refactor(m4c): rename GameFlow coordinator to Main, move to scenes/Main.tscn
The entry-point coordinator read as an internal name ("GameFlow" buried in
scenes/flow/), so it wasn't obvious THIS is the scene that boots first — the
title screen looked like the entry point. Renamed to the Godot-conventional
Main (scenes/Main.tscn + scripts/main.gd) so the boot scene is self-evident.
TitleScreen is unchanged and still shown BY Main as its first screen.
Also drops the hand-written gd_scene uid (now matches sibling scenes) —
closes the Minor review finding. Full suite 327/327 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
71
client/tests/unit/test_main.gd
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71
client/tests/unit/test_main.gd
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extends "res://addons/gut/test.gd"
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const SCENE := "res://scenes/Main.tscn"
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const ContentDB = preload("res://scripts/content/content_db.gd")
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const FakeTransport = preload("res://tests/doubles/fake_transport.gd")
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const DmResponse = preload("res://scripts/net/dm_response.gd")
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func _flow() -> Node:
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# Inject fakes BEFORE _ready (add_child): a real world + a network-free service,
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# so the shell's initial narrate never touches HTTP.
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var node = load(SCENE).instantiate()
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var world = ContentDB.new()
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world.load_from(ContentDB.default_content_root())
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node.world = world
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node.origin = ContentDB.load_json(ContentDB.origin_path("deserter"))
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var transport = FakeTransport.new()
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transport.set_response(DmResponse.ok(200, {"prose": "Rain on the cobbles."}))
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node.service = DmService.new(transport, FallbackLibrary.new())
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add_child_autofree(node)
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return node
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func _creation() -> Dictionary:
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return {
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"name": "Dagnet", "race_id": "human", "calling_id": "sellsword",
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"seed": 8675309, "spend": {},
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"skills": ["athletics", "endurance"], "bonus_skill": "perception",
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}
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func test_boots_into_the_title():
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var flow := _flow()
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assert_true(flow._current is TitleScreen, "Main opens on the title")
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func test_new_game_shows_creation():
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var flow := _flow()
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flow._current.emit_signal("menu_activated", &"new_game")
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assert_true(flow._current is CharacterCreation, "new game routes to creation")
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func test_confirming_creation_reaches_the_shell_as_the_created_character():
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var flow := _flow()
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flow._current.emit_signal("menu_activated", &"new_game")
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flow._current.emit_signal("creation_confirmed", _creation())
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assert_true(flow._current is MainWindowShell, "creation routes to the shell")
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assert_eq(flow._current._log.player.name, "Dagnet",
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"the CREATED character flowed through — not a seed, not a swap alone")
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func _assert_stays_on_creation(bad: Dictionary, why: String) -> void:
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var flow := _flow()
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flow._current.emit_signal("menu_activated", &"new_game")
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# Drive the REAL signal with an invalid dict. The CTA gates this out via the UI,
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# but §2 forbids Main trusting the caller and §13 forbids surfacing an error.
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flow._current.emit_signal("creation_confirmed", bad)
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assert_false(flow._current is MainWindowShell, "a failed construct never reaches the shell (§13): %s" % why)
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assert_true(flow._current is CharacterCreation, "the player stays on the valid creation screen: %s" % why)
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func test_construct_failure_empty_name_stays_on_creation():
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var bad := _creation()
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bad["name"] = "" # empty name fails NewGame.validate
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_assert_stays_on_creation(bad, "empty name")
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func test_construct_failure_bad_calling_stays_on_creation():
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var bad := _creation()
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bad["calling_id"] = "bard" # NPC-only / not a real calling — fails NewGame.validate
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_assert_stays_on_creation(bad, "unknown calling")
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