespeichert")
scr.name_box.text = "Testdeck"
scr.name_box.text_submitted.emit("Testdeck")
check(main.profile.deck_name(1) == "Testdeck" and Profile.load_or_new(SAVE).deck_name(1) == "Testdeck", "Deck umbenannt")
await click(scr.slot_buttons[2])
check(scr.slot == 2 and scr.deck.is_empty(), "Slot 3 leer")
await click(find_button("Auto-Ausfüllen"))
check(scr.deck.size() == 20 and main.profile.deck_valid(2)[0], "Slot 3 automatisch gefüllt und spielbar")
await shot("25_deck_slots")
await click(find_button("Zurück"))
check(screen() is MenuScreen and main.profile.deck.size() == 20, "Änderungen verworfen")
func target_view(scr, valid: Array) -> Control:
for v in scr.enemy_views:
if v.creature in valid:
return v
for v in scr.own_views:
if v.creature in valid:
return v
for p in scr.hero_panels:
if p in valid:
return scr.hero_panels[p]
return null
func human_turn(scr) -> void:
var g: Game = scr.game
await clear_mulligan(scr)
for i in 12:
var playable: Array = scr.hand_views.filter(func(v): return g.can_play(g.human, v.card)[0])
if playable.is_empty():
break
var card: Cards.Card = playable[0].card
var energy: int = g.human.energy
await click(playable[0])
if scr.pending != null:
await click(target_view(scr, g.valid_targets(g.human, card.target_type())))
check(g.human.energy == energy - card.cost, "Karte gespielt: " + card.name)
for i in 12:
var ready: Array = scr.own_views.filter(func(v): return v.creature.can_attack())
if ready.is_empty() or g.winner != "":
break
var cr: Game.Creature = ready[0].creature
await settle(scr)
await hover(ready[0])
var under = get_viewport().gui_get_hovered_control()
await click(ready[0])
if scr.selected != cr:
print("DEBUG Auswahl fehlgeschlagen: rect=", ready[0].get_global_rect(), " scale=", ready[0].scale,
" busy=", ready[0].busy, " unter Maus=", under, " Meldung='", scr.msg_label.text,
"' Zug Mensch=", g.current().is_human, " kann=", cr.can_attack(), " pending=", scr.pending, " selected=", scr.selected)
check(scr.selected == cr, "Wesen gewählt")
var targets := []
for o in g.opponents:
if o.alive() and g.can_attack(cr, o)[0]:
targets.append(o)
for c in o.board:
if g.can_attack(cr, c)[0]:
targets.append(c)
await settle(scr)
await click(target_view(scr, targets))
check(scr.selected == null and cr.attacks_left < cr.attacks_per_turn(), "Angriff ausgeführt")
if g.winner == "":
await click(scr.b_end)
func start_battle(n_opp: int) -> void:
await click(find_button("Einzelspieler"))
check(screen() is OpponentSelectScreen, "Gegnerauswahl")
await click(find_button("%d Gegner" % n_opp))
func test_gegnerauswahl() -> void:
await click(find_button("Einzelspieler"))
var sel = screen()
check(sel is OpponentSelectScreen, "Gegnerauswahl geöffnet")
check("Deckstärke" in sel.rating_label.text, "Deckstärke angezeigt")
await click(find_button("Schwer"))
check(main.profile.settings.difficulty == "schwer" and Profile.load_or_new(SAVE).settings.difficulty == "schwer", "Schwer gewählt und gespeichert")
await shot("07_gegnerauswahl")
await click(find_button("1 Gegner"))
var hard = screen()
var own := Game.deck_rating(main.profile.deck_cards())
var opp: Game.Player = hard.game.opponents[0]
var opp_rating := Game.deck_rating(opp.deck + opp.hand)
check(opp_rating >= own * 1.05 and hard.smart_ai, "Schwer: Gegnerdeck stärker (%.2f zu %.2f), Vorausschau-KI" % [opp_rating, own])
await give_up()
await click(find_button("Einzelspieler"))
await click(find_button("Leicht"))
await click(find_button("1 Gegner"))
var easy = screen()
opp = easy.game.opponents[0]
check(Game.deck_rating(opp.deck + opp.hand) <= own * 1.0 + 0.15 and not easy.smart_ai, "Leicht: schwächeres Deck, einfache KI")
await give_up()
await click(find_button("Einzelspieler"))
await click(find_button("Normal"))
await click(find_button("Zurück"))
check(screen() is MenuScreen, "zurück im Menü")
for n in [1, 5]:
await start_battle(n)
var scr = screen()
check(scr is BattleScreen and scr.game.opponents.size() == n, "Kampf gegen %d gestartet" % n)
check(scr.game.players[0].max_energy == 1 and scr.game.opponents[0].life == Game.START_LIFE, "gleiche Regeln gegen %d" % n)
await shot("11_kampf_%d" % n)
await give_up()
## Kampf verlassen: nach Spielende über den Ergebnisdialog, sonst per Aufgeben.
func leave_battle() -> void:
var scr = screen()
if scr is BattleScreen and scr.game != null and scr.game.winner != "":
await frames(2)
await click(find_button("Zurück zum Menü"))
check(screen() is MenuScreen, "Ergebnisdialog führt ins Menü")
else:
await give_up()
func give_up() -> void:
var scr = screen()
await clear_mulligan(scr)
await click(find_button("Aufgeben"))
check(scr.confirm.visible, "Aufgeben fragt nach")
await click(find_button("Weiterspielen"))
check(not scr.confirm.visible and screen() == scr, "Weiterspielen bleibt im Kampf")
await click(find_button("Aufgeben"))
await click(find_button("Ja, aufgeben"))
check(screen() is MenuScreen, "Aufgeben führt ins Menü")
func test_einstellungen() -> void:
await click(find_button("Einstellungen"))
var scr = screen()
check(scr is SettingsScreen, "Einstellungen geöffnet")
scr.volume.value = 0.3
scr.speed.value = 2.0
scr.anim.button_pressed = false
await frames(1)
check(is_equal_approx(main.profile.settings.volume, 0.3) and is_equal_approx(main.profile.settings.ai_speed, 2.0), "Regler gespeichert")
check(main.profile.settings.animations == false, "Animationen abschaltbar")
check(is_equal_approx(Profile.load_or_new(SAVE).settings.volume, 0.3), "Einstellungen auf Platte")
scr.anim.button_pressed = true
await shot("13_einstellungen")
await click(find_button("Zurück"))
check(screen() is MenuScreen, "zurück im Menü")
func test_erfolge() -> void:
await click(find_button("Erfolge"))
check(screen() is AchievementsScreen, "Erfolge geöffnet")
var csv := "user://statistik.csv"
if FileAccess.file_exists(csv):
DirAccess.remove_absolute(ProjectSettings.globalize_path(csv))
await click(find_button("Statistik exportieren"))
check(FileAccess.file_exists(csv) and "Gespeichert" in screen().export_label.text, "Statistik exportiert")
await shot("14_erfolge")
await click(find_button("Zurück"))
check(screen() is MenuScreen, "zurück im Menü")
func test_werkstatt() -> void:
await click(find_button("Werkstatt"))
var scr = screen()
check(scr is WorkshopScreen, "Werkstatt geöffnet")
var p: Profile = main.profile
p.dust = 0
var in_decks := {}
for d in p.decks:
for cid in d.cards:
in_decks[cid] = true
var free = scr.grid.views().filter(func(v): return p.collection.get(v.card.id, 0) > 0 and not in_decks.has(v.card.id))
check(not free.is_empty(), "eine freie Karte zum Zerlegen")
var card: Cards.Card = free[0].card
await click(free[0])
check(scr.selected == card, "Karte gewählt")
var before: int = p.collection[card.id]
await click(scr.b_dismantle)
check(p.collection[card.id] == before - 1 and p.dust == Profile.DUST_DISMANTLE[card.rarity], "zerlegt, Staub gutgeschrieben")
p.dust = 5000
scr.search_box.text = "Phönix"
scr.search_box.text_changed.emit("Phönix")
await frames(1)
var phoenix = scr.grid.views().filter(func(v): return v.card.id == "ff_phoenix")[0]
await click(phoenix)
await click(scr.b_craft)
check(p.collection.get("ff_phoenix", 0) == 1 and p.dust == 5000 - Profile.DUST_CRAFT["legendär"], "Phönix hergestellt")
check(Profile.load_or_new(SAVE).collection.get("ff_phoenix", 0) == 1, "Werkstatt gespeichert")
await shot("20_werkstatt")
await click(find_button("Zurück"))
check(screen() is MenuScreen, "zurück im Menü")
func test_herausforderung() -> void:
await click(find_button("Herausforderung"))
var scr = screen()
check(scr is ChallengeScreen, "Herausforderung geöffnet")
var ch := Challenge.current()
var allowed := Challenge.deck_allowed(ch, main.profile.deck_cards()) == ""
check(find_button("Antreten").disabled == not allowed, "Antreten je nach Deck")
await shot("28_herausforderung")
if allowed:
await click(find_button("Antreten"))
var b = screen()
check(b is BattleScreen and b.challenge == ch and b.game.opponents.size() == ch.n_opp, "Herausforderungskampf")
var everyone: String = ch.rules.get("everyone_perk", "")
check(everyone == "" or b.game.players.all(func(p): return everyone in p.perks), "Regel gilt für alle")
await give_up()
else:
await click(find_button("Zurück"))
check(screen() is MenuScreen, "zurück im Menü")
func test_hotseat() -> void:
await click(find_button("Lokal zu mehreren"))
var scr = screen()
check(scr is HotseatScreen, "Hotseat-Auswahl")
await click(find_button("3 Spieler"))
await click(find_button("1 KI"))
check(scr.n_humans == 3 and scr.n_ai == 1, "3 Menschen, 1 KI")
await shot("17_hotseat")
await click(find_button("Start"))
var b = screen()
check(b is BattleScreen and b.is_hotseat() and b.game.players.size() == 4, "Hotseat-Kampf gestartet")
b.ai_delay = 0.0
var guard := 0
while not b.handover.visible and b.game.winner == "" and guard < 400:
if b.game.current() == b.perspective:
await clear_mulligan(b)
if b.game.current() == b.perspective:
await click(b.b_end)
await frames(1)
guard += 1
check(b.handover.visible, "Übergabe erscheint")
var cur: Game.Player = b.game.current()
check(cur.is_human and cur != b.perspective, "anderer Mensch ist dran")
await shot("18_hotseat_uebergabe")
await click(find_button("Weiter"))
check(b.perspective == cur and not b.handover.visible, "Perspektive gewechselt")
check(b.hand_views.size() == cur.hand.size() and b.name_label.text == cur.name, "Hand und Name des neuen Spielers")
check(b.mulligan_box.visible, "neuer Spieler bekommt seine Mulligan-Maske")
await clear_mulligan(b)
check(b.hero_panels.size() == 3 and not b.hero_panels.has(cur), "drei andere am Tisch")
await shot("19_hotseat_kampf")
await leave_battle()
func test_sprache() -> void:
await click(find_button("Einstellungen"))
var scr = screen()
scr.language.select(1)
scr.language.item_selected.emit(1)
await frames(2)
check(TranslationServer.get_locale().begins_with("en") and main.profile.settings.language == "en", "Sprache auf Englisch")
check(TranslationServer.translate("Zurück") == "Back" and TranslationServer.translate("Einzelspieler") == "Single player", "Übersetzung geladen")
check(TranslationServer.translate("Zug %d · Du bist dran") == "Turn %d · Your turn" and TranslationServer.translate("Nicht genug Energie") == "Not enough energy", "dynamische Texte übersetzt")
check(find_button("Back") != null, "Knöpfe übersetzt")
await shot("26_englisch")
await click(find_button("Back"))
check(find_button("Single player") != null and find_button("Settings") != null, "Menü auf Englisch")
check(screen().coins_label.text.begins_with("Coins:"), "zusammengesetzte Texte übersetzt")
await click(find_button("Settings"))
var scr2 = screen()
scr2.language.select(0)
scr2.language.item_selected.emit(0)
await frames(2)
check(find_button("Zurück") != null, "zurück auf Deutsch")
await click(find_button("Zurück"))
check(screen() is MenuScreen, "zurück im Menü")
func test_anleitung() -> void:
check(not main.profile.tutorial_done, "Anleitung noch offen")
await click(find_button("Anleitung"))
var scr = screen()
check(scr is BattleScreen and scr.tutorial, "Anleitung gestartet")
scr.ai_delay = 0.0
var g: Game = scr.game
check(g.players[0] == g.human and g.opponents[0].name == "Fenn" and g.opponents[0].perks.is_empty(), "Fenn ohne Merkmal, Mensch beginnt")
await frames(2)
check(scr.mulligan_box.visible, "Mulligan-Maske im ersten Zug")
var views = scr.mulligan_layer.get_children()
await click(views[0])
check(scr.mulligan_selected == [0], "Karte zum Tausch gewählt")
await shot("22_anleitung_mulligan")
await click(scr.b_swap)
check(not scr.mulligan_box.visible and g.human.mulligan_done, "getauscht")
check(g.log.any(func(l): return "tauscht 1 Karten" in l), "Tausch im Verlauf")
check(scr.tutorial_step == 0 and "Energie" in scr.tutorial_text.text, "Schritt 1 sichtbar")
var idx := -1
for i in g.human.hand.size():
if g.human.hand[i].is_creature() and g.human.hand[i].cost == 1:
idx = i
break
check(idx < 0 or scr.highlight_layer.get_child_count() >= 1, "spielbare Wesen hervorgehoben")
if idx >= 0:
var played_id: String = g.human.hand[idx].id
await key(KEY_1 + idx)
check(g.human.board.size() == 1, "Wesen per Taste gespielt")
check(scr.tutorial_step == 1, "Schritt 2 nach dem Ausspielen")
check(scr.highlight_layer.get_child_count() == 1 and scr.highlight_layer.get_child(0).get_rect().intersects(scr.b_end.get_rect()), "Zug-beenden-Knopf hervorgehoben")
# Rückgängig: Wesen zurück auf die Hand
check(scr.b_undo.visible, "Rückgängig angeboten")
var energy: int = g.human.energy
await click(scr.b_undo)
g = scr.game
check(g.human.board.is_empty() and g.human.hand.any(func(c): return c.id == played_id) and g.human.energy == energy + 1, "Rückgängig stellt Hand und Energie her")
check(not scr.b_undo.visible and g.log.back() == "Rückgängig.", "Rückgängig verbraucht")
await key(KEY_1 + idx)
check(g.human.board.size() == 1, "erneut gespielt")
await shot("22_anleitung")
scr.ai_delay = 0.75
await key(KEY_SPACE)
check(g.current() != g.human or g.turn >= 2, "Zug per Leertaste beendet")
await frames(2)
check(scr.b_skip.visible and not scr.b_end.visible, "Überspringen-Knopf während des Gegnerzugs")
await click(scr.b_skip)
var w := 0
while g.current() != g.human and g.winner == "" and w < 120:
await frames(1)
w += 1
check(g.current() == g.human and w < 60, "Gegnerzug übersprungen (%d Bilder)" % w)
scr.ai_delay = 0.0
await clear_mulligan(scr)
check(scr.tutorial_step >= 2 or idx < 0, "Schritt 3 im zweiten Zug")
var step_before: int = scr.tutorial_step
await click(scr.b_tut_next)
check(scr.tutorial_step == step_before + 1, "Weiter-Knopf")
await key(KEY_ESCAPE)
check(scr.confirm.visible, "Esc öffnet Aufgeben")
await key(KEY_ESCAPE)
check(not scr.confirm.visible, "Esc schließt den Dialog")
await give_up()
check(main.profile.tutorial_done, "Anleitung als erledigt gespeichert")
func test_netzwerk() -> void:
await click(find_button("Netzwerkspiel"))
var scr = screen()
check(scr is LobbyScreen, "Lobby geöffnet")
await click(find_button("Spiel eröffnen"))
check(main.net.is_host and main.net.connected, "Spiel eröffnet")
if FileAccess.file_exists("user://bot_quit"):
DirAccess.remove_absolute(ProjectSettings.globalize_path("user://bot_quit"))
var args := ["--headless", "--path", ProjectSettings.globalize_path("res://"), "tests/net_bot.tscn", "--", "--ip=127.0.0.1", "--name=Bot"]
var pid := OS.create_process(OS.get_executable_path(), args)
check(pid > 0, "Bot-Prozess gestartet")
var wait := 0
while main.net.names.size() < 2 and wait < 900:
await frames(1)
wait += 1
check(main.net.names.size() == 2, "Bot ist beigetreten (Pfad %s)" % main.net.get_path())
await shot("23_lobby")
await click(find_button("Start"))
var b = screen()
check(b is BattleScreen and b.is_online() and not b.is_client(), "Netzwerkkampf als Host")
b.ai_delay = 0.0
var rounds := 0
while b.game != null and b.game.winner == "" and rounds < 2:
if b.game.current() == b.perspective:
await clear_mulligan(b)
if b.game.current() == b.perspective:
await click(b.b_end)
var w2 := 0
while b.game.current() != b.perspective and b.game.winner == "" and w2 < 900:
await frames(1)
w2 += 1
rounds += 1
if b.game.winner != "":
print("DEBUG Netz: Sieger=", b.game.winner, " Verlauf=", b.game.log.slice(maxi(0, b.game.log.size() - 12)))
check(b.game.turn >= 2 and b.game.winner == "", "Runden gespielt, Partie läuft (Zug %d)" % b.game.turn)
check(b.game.log.any(func(l): return l.begins_with("Bot spielt") or l.begins_with("Bot behält") or l.begins_with("Bot tauscht")), "Bot hat gehandelt")
await shot("24_netzwerk_kampf")
# Bot verlässt geordnet: Platz bleibt frei, Züge werden übersprungen
var quit_file := "user://bot_quit"
var f := FileAccess.open(quit_file, FileAccess.WRITE)
f.store_string("x")
f.close()
var w3 := 0
while main.net.waiting.is_empty() and w3 < 600:
await frames(1)
w3 += 1
check(main.net.waiting.has("Bot") and b.game.log.any(func(l): return "Verbindung verloren" in l), "Platz wird freigehalten")
var turn_before: int = b.game.turn
for i in 2:
await clear_mulligan(b)
if b.game.current() == b.perspective and b.game.winner == "":
await click(b.b_end)
var w4 := 0
while b.game.current() != b.perspective and b.game.winner == "" and w4 < 300:
await frames(1)
w4 += 1
check(b.game.turn >= turn_before + 1 and b.game.log.any(func(l): return "übersprungen" in l), "Züge des fehlenden Spielers werden übersprungen")
DirAccess.remove_absolute(ProjectSettings.globalize_path(quit_file))
await frames(5)
var pid2 := OS.create_process(OS.get_executable_path(), args)
var w5 := 0
while not main.net.waiting.is_empty() and w5 < 900:
await frames(1)
w5 += 1
check(main.net.waiting.is_empty() and main.net.seats.size() == 2 and b.game.log.any(func(l): return l == "Bot ist zurück."), "Bot wieder verbunden, Platz zurück")
var turn2: int = b.game.turn
for i in 2:
await clear_mulligan(b)
if b.game.current() == b.perspective and b.game.winner == "":
await click(b.b_end)
var w6 := 0
while b.game.current() != b.perspective and b.game.winner == "" and w6 < 900:
await frames(1)
w6 += 1
check(b.game.turn >= turn2 + 1, "Partie läuft nach der Rückkehr weiter")
OS.kill(pid2)
await leave_battle()
check(screen() is MenuScreen and not main.net.connected, "Netzwerk getrennt, zurück im Menü")
func test_kampagne() -> void:
await click(find_button("Kampagne"))
var scr = screen()
check(scr is CampaignScreen, "Kampagne geöffnet")
await shot("15_kampagne")
check(find_button("Gesperrt") != null and find_button("Kämpfen") != null, "Stufen gesperrt und offen")
check(find_button("Kapitel 2").disabled and scr.perk_box == null, "Kapitel 2 und Merkmal noch gesperrt")
await click(find_button("Kämpfen"))
var battle = screen()
check(battle is BattleScreen and battle.stage == 0, "Kampagnenkampf gestartet")
check(battle.game.opponents.size() == 1 and battle.game.opponents[0].name == "Fenn", "Fenn ist der Gegner")
check(battle.game.opponents[0].perks == ["feuer_angriff"] and battle.game.log.any(func(l): return l.begins_with("Fenn: Feuerwesen")), "Boss-Merkmal aktiv")
await shot("16_kampagne_kampf")
await give_up()
# Kapitel 1 als abgeschlossen setzen: Kapitel 2 und Merkmalwahl
main.profile.campaign_stage = Campaign.STAGES.size()
await click(find_button("Kampagne"))
var scr2 = screen()
check(scr2.chapter == 2 and scr2.perk_box != null, "Kapitel 2 offen, Merkmal wählbar")
scr2.perk_box.select(1)
scr2.perk_box.item_selected.emit(1)
check(main.profile.perk == Game.PERKS.keys()[0], "Merkmal gewählt")
await shot("27_kampagne_kapitel2")
await click(find_button("Kämpfen"))
var b2 = screen()
check(b2 is BattleScreen and b2.stage == 10 and b2.game.opponents[0].perks.size() == 2, "Kapitel-2-Boss mit zwei Merkmalen")
check(b2.game.human.perks == [main.profile.perk], "eigenes Merkmal im Kampf")
await give_up()
main.profile.campaign_stage = 0
main.profile.perk = ""
main.save()
func test_kampf(n_opp: int, shot_turn: int) -> void:
await start_battle(n_opp)
var scr = screen()
check(scr is BattleScreen, "Kampfbildschirm")
scr.ai_delay = 0.0
var g: Game = scr.game
check(g.opponents.size() == n_opp and g.log[0].begins_with("Zugreihenfolge"), "Spiel gestartet, Reihenfolge ausgelost")
await wait_for_human(scr)
check(g.current() == g.human and g.human.mulligan_done, "Spieler ist dran, Mulligan erledigt")
check(scr.hand_views.size() == g.human.hand.size(), "Handkarten sichtbar")
await shot("07_kampf_start")
var coins: int = main.profile.coins
var guard := 0
while g.winner == "" and guard < 60:
guard += 1
var turn_before := g.turn
await human_turn(scr)
if g.winner != "":
break
check(g.current() != g.human or g.turn > turn_before, "Zug beendet")
var wait := 0
while g.current() != g.human and g.winner == "" and wait < 600:
await frames(1)
wait += 1
if guard == shot_turn:
await shot("08_kampf_zug%d" % (shot_turn + 1))
check(g.winner != "", "Spiel beendet")
await frames(3)
await shot("09_kampf_ende")
check(scr.reward > 0 and main.profile.coins >= coins + scr.reward, "Belohnung gutgeschrieben")
check(Profile.load_or_new(SAVE).coins == main.profile.coins, "Belohnung gespeichert")
await click(find_button("Zurück zum Menü"))
check(screen() is MenuScreen, "zurück im Menü")
func test_kampf_abbrechen() -> void:
await start_battle(5)
var scr = screen()
scr.ai_delay = 0.0
var g: Game = scr.game
await wait_for_human(scr)
check(g.opponents.size() == 5 and g.human.max_energy == 1, "5 Gegner")
# Falle legen und Kombo-Hinweis prüfen
g.human.hand.append(Cards.by_id("f_falle"))
g.human.energy = 10
var wolf := Game.Creature.new(Cards.by_id("f_wolf"), g.human, 9000)
g.human.board.append(wolf)
g.human.hand.append(Cards.by_id("w_reiter"))
scr.refresh()
var trap_view = scr.hand_views.filter(func(v): return v.card.id == "f_falle")[0]
await click(trap_view)
check(g.human.traps.size() == 1 and scr.trap_views.size() == 1, "Falle gelegt und sichtbar")
var reiter_view = scr.hand_views.filter(func(v): return v.card.id == "w_reiter")[0]
await hover(scr.log_box) # erst weg von der Hand, damit das Betreten sicher ausgelöst wird
await hover(reiter_view)
var hint_boxes = scr.preview_holder.get_children().filter(func(c): return c is RichTextLabel)
if hint_boxes.size() != 1:
print("DEBUG Hinweis: hints=", scr.combo_hints(Cards.by_id("w_reiter")), " kinder=", scr.preview_holder.get_children().map(func(c): return c.get_class()),
" brett=", g.human.board.map(func(c): return c.name), " hovered=", get_viewport().gui_get_hovered_control(), " reiter_pos=", reiter_view.get_global_rect())
check(hint_boxes.size() == 1 and "Feldkombo Dampf" in hint_boxes[0].text, "Kombo-Hinweis in der Vorschau")
await shot("21_kampf_falle_hinweis")
var spells: Array = scr.hand_views.filter(func(v): return v.card.target_type() != "" and g.can_play(g.human, v.card)[0])
if not spells.is_empty():
var card: Cards.Card = spells[0].card
await click(spells[0])
check(scr.pending == card, "Ziel wird erwartet")
await right_click()
check(scr.pending == null and card in g.human.hand, "Rechtsklick bricht ab")
await hover(scr.hand_views[0])
if scr.preview_holder.get_child_count() == 0:
print("DEBUG Hover: mulligan=", scr.mulligan_box.visible, " overlay=", scr.any_overlay(), " hand=", scr.hand_views.size(),
" dran=", g.current().name, " Sieger=", g.winner, " hovered=", get_viewport().gui_get_hovered_control())
check(scr.preview_holder.get_child_count() > 0, "Vorschau bei Hover")
await click(find_button("Lupe"))
check(scr.zoom_player == scr.others()[0], "Lupe öffnet die erste Spalte")
await shot("12_lupe")
await click(find_button("Schließen"))
check(scr.zoom_player == null, "Lupe geschlossen")
# Runden laufen lassen, damit die Gegner ihre Züge machen
for round in 4:
await click(scr.b_end)
var wait := 0
while g.current() != g.human and g.winner == "" and wait < 600:
await frames(1)
wait += 1
var ai_attacked: bool = g.log.any(func(l): return l.begins_with("Gegner") and " spielt " in l) \
and g.log.any(func(l): return " greift " in l)
check(ai_attacked, "Gegner spielen Karten und greifen an")
check(scr.tiles.size() == g.players.reduce(func(acc, p): return acc + p.board.size(), 0), "eine Kachel je Wesen")
await shot("10_kampf_fuenf")