Add final progression to tiny sword, fixes and tweeks required

This commit is contained in:
2026-05-15 00:47:38 +02:00
parent 66666defcb
commit 738381a16b
43 changed files with 1127 additions and 339 deletions

View File

@@ -5,8 +5,7 @@ var failed: int = 0
var _game_root: Node = null
func _ready():
await run()
# Don't quit here - let test_runner handle it
pass # run() is called by the test runner; avoid double-execution.
func run():
print("\n=== TEST: Gold Mine Click ===\n")
@@ -15,34 +14,62 @@ func run():
# Load tiny_sword scene
var scene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn")
_game_root = scene.instantiate()
# Use a unique save path to avoid contamination from previous test runs.
var save_path: String = "user://test_gold_mine_%d.json" % randi()
DirAccess.remove_absolute(ProjectSettings.globalize_path(save_path))
var gs: LevelGameState = _game_root.get_node("LevelGameState")
gs.save_file_path = save_path
add_child(_game_root)
await _wait()
var game_state: LevelGameState = _game_root.find_child("LevelGameState")
var gold_mine = _game_root.find_child("GoldMine") as CurrencyGenerator
var gold_mine_node: Node = _game_root.find_child("GoldMine")
if game_state == null:
print("[ERROR] LevelGameState not found")
_print_summary()
return
if gold_mine == null:
if gold_mine_node == null:
print("[ERROR] GoldMine node not found")
_print_summary()
return
# Record initial gold
var initial_gold: BigNumber = game_state.get_currency_amount_by_id(&"gold")
var gold_mine: CurrencyGenerator = gold_mine_node.find_child("CurrencyGenerator") as CurrencyGenerator
if gold_mine == null:
print("[ERROR] CurrencyGenerator not found under GoldMine")
_print_summary()
return
# Verify game_state is reachable and generator is available
TestUtils.assert_not_null(gold_mine.game_state, "game_state is not null")
TestUtils.assert_true(gold_mine.is_available_to_player(), "Gold Mine is available to player")
# Record initial gold (copy to avoid BigNumber reference sharing)
var initial_gold: BigNumber = BigNumber.new(
game_state.get_currency_amount_by_id(&"gold").mantissa,
game_state.get_currency_amount_by_id(&"gold").exponent
)
print("[TARGET] initial_gold: %s" % initial_gold.to_string_suffix(2))
# Temporarily set press_buys_generator to false so _on_pressed grants click currency
# (Gold Mine defaults to true which would try to buy with workers instead)
var original_press_buys: bool = gold_mine.press_buys_generator
gold_mine.press_buys_generator = false
# Simulate clicking the generator
gold_mine._on_pressed()
await _wait()
# Validate gold increased
var final_gold: BigNumber = game_state.get_currency_amount_by_id(&"gold")
# Validate gold increased (copy to avoid BigNumber reference sharing)
var final_gold: BigNumber = BigNumber.new(
game_state.get_currency_amount_by_id(&"gold").mantissa,
game_state.get_currency_amount_by_id(&"gold").exponent
)
print("[TARGET] final_gold: %s" % final_gold.to_string_suffix(2))
TestUtils.assert_greater_than(