- build_game_theme.gd: extract build_theme() as a static func returning the fully-built Theme; _init() is now a thin save+quit wrapper. Enables a test to build a fresh Theme in memory without running the SceneTree main loop. - test_theme_resource.gd: add test_committed_tres_matches_builder() — builds a fresh Theme via the preloaded builder and compares bg_color against the committed game_theme.tres for PrimaryCTA/normal, ParchmentCard/panel, and DarkPanel/panel. Catches "palette/builder changed, .tres not regenerated." - build_game_theme.gd: give Tab, TabActive, and Chip explicit hover/pressed/ focus styleboxes (focus is StyleBoxEmpty to suppress the default ring) so they no longer fall back to Godot's default gray button on interaction. Add a disabled stylebox + font_disabled_color to PrimaryCTA for the unaffordable-CTA state the 2a shell will need. - theme_keys.gd: add HEADING/ACCENT/MONO font-role consts (kept out of ALL, which is stylebox-variation-only); build_game_theme.gd and theme_showcase.gd now reference them instead of raw StringName literals. - theme_showcase.gd: add an italic DM-voice RichTextLabel (EB Garamond italic face, spec §6) and two semantic-coloured chips (BLOOD for aggressive actions, GOLD for pay/faith) alongside the existing neutral chip, demonstrating the script-applied colouring from spec §5.3. - dark_bay.gdshader: comment noting the stripe uses FRAGCOORD (screen-space) while the vignette uses UV (node-local) — intended for full-bleed use. - surfaces/*.gd: ## comments documenting the accepted deviation from spec §5.4 (uniforms set at runtime from Palette rather than baked into the .tscn) — no behavior change. - Regenerated game_theme.tres via build_game_theme.gd. Full suite: 125/125 (was 124, +1 drift-guard test). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFDm1ku9WDUacK2S78m2be
52 lines
1.8 KiB
GDScript
52 lines
1.8 KiB
GDScript
# client/tests/unit/test_theme_resource.gd
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extends "res://addons/gut/test.gd"
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const ThemeKeys = preload("res://scripts/theme/theme_keys.gd")
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const Builder = preload("res://scripts/theme/build_game_theme.gd")
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const THEME_PATH := "res://assets/theme/game_theme.tres"
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func test_theme_loads():
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assert_true(FileAccess.file_exists(THEME_PATH), "theme not built — run build_game_theme.gd")
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var t = load(THEME_PATH)
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assert_true(t is Theme)
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func test_every_variation_resolves():
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var t: Theme = load(THEME_PATH)
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for key in ThemeKeys.ALL:
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var base: String = ThemeKeys.ALL[key]
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assert_eq(t.get_type_variation_base(key), StringName(base),
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"variation %s missing or wrong base" % key)
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func test_cta_has_normal_stylebox():
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var t: Theme = load(THEME_PATH)
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assert_true(t.has_stylebox(&"normal", ThemeKeys.PRIMARY_CTA))
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func test_default_font_is_set():
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var t: Theme = load(THEME_PATH)
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assert_true(t.default_font is FontFile)
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func test_committed_tres_matches_builder():
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# Catches "palette/builder changed but nobody regenerated game_theme.tres."
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# Preloading the builder script and calling its static build_theme() does
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# NOT run _init() (that only fires on .new()), so this is side-effect-free.
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var fresh: Theme = Builder.build_theme()
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var committed: Theme = load(THEME_PATH)
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var checks := [
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[ThemeKeys.PRIMARY_CTA, &"normal"],
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[ThemeKeys.PARCHMENT_CARD, &"panel"],
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[ThemeKeys.DARK_PANEL, &"panel"],
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]
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for pair in checks:
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var variation: StringName = pair[0]
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var state: StringName = pair[1]
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var fresh_box: StyleBoxFlat = fresh.get_stylebox(state, variation)
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var committed_box: StyleBoxFlat = committed.get_stylebox(state, variation)
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assert_eq(fresh_box.bg_color, committed_box.bg_color,
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"stale game_theme.tres — %s/%s bg_color drifted from the builder; re-run build_game_theme.gd" % [variation, state])
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