- Add a four-second arcade-style boot sequence followed by the Character / Nickname introduction. - Separate cabinet power-on from RFID credit and player Start. - Add operator Power on control and cabinet power-state reporting. - Prevent repeated power commands from restarting boot or gameplay. - Ignore RFID scans received before the cabinet is ready. - Add power-state, RFID, controller, and GPIO feedback regression tests. - Expand the master walkthrough with export, packaging, file transfer, fresh-Pi setup, RFID compilation, and end-to-end testing instructions. - Correct tester hardware documentation: BCM23/J20 drives an LED; physical buttons connect through a separate I2C1 input board. - Document operator-triggered power-on as the current test workflow and retain the temporary 2.4 configuration compatibility notes. - Record successful physical testing of power-on, RFID credit, and player Start. - Add an Odin integration README describing the proposed Rust/NATS bridge, shared messages, Flutter GM interface, autopilot sequencing, hardware ownership, and Starfish SSH-management role. - Define migration milestones and information needed from the framework owner; link the integration guide from the root README. Validation: 69 controller tests, 10 GPIO tests, Pac-Man power/RFID checks, managed-cabinet lifecycle checks, and visual screen inspection.
27 lines
1.2 KiB
GDScript
27 lines
1.2 KiB
GDScript
extends SceneTree
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func _initialize() -> void: call_deferred("run")
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func run() -> void:
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var agent = load("res://tests/pcb/power_agent.gd").new()
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root.add_child(agent)
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agent.session = "test"
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agent.boot = "test"
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agent.cabinet = load("res://data/cabinets/cabinet_01.tres")
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await agent.execute({"id": "prepare", "session": "test", "type": "prepare", "game": "pacman", "game_config": {"power_on_device": "cab1_btn_ylw", "rfid_credit_device": "cab1_rfid1"}})
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assert(agent.phase == "powered_off")
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assert(agent.outcomes.prepare.ok)
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agent.game.set_physics_process(false)
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await agent.execute({"id": "power", "session": "test", "type": "power_on"})
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assert(agent.phase == "booting" and agent.outcomes.power.ok)
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agent.game._physics_process(2.0)
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await agent.execute({"id": "power", "session": "test", "type": "power_on"})
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assert(agent.game.boot_elapsed == 2.0, "Duplicate commands must not restart boot")
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agent.game._physics_process(2.0)
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assert(agent.phase == "ready")
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assert(agent.reports.any(func(r): return r.get("event") == "power_ready"))
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await agent.execute({"id": "reset", "session": "test", "type": "reset"})
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assert(agent.phase == "idle" and agent.game == null)
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agent.queue_free()
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await process_frame
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print("MANAGED PACMAN POWER: PASS")
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quit()
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