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@@ -19,9 +19,6 @@ func newTestGame(t *testing.T) *inkwell.Game {
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return g
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}
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// The engine's Validate only checks scene→asset/character references. A typo in
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// a dialogue, script or item name would surface at runtime as a silent no-op
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// (RunDialogue and RunScript fail quietly), so check them here.
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func TestReferencesResolve(t *testing.T) {
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g := newTestGame(t)
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@@ -45,7 +42,7 @@ func TestReferencesResolve(t *testing.T) {
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t.Errorf("tape character not registered: %q", n)
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}
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}
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// Every loadable tape needs an item, a character and a dialogue.
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for item, char := range TapeItems {
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if !g.ItemManager.Has(item) {
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t.Errorf("tape item not registered: %q", item)
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@@ -59,9 +56,6 @@ func TestReferencesResolve(t *testing.T) {
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}
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}
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// The two-channel rule: every tape needs its own voice colour, distinct from
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// the world's. Without that, "if something is amber, a tape said it" is not
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// readable.
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func TestTapeVoicesAreDistinct(t *testing.T) {
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g := newTestGame(t)
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paul, _ := g.CharacterManager.Get(Paul)
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@@ -84,8 +78,6 @@ func TestTapeVoicesAreDistinct(t *testing.T) {
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}
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}
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// HUD geometry: the two channels must not overlap, and both must stay inside
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// the HUD strip.
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func TestHUDGeometry(t *testing.T) {
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g := newTestGame(t)
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@@ -112,8 +104,6 @@ func TestHUDGeometry(t *testing.T) {
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t.Errorf("tape slots cross the divider: %v > %v", ts.Bounds.X+ts.Bounds.W, DividerX)
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}
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// The dialogue box deliberately covers only the left region, so a tape can
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// comment alongside the conversation.
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db, ok := g.UIManager.Get("dialog")
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if !ok {
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t.Fatal("no 'dialog' widget")
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@@ -124,8 +114,6 @@ func TestHUDGeometry(t *testing.T) {
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}
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}
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// The guard must be registered FIRST so it ticks LAST among the widgets —
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// otherwise it would swallow HUD clicks.
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func TestWidgetOrder(t *testing.T) {
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g := newTestGame(t)
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n := g.UIManager.Names()
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@@ -137,22 +125,9 @@ func TestWidgetOrder(t *testing.T) {
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}
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}
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// Every screen needs a background, the drawn ones need the file to be where the
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// asset says it is, and the file has to be exactly screen-sized.
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//
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// The path check: a renamed or mistyped path shows up in the running game only
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// as an inkwell placeholder, which is exactly what a still-greyboxed screen
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// looks like — invisible as a bug.
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//
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// The size check: the engine scales a background over the WHOLE screen, so a
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// painting that is not ScreenW×ScreenH is silently squashed to fit. That is why
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// the screen is 640×380 in the first place; this keeps the two in step.
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func TestSceneBackgroundsResolve(t *testing.T) {
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g := newTestGame(t)
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// Not drawn yet: these render as placeholders on purpose. The alley is
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// missing from the concept-art deck; the selector is the wiki's menu
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// screen, which the deck does not cover at all.
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undrawn := map[string]bool{BgAlley: true, BgSelector: true}
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for _, n := range g.SceneManager.Names() {
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@@ -183,9 +158,6 @@ func TestSceneBackgroundsResolve(t *testing.T) {
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}
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}
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// exits reads the connection graph back out of the registered screens. The
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// exit hotspots are named "exit:<target>", which is what keeps the graph
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// machine-readable — see screen.exit.go.
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func exits(g *inkwell.Game, screen string) []string {
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var out []string
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for _, h := range g.SceneManager.MustGet(screen).Hotspots {
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@@ -196,8 +168,6 @@ func exits(g *inkwell.Game, screen string) []string {
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return out
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}
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// An exit that names a screen nobody registered is a dead end the player walks
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// into: the engine logs "changeScene: unknown" and nothing happens on screen.
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func TestExitsResolve(t *testing.T) {
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g := newTestGame(t)
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for _, n := range g.SceneManager.Names() {
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@@ -209,12 +179,6 @@ func TestExitsResolve(t *testing.T) {
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}
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}
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// Every screen has to be walkable to from the start of the game, through the
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// exits alone — the arrow keys are a browsing tool, not the map. A screen that
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// only the arrow keys can reach is content no player would ever see.
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//
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// The walk starts at Paul's shop, where the letter arrives, and mostly runs
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// through the selector: that is what the wiki's location graph is centred on.
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func TestEveryScreenIsReachable(t *testing.T) {
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g := newTestGame(t)
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@@ -238,8 +202,6 @@ func TestEveryScreenIsReachable(t *testing.T) {
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}
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}
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// A screen with no way out at all is a trap: the player walks in and the only
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// way on is the debug walk.
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func TestEveryScreenHasAWayOut(t *testing.T) {
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g := newTestGame(t)
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for _, n := range g.SceneManager.Names() {
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