using System.Collections.Generic; using System.Linq; using Age.Engine.Diagnostics; using Age.Engine.Hosting; using Age.Engine.Model; /// Shared test doubles: a host that records observable effects, and an in-memory script /// provider for synthetic call-script targets. internal sealed class RecordingHost : IHost { public int Waits; public int Presents; public int TransitionWaits; public bool MessageSkip; public bool AdvReadSkip; public readonly List<(int Offset, string Text)> Lines = new(); public readonly List<(int Slot, int X, int Y)> TextCursors = new(); public readonly List<(int Surface, int X, int Y, string Text)> SurfaceStrings = new(); public readonly List SleptDurations = new(); public void ShowText(int offset, string text) => Lines.Add((offset, text)); public void SetAdvTextCursor(int layoutSlot, int x, int y) => TextCursors.Add((layoutSlot, x, y)); public void DrawStringToSurface(int surfaceSlot, int x, int y, string text) => SurfaceStrings.Add((surfaceSlot, x, y, text)); public void WaitForInput() => Waits++; public void Sleep(long duration) => SleptDurations.Add(duration); public void FrameYield() { } public bool IsMessageSkipActive => MessageSkip; public bool IsAdvReadSkipActive => AdvReadSkip; public void PresentFrame(GfxState gfx) { Presents++; gfx.StartForegroundTransitions(100); gfx.CompleteForegroundTransitions(100); } public void WaitForForegroundTransition(GfxState gfx) { TransitionWaits++; gfx.StartForegroundTransitions(100); gfx.CompleteForegroundTransitions(100); } public void CreateTexture(int slot, int w, int h) { } public void SetTexture(long resId, int slot) { } public void DrawTexture(int slot, int sx, int sy, int w, int h, int dx, int dy) { } public (int Width, int Height) GetTextureSize(int slot) => (0, 0); public void PlayBgm(long id) { } public void PlayVoice(long id) { } } internal sealed class MapProvider : IScriptProvider { private readonly Dictionary _m; public MapProvider(Dictionary m) => _m = m; public Script? GetById(long id) => _m.TryGetValue(id, out var s) ? s : null; } /// A controlled test double: every call-script id resolves to the same script (typically a /// no-op that just exits). Lets a test run a real script with call-script handling ON while isolating /// it from the real subroutines' game-state dependencies. internal sealed class AnyProvider : IScriptProvider { private readonly Script _s; public AnyProvider(Script s) => _s = s; public Script? GetById(long id) => _s; } /// Captures every trace event for assertions; TracingSteps is settable so a test can /// exercise the Step gate both ways. internal sealed class RecordingTraceSink : ITraceSink { public bool TracingSteps { get; init; } public readonly List Events = new(); public void Emit(in TraceEvent e) => Events.Add(e); public List CallScriptIds => Events.Where(e => e.Kind == TraceEventKind.CallScript).Select(e => e.Id).ToList(); }