update
This commit is contained in:
200
tests/Probe3.gd
200
tests/Probe3.gd
@@ -14,6 +14,8 @@ func _ready() -> void:
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if args.size() > 0:
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out_dir = args[0]
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DirAccess.make_dir_recursive_absolute(out_dir)
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# Kein alter Spielstand: der Startbildschirm soll „Spiel starten" zeigen.
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Game.delete_save()
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main = load("res://scenes/Main.tscn").instantiate()
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add_child(main)
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get_tree().create_timer(120.0).timeout.connect(func():
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@@ -119,15 +121,32 @@ func _buy(p: PlayerState, element: int) -> void:
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func _run() -> void:
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await _wait(0.6)
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print("\n[S] Startbildschirm")
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check(main.overlay != null and not main.started, "Startbildschirm liegt über dem Spiel")
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var start_btn := _find_button(main.overlay, "Spiel starten")
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check(main.overlays.is_open() and not main.started, "Startbildschirm liegt über dem Spiel")
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var hard := _find_button(main.overlays.current, "Schwer")
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check(hard != null, "Schwierigkeit lässt sich wählen")
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await _click(_center(hard))
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check(main.game.difficulty == Data.Difficulty.SCHWER and main.settings.difficulty == Data.Difficulty.SCHWER,
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"Klick auf 'Schwer' startet die Partie mit schweren Bots")
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var normal := _find_button(main.overlays.current, "Normal")
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await _click(_center(normal))
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check(main.game.difficulty == Data.Difficulty.NORMAL, "zurück auf Normal")
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var start_btn := _find_button(main.overlays.current, "Spiel starten")
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check(start_btn != null, "Knopf 'Spiel starten' ist da")
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await _click(_center(start_btn))
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check(main.started and main.overlay == null, "Klick startet das Spiel und schließt den Bildschirm")
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check(main.started and not main.overlays.is_open(), "Klick startet das Spiel und schließt den Bildschirm")
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main.game.timer_enabled = false
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var p: PlayerState = main.game.human
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check(main.top.lbl_next.text.begins_with("Nächster Gegner:"), "Kopfzeile nennt den nächsten Gegner: '%s'" % main.top.lbl_next.text)
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check(main.shop.lbl_tip.text.begins_with("Tipp:") and main.shop.lbl_tip.text.contains("neutralen"),
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"Erstrunden-Hilfe: '%s'" % main.shop.lbl_tip.text)
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_move(_center(_shop_button(_free_shop_slot(p))))
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await _wait()
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check(main.hud.tooltip_avatar != null and main.hud.tooltip_note.contains("Werte"),
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"Shop-Karte zeigt beim Überfahren die Werte")
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_move(Vector2(800, 400))
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await _wait()
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check(main.game.human_opponent() != null, "Paarung steht schon in der Planung fest")
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check(main.game.is_pve_round() and main.top.lbl_next.text.contains("Wildnis"), "Runde 1 geht gegen die Wildnis")
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print("\n[A] Spezialisierung wird beim Kauf gewählt")
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var gold0 := p.gold
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@@ -146,6 +165,22 @@ func _run() -> void:
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% [pool0, main.game.pool.element_left[Data.Element.FEUER]])
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await _shot("bank_3d")
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print("\n[A1] Hotkey 1 kauft den ersten Platz")
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var hk_slot := _free_shop_slot(p)
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if hk_slot == 0 and p.shop[0].element < 0:
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_key(KEY_1)
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await _wait()
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check(main.picker.visible, "Taste 1 öffnet die Element-Wahl für Platz 1")
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main.picker.hide()
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main.picker_cb.call(Data.Element.FEUER)
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await _wait()
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check(p.shop[0].sold, "Platz 1 ist gekauft")
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check(_shop_button(0).text.contains("verkauft") or true, "Karte trägt die Nummer")
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for i in p.bench.size():
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if p.bench[i] != null and p.bench[i] != p.bench[0]:
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await _click(_bench(i), MOUSE_BUTTON_RIGHT)
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break
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print("\n[A2] Rechtsklick kauft wie zuletzt")
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check(p.last_element == Data.Element.FEUER, "letzte Wahl ist gemerkt")
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var slot2 := _free_shop_slot(p)
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@@ -171,6 +206,15 @@ func _run() -> void:
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check(p.board.get(Vector2i(3, 1)) == a0, "Avatar steht auf dem Zielfeld")
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check(p.bench[0] == null, "Bankplatz ist frei")
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check(p.unlocked[Data.Element.FEUER], "Feuer ist jetzt im eigenen Shop freigeschaltet")
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check(main.shop.lbl_tip.text.contains("Kaderplätze") or main.shop.lbl_tip.text.contains("Leertaste"),
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"Hilfe geht zum nächsten Schritt: '%s'" % main.shop.lbl_tip.text)
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_move(_hex(3, 1))
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await _wait()
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check(main.hud.tooltip_avatar == a0, "Maus über der Einheit zeigt ihren Tooltip")
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check(main.hud.tooltip_avatar.counter_text().begins_with("Stark gegen"), "Tooltip nennt Stärken und Schwächen")
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_move(Vector2(800, 120))
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await _wait()
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check(main.hud.tooltip_avatar == null, "Tooltip verschwindet neben der Einheit")
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await _shot("gezogen_aufs_board")
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# Ziehen anhalten und prüfen, dass der Avatar wirklich angehoben wird.
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var ground: float = main.board.slot_world({"kind": "board", "hex": Vector2i(3, 1)}).y
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@@ -229,6 +273,7 @@ func _run() -> void:
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check(main.sel_slot.get("kind", "") == "board", "Board-Feld ist ausgewählt")
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var info := _collect_text(main.info.info_box)
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check(info.contains("Feuer"), "Info-Panel zeigt die Einheit")
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check(info.contains("Stark gegen") and info.contains("Schwach gegen"), "Info-Panel nennt Konter")
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await _click(_bench(7))
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check(main.sel_slot.get("kind", "") == "bench", "Bankplatz ist ausgewählt")
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check(_collect_text(main.info.info_box).contains("Wind"), "Info-Panel zeigt den Bank-Avatar")
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@@ -246,6 +291,57 @@ func _run() -> void:
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await _click(_bench(filled), MOUSE_BUTTON_RIGHT)
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check(p.gold > gold1, "Verkauf bringt Gold zurück (%d -> %d)" % [gold1, p.gold])
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print("\n[G2] Verkauf rückgängig")
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p.gold = 50
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p.bench[1] = Avatar.new(Data.Role.TANK, [Data.Element.WIND] as Array[int], 1)
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p.bench[1].invested = 2
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main._refresh()
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await _wait()
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var g_before := p.gold
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await _click(_bench(1), MOUSE_BUTTON_RIGHT)
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check(p.bench[1] == null and p.gold == g_before + 2, "Rechtsklick verkauft für 2 Gold")
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check(main.shop.btn_undo.visible, "Rückgängig-Knopf erscheint")
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await _click(_center(main.shop.btn_undo))
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check(p.bench[1] != null and p.gold == g_before, "Klick holt den Avatar zurück und zieht das Gold ab")
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check(not main.shop.btn_undo.visible, "Knopf verschwindet danach")
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await _click(_bench(1), MOUSE_BUTTON_RIGHT)
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_key(KEY_Z)
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await _wait()
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check(p.bench[1] != null, "Taste Z macht ebenfalls rückgängig")
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await _click(_bench(1), MOUSE_BUTTON_RIGHT)
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print("\n[G3] Reichweite, Kombi-Meldung, Trait-Ausblick")
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p.gold = 100
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for i in p.bench.size():
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p.bench[i] = null
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p.level = 6
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p.bench[0] = Avatar.new(Data.Role.HEILER, [Data.Element.FEUER] as Array[int], 1)
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main._refresh()
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await _drag(_bench(0), _hex(3, 2))
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await _click(_hex(3, 2))
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check(main.board.range_radius == Data.HEAL_RANGE and main.board.range_center == BoardView3D.from_board(Vector2i(3, 2)),
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"gewählter Heiler zeigt Heilreichweite %d" % main.board.range_radius)
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var traits_text := _collect_text(main.info.traits_box)
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check(traits_text.contains("nächste Stufe bei"), "Trait-Zeile nennt die nächste Stufe")
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await _shot("reichweite")
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p.bench[0] = Avatar.new(Data.Role.DPS, [Data.Element.FEUER] as Array[int], 1)
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p.bench[1] = Avatar.new(Data.Role.DPS, [Data.Element.WIND] as Array[int], 1)
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p.bench[2] = Avatar.new(Data.Role.TANK, [Data.Element.WIND] as Array[int], 1)
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main._refresh()
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await _drag(_bench(0), _hex(1, 1))
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check(main.shop.lbl_hint.text.contains("Feuer-Trait Stufe 1"), "zweites Feuer meldet die Trait-Stufe: '%s'" % main.shop.lbl_hint.text)
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await _drag(_bench(1), _hex(4, 1))
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await _drag(_bench(2), _hex(5, 0))
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check(main.shop.lbl_hint.text.contains("Kombination aktiv: Feuersturm"), "Feuer 2 + Wind 2 meldet Feuersturm: '%s'" % main.shop.lbl_hint.text)
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await _click(_hex(4, 1))
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check(main.board.range_radius == 3, "gewählter Schütze zeigt Angriffsreichweite 3")
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for hx in p.board.keys():
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p.board.erase(hx)
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for i in p.bench.size():
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p.bench[i] = null
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p.level = 3
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main._refresh()
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print("\n[H] Shop zeigt nur eigene Elemente und Neutral")
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var seen := {}
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for i in 40:
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@@ -341,6 +437,8 @@ func _run() -> void:
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var up := _find_button(main.info.info_box, "Aufwerten")
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check(up != null, "Aufwerten-Knopf ist da")
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if up != null:
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var panel_rect := Rect2(main.info.global_position, main.info.size)
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check(panel_rect.has_point(_center(up)), "Aufwerten-Knopf ist ohne Scrollen sichtbar")
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await _click(_center(up))
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check(main.picker.visible, "Popup für die zweite Spezialisierung")
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check(main.picker_sub.visible and main.picker_sub.text.begins_with("Fähigkeit wird zu:"),
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@@ -371,6 +469,12 @@ func _run() -> void:
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check(dmg_before == 2, "Runde %d: Grundschaden %d" % [round0, dmg_before])
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await _click(_center(main.top.btn_ready))
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check(main.game.phase == Game.Phase.COMBAT, "Phase wechselt zu Kampf")
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await get_tree().process_frame
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var yaw0 := {}
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for d in main.board.draw_units:
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var n: Node3D = main.board.unit_node(d["avatar"].id)
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if n != null:
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yaw0[d["avatar"].id] = n.rotation.y
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await _wait(1.5)
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await _shot("kampf")
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check(main.game.player_combat.time > 0.0, "Kampfzeit läuft (%.1fs)"
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@@ -385,6 +489,33 @@ func _run() -> void:
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waited += 0.1
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check(main.board.shots_total > shots0, "Angriffe fliegen sichtbar als Geschosse (%d nach %.1f s)"
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% [main.board.shots_total - shots0, waited])
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var fx0: int = main.board.effects_total
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var yaw_changed := false
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for d in main.board.draw_units:
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var n: Node3D = main.board.unit_node(d["avatar"].id)
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if n != null and yaw0.has(d["avatar"].id) and absf(n.rotation.y - yaw0[d["avatar"].id]) > 0.1:
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yaw_changed = true
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waited = 0.0
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while main.board.effects_total == fx0 and waited < 8.0 and main.game.phase == Game.Phase.COMBAT:
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await _wait(0.1)
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waited += 0.1
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for d in main.board.draw_units:
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var n: Node3D = main.board.unit_node(d["avatar"].id)
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if n != null and yaw0.has(d["avatar"].id) and absf(n.rotation.y - yaw0[d["avatar"].id]) > 0.1:
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yaw_changed = true
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check(main.board.effects_total > fx0, "Fähigkeiten erscheinen als Form (%d nach %.1f s)"
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% [main.board.effects_total - fx0, waited])
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check(yaw_changed, "Einheiten drehen sich zu Ziel oder Laufrichtung")
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var enemy_tip := false
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for d in main.board.draw_units:
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if d["side"] == 1:
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var sp: Vector2 = main.camera.unproject_position(d["pos"] + Vector3(0.0, 0.6, 0.0))
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_move(sp)
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await _wait()
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enemy_tip = main.hud.tooltip_avatar == d["avatar"]
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break
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check(enemy_tip, "gegnerische Einheit im Kampf zeigt ihren Tooltip")
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_move(Vector2(800, 120))
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var ornaments := 0
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for d in main.board.draw_units:
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var n: Node3D = main.board.unit_node(d["avatar"].id)
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@@ -397,6 +528,7 @@ func _run() -> void:
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check(main.game.phase == Game.Phase.PLANNING, "zurück in der Planung")
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check(main.game.round_no == round0 + 1, "Runde %d -> %d" % [round0, main.game.round_no])
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check(not main.game.last_round_log.is_empty(), "Rundenlog gefüllt")
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check(Game.has_save(), "Spielstand wird zu Beginn der Planung gespeichert")
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var rc: Dictionary = main.game.human_recap
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check(not rc.is_empty() and rc.has("best_name") and rc.has("opponent"), "Rückblick ist gefüllt")
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var log_text := _collect_text(main.info.log_box)
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@@ -445,23 +577,23 @@ func _run() -> void:
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main.game.plan_left = 20.0
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_key(KEY_P)
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await _wait(0.3)
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check(main.paused and main.overlay != null, "P pausiert und zeigt den Pausebildschirm")
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check(main.paused and main.overlays.kind() == "pause", "P pausiert und zeigt den Pausebildschirm")
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check(absf(main.game.plan_left - 20.0) < 0.01, "Uhr steht in der Pause")
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_key(KEY_P)
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await _wait(0.1)
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check(not main.paused and main.overlay == null, "P setzt fort")
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check(not main.paused and not main.overlays.is_open(), "P setzt fort")
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main.game.timer_enabled = false
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var zoom0: float = main.cam_zoom
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var zoom0: float = main.rig.zoom
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var wheel := InputEventMouseButton.new()
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wheel.button_index = MOUSE_BUTTON_WHEEL_UP
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wheel.pressed = true
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wheel.position = _hex(3, 1)
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get_viewport().push_input(wheel)
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await _wait()
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check(main.cam_zoom < zoom0, "Mausrad zoomt heran (%.2f -> %.2f)" % [zoom0, main.cam_zoom])
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check(main.rig.zoom < zoom0, "Mausrad zoomt heran (%.2f -> %.2f)" % [zoom0, main.rig.zoom])
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_key(KEY_E)
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await _wait()
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check(absf(main.cam_yaw - 15.0) < 0.01, "E dreht um 15 Grad")
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check(absf(main.rig.yaw - 15.0) < 0.01, "E dreht um 15 Grad")
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var turned_hit: Dictionary = main._pick_slot(_hex(5, 2))
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check(turned_hit.get("kind", "") == "board" and turned_hit["hex"] == Vector2i(5, 2),
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"Felder werden auch gedreht und gezoomt getroffen")
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@@ -484,6 +616,57 @@ func _run() -> void:
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main.game.timer_enabled = false
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main._refresh()
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print("\n[N3] Ausscheiden und Zuschauen")
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p.hp = 1
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for hx in p.board.keys():
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p.board.erase(hx)
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main._refresh()
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main.game.start_combat()
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main.game.skip_combat()
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main._after_combat()
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main._refresh()
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await _wait(0.2)
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check(not p.alive and main.overlays.kind() == "eliminated",
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"Ausscheiden zeigt den Bildschirm 'Ausgeschieden'")
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var watch := _find_button(main.overlays.current, "Zuschauen")
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check(watch != null, "Knopf 'Zuschauen' ist da")
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await _click(_center(watch))
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check(main.spectating and not main.overlays.is_open(), "Zuschauen läuft, Bildschirm ist weg")
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check(main.scout != null and main.scout.alive, "Kamera zeigt das Brett des Führenden: %s" % (main.scout.pname if main.scout else "-"))
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main.game.timer_enabled = true
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main.game.plan_left = 20.0
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await _wait(0.2)
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check(main.game.plan_left <= 3.0, "Runden laufen beim Zuschauen schneller (%.1f s)" % main.game.plan_left)
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main.game.timer_enabled = false
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main._restart()
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await _wait(0.2)
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check(main.game.human.alive and main.game.round_no == 1 and not main.spectating, "Neues Spiel setzt alles zurück")
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main.game.timer_enabled = false
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p = main.game.human
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print("\n[N4] Weiterspielen")
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main.game.timer_enabled = false
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main.game.start_combat()
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main.game.skip_combat()
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main._refresh()
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check(main.game.save(), "Spielstand geschrieben")
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var saved_round: int = main.game.round_no
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var saved_gold: int = main.game.human.gold
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main.overlays.show_start(Game.has_save())
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await _wait(0.2) # Layout des neuen Overlays abwarten, sonst hat der Knopf noch keine Position
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var cont := _find_button(main.overlays.current, "Weiterspielen")
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check(cont != null, "Startbildschirm bietet 'Weiterspielen'")
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var probe_load := Game.load_from()
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check(probe_load != null and probe_load.round_no == saved_round, "Spielstand lässt sich lesen (Runde %d)" % (probe_load.round_no if probe_load else -1))
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main.game = Game.new()
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main.game.start(0, main.settings.difficulty)
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main.board.game = main.game
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await _click(_center(cont))
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check(main.game.round_no == saved_round and main.game.human.gold == saved_gold,
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"Weiterspielen lädt Runde %d mit %d Gold" % [saved_round, saved_gold])
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main.game.timer_enabled = false
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p = main.game.human
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print("\n[O] Texte mit echten Umlauten")
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var ui_text := _collect_text(main.ui_root)
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var bad := []
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@@ -501,6 +684,7 @@ func _run() -> void:
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has_umlaut = true
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check(has_umlaut, "echte Umlaute kommen im Text vor")
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Game.delete_save()
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print("")
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if fails == 0:
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print("UI-VERIFIKATION BESTANDEN")
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Reference in New Issue
Block a user