Fight a whole mission with nothing drawing #44
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icub3d/terra-redux-org!44
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Delete branch "13-headless-integration-test"
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The test M1's architecture is for. A mission runs start to finish with no window, no
renderer and no playback — and the point of writing it is that it was easy, which is the
evidence the simulation/presentation split holds. The issue said so itself: if this is hard
to write, fix the split rather than the test.
What it asserts
PlaybackPlugin, noUiPlugin.Leaving them out is what proves it, rather than a comment saying so.
won and disagree about how are exactly what replay and PvP cannot survive, so the logs are
compared element by element and the failure names the step that diverged.
entity id shows up as a difference rather than as a test that got lucky about ordering.
possible version of "this is a game". If it ever flips, that is a balance change and
should be a deliberate one.
The player's side is driven by the same
Skirmisherthe hostiles use. Not clever play —fixed play, so anything that differs between two runs came from the game rather than from
the script.
Acceptance criteria
3.4 s for 208 tests.
Found while writing it
A script that remembered only which unit it had acted for stalled the mission: a unit with
two action points needs asking twice, and its turn never ended otherwise. The guard keys on
what the unit has left to spend.
Where this leaves M1
The simulation half is done — a mission is started, fought, shown, ended and reported, and
replayed headlessly from a fixed seed. What remains in the milestone is the tablet half:
#24 touch camera, #25 blank resume, #26 insets, #27 font, #28 portrait, plus #32
anti-aliasing. Until those land, "with touch on a tablet" in the roadmap's done-when is a
claim rather than a fact, and
docs/ROADMAP.mdnow says so.Closes #13
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