Operator hub - Introduce Escape Gallery branding and Glitch: the Dark Machine room views - Add cabinet illustrations, Pac-Man marquee/gameplay artwork, and waiting states - Add device feedback panels with RFID readings, input/output states, and stale status - Add logged operator hardware interventions with request deduplication Room and cabinet authoring - Add a visual custom-PCB connection editor with per-cabinet device inventory - Support device IDs, bindings, wiring notes, input polarity, and validation - Add physical-room label/dimension toggles and editable doorway annotations - Preserve doorway changes through undo, save, and revert - Expand cabinet profiles, room layout, and Glitch scenario resources Scenarios and gameplay - Add per-assignment game configuration and runtime feature validation - Add timed test wins and Frogger individual-home objectives - Add the three-cabinet timed/score/Frogger test scenario - Add Cabinet 1 Pac-Man RFID credits, credit sound, and CREDIT 0/1 display - Require physical Start after an accepted scan and prevent duplicate credits Pi hardware and deployment - Add GPIO feedback sampling and a separate multiplexed RFID helper - Validate reader pin ownership and input/output conflicts - Add SSH cabinet startup and Pi desktop-session service support - Add master packaging, site setup, SSH enrollment, and staged cabinet releases - Verify deployment manifests and support explicit activation/status/log commands Documentation and verification - Consolidate the root README around the current architecture and setup workflow - Add the complete master/Pi/RFID export and deployment walkthrough - Document network isolation, credentials, card identification, and rollback - Add PCB, room-editor, feedback, credit, deployment, and controller tests - Isolate protocol tests from designer-edited cabinet configurations Known limitations - RFID helper compilation and physical Pi commissioning remain unverified - Fleet provisioning does not yet configure RFID-only installations completely - Broader Pac-Man tests retain a ghost-capture assertion failure - Staged exports must be rebuilt and checked before deploying runtime 2.3
53 lines
1.9 KiB
GDScript
53 lines
1.9 KiB
GDScript
extends SceneTree
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func _initialize() -> void:
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call_deferred("run")
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func run() -> void:
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var scenario: ScenarioDefinition = load("res://data/scenarios/three_cabinet_objective_test.tres")
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var edit := ScenarioEditSession.new()
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assert(edit.begin(scenario))
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assert(edit.working_scenario.assignments[1].game_config.score_to_win == 500)
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edit.working_scenario.assignments[1].game_config.score_to_win = 600
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edit.mark_dirty()
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assert(edit.is_dirty)
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assert(scenario.assignments[1].game_config.score_to_win == 500, "Editing must not mutate source")
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var frogger = load("res://games/frogger/Frogger.tscn").instantiate()
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root.add_child(frogger)
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frogger.configure({})
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frogger.start_game()
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frogger.homes[2] = true
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frogger.phase = "home"
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frogger.phase_time = 0.0
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frogger._physics_process(.01)
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assert(frogger.is_running, "Default Frogger must not win on one home")
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frogger.reset_game()
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frogger.configure({"homes_to_win": 1, "boards_to_win": 0})
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frogger.start_game()
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frogger.homes[2] = true
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frogger.phase = "home"
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frogger.phase_time = 0.0
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frogger._physics_process(.01)
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assert(not frogger.is_running and frogger.phase == "won")
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frogger.queue_free()
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var agent = load("res://core/network/managed_cabinet.gd").new()
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# Keep this isolated agent outside the tree: no network polling.
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var game := ArcadeGame.new()
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agent.add_child(game)
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agent.game = game
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game.configure({"test_auto_win_seconds": 5.0})
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game.start_game()
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agent.event("started")
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agent._process(4.0)
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assert(game.is_running)
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agent.unload()
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var replacement := ArcadeGame.new()
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agent.add_child(replacement)
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agent.game = replacement
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replacement.start_game()
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agent.event("started")
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agent._process(20.0)
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assert(replacement.is_running, "Old timer must not affect the next game")
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agent.free()
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await process_frame
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print("PASS: default Frogger, configured home objective, editor copy isolation, and timer cancellation")
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quit()
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