systems rework: buffs, prestige graph, research, modular architecture
Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content. Key changes: - Prestige: node-based buff tech tree, graph panel, progress bar - Research: multi-worker system, per-generator research, xp generation - Ascension: meta-currency layer via multi-currency prestige resets - Buffs: refactored as generator-independent via catalogues - UI: currency panel, edge-scrolling camera + zoom, current-goal panel - Alchemy Tower: crafting building with recipe/cost system - Testing: 7 test suites (ascension, prestige, research, goals) - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
This commit was merged in pull request #1.
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26
scripts/run_all.sh
Executable file
26
scripts/run_all.sh
Executable file
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#!/bin/bash
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# Godot Test Runner - All Tests
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# Usage: ./scripts/run_all.sh
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set -e
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GODOT_BIN="${GODOT_BIN:-godot}"
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echo "=========================================="
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echo "Running All Tests"
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echo "=========================================="
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echo ""
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"$GODOT_BIN" --headless --path . -s res://tests/test_runner.gd
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EXIT_CODE=$?
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echo ""
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echo "=========================================="
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if [ $EXIT_CODE -eq 0 ]; then
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echo "✓ All tests passed"
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else
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echo "✗ Some tests failed"
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fi
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echo "=========================================="
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exit $EXIT_CODE
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