Add final progression to tiny sword, fixes and tweeks required
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@@ -6,7 +6,7 @@ var _game_root: Node = null
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func _ready() -> void:
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await run()
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pass # run() is called by the test runner; avoid double-execution.
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func run() -> void:
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@@ -118,10 +118,17 @@ func _test_purchase_flow() -> void:
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var scene: PackedScene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn")
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_game_root = scene.instantiate()
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# Use a unique save path to avoid contamination from previous test runs.
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var save_path: String = "user://test_ascension_%d.json" % randi()
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DirAccess.remove_absolute(ProjectSettings.globalize_path(save_path))
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var gs: LevelGameState = _game_root.get_node("LevelGameState")
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gs.save_file_path = save_path
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add_child(_game_root)
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await _wait()
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var gs: LevelGameState = _game_root.find_child("LevelGameState")
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gs = _game_root.find_child("LevelGameState")
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if gs == null:
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print("[ERROR] LevelGameState not found")
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return
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@@ -142,9 +149,9 @@ func _test_purchase_flow() -> void:
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TestUtils.assert_false(gs.is_prestige_buff_unlocked(&"gold_boost"), "gold_boost starts locked")
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TestUtils.assert_false(gs.is_prestige_buff_unlocked(&"farm_boost"), "farm_boost starts locked")
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# Check can_purchase (both are root nodes with no parents, should be purchaseable)
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# gold_boost is a root node (no parents), farm_boost requires gold_boost as parent.
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TestUtils.assert_true(gs.can_purchase_prestige_buff(&"gold_boost"), "gold_boost is purchasable")
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TestUtils.assert_true(gs.can_purchase_prestige_buff(&"farm_boost"), "farm_boost is purchasable")
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TestUtils.assert_false(gs.can_purchase_prestige_buff(&"farm_boost"), "farm_boost is NOT purchasable (parent gold_boost not yet unlocked)")
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# Check cost
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var cost: BigNumber = gs.get_prestige_buff_cost(&"gold_boost")
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