Files
Fighting_Rthythm_game/tests/test_player_combo_input.gd
2026-07-02 05:11:24 -07:00

511 lines
26 KiB
GDScript

extends SceneTree
var failures: Array[String] = []
var requested_skills: Array[String] = []
func _init() -> void:
var scene: PackedScene = load("res://scenes/characters/player.tscn")
if scene == null:
push_error("Could not load player.tscn")
quit(1)
return
var player: Node = scene.instantiate()
get_root().add_child(player)
var animation_player: AnimationPlayer = player.get_node("AnimationPlayer") as AnimationPlayer
var supports_energy := player.has_method("get_energy") and player.has_method("get_max_energy")
var supports_charge := player.has_method("get_charge") and player.has_method("get_max_charge") and player.has_method("is_charge_active") and player.has_method("is_charge_ready")
if player.has_signal("skill_requested"):
player.connect("skill_requested", _on_skill_requested)
else:
failures.append("Player missing skill_requested signal")
if not player.has_signal("charge_changed"):
failures.append("Player should expose charge_changed signal")
if supports_charge:
_expect_zero(player.call("get_charge"), "charge should start empty")
_expect_bool(player.call("is_charge_ready"), false, "charge should not start ready")
else:
failures.append("Player should expose charge getters")
if not player.has_signal("energy_changed"):
failures.append("Player should expose energy_changed signal")
if not player.has_signal("health_changed"):
failures.append("Player should expose health_changed signal")
if supports_energy:
_expect_int(player.call("get_max_energy"), 10, "energy bar should have ten segments")
_expect_int(player.call("get_energy"), 0, "energy should start empty")
else:
failures.append("Player should expose get_energy and get_max_energy")
if player.has_method("get_health") and player.has_method("get_max_health"):
_expect_int(player.call("get_health"), player.call("get_max_health"), "health should start full")
else:
failures.append("Player should expose get_health and get_max_health")
_expect_action("player_w", KEY_W)
_expect_action("player_a", KEY_A)
_expect_action("player_d", KEY_D)
_expect_action("player_s", KEY_S)
_expect_action("player_space", KEY_SPACE)
var w_event := InputEventKey.new()
w_event.pressed = true
w_event.physical_keycode = KEY_W
player.call("_input", w_event)
w_event.echo = true
player.call("_input", w_event)
_expect_array(player.call("get_combo_slots"), ["W"], "W key press should enter once and ignore echo repeat")
_expect_no_skill_requested("W alone should not request a skill")
player.get("combo_window").clear("test-reset")
var a_event := InputEventKey.new()
a_event.pressed = true
a_event.physical_keycode = KEY_A
player.call("_input", a_event)
_expect_array(player.call("get_combo_slots"), ["A"], "A alone should stay visible in the combo window")
_expect_last_skill("skill_a", "A should request row 10 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_a", "A should play row 10 animation")
_expect_negative((player as CharacterBody2D).velocity.x, "A should lunge left")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
if supports_charge:
player.call("_input", a_event)
player.set("state", Character.State.IDLE)
player.set("attack_time_left", 0.0)
player.call("_process", 0.2)
_expect_bool(player.call("is_charge_active"), true, "holding A after its animation should enter charge state")
_expect_string(animation_player.current_animation, "warrior_idle", "holding A charge should keep idle animation")
_expect_positive(player.call("get_charge"), "holding A should grow charge")
var charge_effect := player.get_node_or_null("ChargeEffectSprite") as Sprite2D
if charge_effect == null:
failures.append("ChargeEffectSprite missing during A charge test")
else:
_expect_bool(charge_effect.visible, true, "holding A should show charge effect")
requested_skills.clear()
var a_release_event := InputEventKey.new()
a_release_event.pressed = false
a_release_event.physical_keycode = KEY_A
player.call("_input", a_release_event)
_expect_bool(player.call("is_charge_active"), false, "early A release should cancel charge")
_expect_bool(player.call("is_charge_ready"), false, "early A release should not be ready")
_expect_no_skill_requested("early A release should not request charge release skill")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
player.call("_input", a_event)
player.set("state", Character.State.IDLE)
player.set("attack_time_left", 0.0)
player.call("_process", player.call("get_max_charge") + 0.1)
_expect_bool(player.call("is_charge_ready"), true, "held A should become ready when charge is full")
requested_skills.clear()
player.call("_input", a_release_event)
_expect_last_skill("skill_a_charge_release", "full A release should request charge release skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_charge_release", "full A release should play row 13 animation")
_expect_negative((player as CharacterBody2D).velocity.x, "full A release should lunge left")
_expect_bool(player.call("is_charge_active"), false, "full A release should leave charge state")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
player.call("_input", a_event)
player.call("_input", a_event)
_expect_array(player.call("get_combo_slots"), ["A", "A"], "two separate A presses should both enter the combo window")
_expect_last_skill("skill_aa", "A+A should request row 11 skill")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
player.call("_input", a_event)
Input.action_press("player_a")
player.call("handle_input")
Input.action_release("player_a")
_expect_array(player.call("get_combo_slots"), ["A"], "one A key event should not be recorded again by physics polling")
_expect_last_skill("skill_a", "single A key event should still be the last requested skill after physics polling")
player.call("flush_pending_combo_clear")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
var d_event := InputEventKey.new()
d_event.pressed = true
d_event.physical_keycode = KEY_D
player.call("_input", d_event)
_expect_array(player.call("get_combo_slots"), ["D"], "D key press should enter the combo window")
_expect_last_skill("skill_d", "D should request mirrored row 10 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_a", "D should reuse row 10 animation")
_expect_positive((player as CharacterBody2D).velocity.x, "D should lunge right")
player.call("flush_pending_combo_clear")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
if supports_charge:
player.call("_input", d_event)
player.set("state", Character.State.IDLE)
player.set("attack_time_left", 0.0)
player.call("_process", player.call("get_max_charge") + 0.1)
var d_release_event := InputEventKey.new()
d_release_event.pressed = false
d_release_event.physical_keycode = KEY_D
requested_skills.clear()
player.call("_input", d_release_event)
_expect_last_skill("skill_d_charge_release", "full D release should request charge release skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_charge_release", "full D release should reuse row 13 animation")
_expect_positive((player as CharacterBody2D).velocity.x, "full D release should lunge right")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
Input.action_press("player_a")
player.set("state", Character.State.IDLE)
player.set("velocity", Vector2.ZERO)
player.call("handle_input")
_expect_negative((player as CharacterBody2D).velocity.x, "A should move the player left")
_expect_vector(player.get("heading"), Vector2.LEFT, "A should face left")
_expect_array(player.call("get_combo_slots"), [], "physics-only movement polling should not write combo slots")
Input.action_release("player_a")
player.call("flush_pending_combo_clear")
player.get("combo_window").clear("test-reset")
Input.action_press("player_d")
player.set("state", Character.State.IDLE)
player.set("velocity", Vector2.ZERO)
player.call("handle_input")
_expect_positive((player as CharacterBody2D).velocity.x, "D should move the player right")
_expect_vector(player.get("heading"), Vector2.RIGHT, "D should face right")
Input.action_release("player_d")
player.get("combo_window").clear("test-reset")
var unhandled_s_event := InputEventKey.new()
unhandled_s_event.pressed = true
unhandled_s_event.physical_keycode = KEY_S
player.call("_unhandled_input", unhandled_s_event)
_expect_array(player.call("get_combo_slots"), ["S"], "unhandled S should enter S")
_expect_no_skill_requested("S alone should not request a skill")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "S", "miss")
_expect_array(player.call("get_combo_slots"), ["Ø"], "miss should display Ø in the combo window")
player.get("combo_window").clear("test-reset")
if supports_energy:
player.set("current_energy", 0)
player.call("submit_combo_input", "W", "perfect")
_expect_int(player.call("get_energy"), 2, "perfect input should add two energy segments")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "A", "good")
_expect_int(player.call("get_energy"), 3, "good input should add one energy segment")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "D", "bad")
_expect_int(player.call("get_energy"), 3, "bad input should not add energy")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "S", "miss")
_expect_int(player.call("get_energy"), 3, "miss input should not add energy")
player.get("combo_window").clear("test-reset")
player.set("current_energy", 9)
player.call("submit_combo_input", "W", "perfect")
_expect_int(player.call("get_energy"), 10, "energy should cap at ten segments")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
player.call("_play_skill_animation", "warrior_a", Vector2.LEFT)
player.call("submit_combo_input", "A", "miss")
_expect_array(player.call("get_combo_slots"), ["Ø"], "missed A should display Ø in the combo window")
_expect_no_skill_requested("missed A should not request a skill")
_expect_zero((player as CharacterBody2D).velocity.x, "missed A should stop horizontal lunge")
_expect_int(int(player.get("state")), Character.State.IDLE, "missed A should return to idle state")
_expect_string(animation_player.current_animation, "warrior_idle", "missed A should keep idle animation")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
player.call("_play_skill_animation", "warrior_a", Vector2.RIGHT)
player.call("submit_combo_input", "D", "miss")
_expect_array(player.call("get_combo_slots"), ["Ø"], "missed D should display Ø in the combo window")
_expect_no_skill_requested("missed D should not request a skill")
_expect_zero((player as CharacterBody2D).velocity.x, "missed D should stop horizontal lunge")
_expect_int(int(player.get("state")), Character.State.IDLE, "missed D should return to idle state")
_expect_string(animation_player.current_animation, "warrior_idle", "missed D should keep idle animation")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "W", "perfect")
player.call("submit_combo_input", "A", "good")
_expect_array(player.call("get_combo_slots"), ["W", "A"], "W+A should stay visible after skill trigger")
_expect_last_skill("skill_wa", "W+A should request row 7 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_wa", "W+A should play row 7 animation")
_expect_negative((player as CharacterBody2D).velocity.x, "W+A should lunge left")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), ["W", "A"], "W+A should not clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "W", "perfect")
player.call("submit_combo_input", "D", "good")
_expect_array(player.call("get_combo_slots"), ["W", "D"], "W+D should stay visible after skill trigger")
_expect_last_skill("skill_wd", "W+D should request mirrored row 7 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_wa", "W+D should reuse row 7 animation")
_expect_positive((player as CharacterBody2D).velocity.x, "W+D should lunge right")
_expect_vector(player.get("heading"), Vector2.RIGHT, "W+D should face right")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), ["W", "D"], "W+D should not clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "A")
_expect_array(player.call("get_combo_slots"), ["A", "A", "A"], "A+A+A should stay visible after skill trigger")
_expect_last_skill("skill_aaa", "A+A+A should request row 12 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_aaa", "A+A+A should play row 12 animation")
_expect_negative((player as CharacterBody2D).velocity.x, "A+A+A should lunge left")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), ["A", "A", "A"], "A+A+A should not clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "A")
_expect_array(player.call("get_combo_slots"), ["A", "A", "A", "A"], "fourth A should still fill the old four-slot window before clear")
_expect_last_skill("skill_a", "fourth A after A+A+A should play normal A animation")
_expect_string(str(player.get("current_skill_animation")), "warrior_a", "fourth A should fall back to row 10 animation")
_expect_negative((player as CharacterBody2D).velocity.x, "fourth A should lunge left as a normal A")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "fourth A full window should clear after display")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "D")
_expect_array(player.call("get_combo_slots"), ["D", "D", "D"], "D+D+D should stay visible after skill trigger")
_expect_last_skill("skill_ddd", "D+D+D should request mirrored row 12 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_aaa", "D+D+D should reuse row 12 animation")
_expect_positive((player as CharacterBody2D).velocity.x, "D+D+D should lunge right")
_expect_vector(player.get("heading"), Vector2.RIGHT, "D+D+D should face right")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), ["D", "D", "D"], "D+D+D should not clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "D")
_expect_array(player.call("get_combo_slots"), ["D", "D", "D", "D"], "fourth D should still fill the old four-slot window before clear")
_expect_last_skill("skill_d", "fourth D after D+D+D should play normal D animation")
_expect_string(str(player.get("current_skill_animation")), "warrior_a", "fourth D should fall back to row 10 animation")
_expect_positive((player as CharacterBody2D).velocity.x, "fourth D should lunge right as a normal D")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "fourth D full window should clear after display")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "SP")
_expect_array(player.call("get_combo_slots"), ["A", "SP"], "A+Space should be visible before skill clear")
_expect_last_skill("skill_a_space", "A+Space should request row 17 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_a_space", "A+Space should play row 17 animation")
_expect_negative((player as CharacterBody2D).velocity.x, "A+Space should lunge left")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "A+Space should clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "SP")
_expect_array(player.call("get_combo_slots"), ["D", "SP"], "D+Space should be visible before skill clear")
_expect_last_skill("skill_d_space", "D+Space should request mirrored row 17 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_a_space", "D+Space should reuse row 17 animation")
_expect_positive((player as CharacterBody2D).velocity.x, "D+Space should lunge right")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "D+Space should clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "SP")
player.call("submit_combo_input", "SP")
_expect_array(player.call("get_combo_slots"), ["A", "SP", "SP"], "A+Space+Space should cancel the pending A+Space clear and stay visible before its own clear")
_expect_last_skill("skill_a_space_space", "A+Space+Space should request row 15 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_a_space_space", "A+Space+Space should play row 15 animation")
_expect_negative((player as CharacterBody2D).velocity.x, "A+Space+Space should lunge left")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "A+Space+Space should clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "SP")
player.call("submit_combo_input", "SP")
_expect_array(player.call("get_combo_slots"), ["D", "SP", "SP"], "D+Space+Space should cancel the pending D+Space clear and stay visible before its own clear")
_expect_last_skill("skill_d_space_space", "D+Space+Space should request mirrored row 15 skill")
_expect_string(str(player.get("current_skill_animation")), "warrior_a_space_space", "D+Space+Space should reuse row 15 animation")
_expect_positive((player as CharacterBody2D).velocity.x, "D+Space+Space should lunge right")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "D+Space+Space should clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "A")
player.call("submit_combo_input", "SP")
_expect_array(player.call("get_combo_slots"), ["A", "A", "SP"], "A+A+Space should be visible before skill clear")
_expect_last_skill("skill_aa_space", "A+A+Space should request clear skill")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "A+A+Space should clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "D")
player.call("submit_combo_input", "SP")
_expect_array(player.call("get_combo_slots"), ["D", "D", "SP"], "D+D+Space should be visible before skill clear")
_expect_last_skill("skill_dd_space", "D+D+Space should request clear skill")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "D+D+Space should clear combo window")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "SP")
_expect_array(player.call("get_combo_slots"), ["SP"], "Space should be visible before space clear")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "Space should clear combo window")
if supports_energy:
player.set("current_energy", 0)
player.call("submit_combo_input", "S", "perfect")
player.call("submit_combo_input", "SP", "perfect")
_expect_last_skill("skill_s_projectile_1", "S+Space should request projectile skill")
_expect_projectile_count(1, "S+Space should fire one projectile")
if supports_energy:
_expect_int(player.call("get_energy"), 1, "S+Space should spend three energy after two perfect inputs")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), ["S", "SP"], "S+Space should not clear combo window")
player.call("submit_combo_input", "SP", "perfect")
_expect_last_skill("skill_s_projectile_2", "S+Space+Space should request projectile skill")
_expect_projectile_count(2, "Second Space should fire another projectile")
if supports_energy:
_expect_int(player.call("get_energy"), 1, "S+Space+Space should spend two energy after the next perfect input")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), ["S", "SP", "SP"], "S+Space+Space should not clear combo window")
player.call("submit_combo_input", "SP", "perfect")
_expect_last_skill("skill_s_projectile_3", "S+Space+Space+Space should request projectile skill")
_expect_projectile_count(3, "Third Space should fire another projectile")
if supports_energy:
_expect_int(player.call("get_energy"), 2, "S+Space+Space+Space should spend one energy after the next perfect input")
_expect_array(player.call("get_combo_slots"), ["S", "SP", "SP", "SP"], "projectile chain should fill four slots before clear")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "projectile chain should clear combo window because four slots are full")
if supports_energy:
requested_skills.clear()
player.set("current_energy", 0)
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "S", "bad")
player.call("submit_combo_input", "SP", "bad")
_expect_no_skill_requested("S+Space should not execute when energy is insufficient")
_expect_projectile_count(3, "insufficient energy should not fire another projectile")
_expect_int(player.call("get_energy"), 0, "insufficient projectile attempt should leave energy at zero")
player.get("combo_window").clear("test-reset")
requested_skills.clear()
if supports_energy:
player.set("current_energy", 10)
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "S", "perfect")
player.call("submit_combo_input", "A", "miss")
player.call("submit_combo_input", "SP", "perfect")
_expect_array(player.call("get_combo_slots"), ["S", "Ø", "SP"], "miss should remain visible between S and Space")
_expect_no_skill_requested("S miss Space should not execute projectile skill")
_expect_projectile_count(3, "S miss Space should not fire another projectile")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "S miss Space should clear as a normal Space input")
player.get("combo_window").clear("test-reset")
player.call("submit_combo_input", "W")
player.call("submit_combo_input", "W")
player.call("submit_combo_input", "W")
player.call("submit_combo_input", "W")
_expect_array(player.call("get_combo_slots"), ["W", "W", "W", "W"], "four non-skill inputs should be visible before clear")
player.call("flush_pending_combo_clear")
_expect_array(player.call("get_combo_slots"), [], "four non-skill inputs should clear combo window")
player.queue_free()
_finish()
func _expect_action(action_name: String, key: Key) -> void:
if not InputMap.has_action(action_name):
failures.append("Missing input action: %s" % action_name)
return
for event: InputEvent in InputMap.action_get_events(action_name):
var key_event := event as InputEventKey
if key_event != null and (key_event.keycode == key or key_event.physical_keycode == key):
return
failures.append("Input action %s should be bound to %s" % [action_name, OS.get_keycode_string(key)])
func _expect_last_skill(expected: String, label: String) -> void:
if requested_skills.is_empty():
failures.append("%s: no skill requested" % label)
return
var actual := requested_skills[requested_skills.size() - 1]
if actual != expected:
failures.append("%s: expected %s, got %s" % [label, expected, actual])
func _expect_no_skill_requested(label: String) -> void:
if not requested_skills.is_empty():
failures.append("%s: expected no skill, got %s" % [label, requested_skills[requested_skills.size() - 1]])
func _expect_string(actual: String, expected: String, label: String) -> void:
if actual != expected:
failures.append("%s: expected %s, got %s" % [label, expected, actual])
func _expect_int(actual: int, expected: int, label: String) -> void:
if actual != expected:
failures.append("%s: expected %d, got %d" % [label, expected, actual])
func _expect_projectile_count(expected: int, label: String) -> void:
var actual := _count_projectiles(get_root())
if actual != expected:
failures.append("%s: expected %d, got %d" % [label, expected, actual])
func _count_projectiles(node: Node) -> int:
var total := 1 if node.is_in_group("player_projectiles") else 0
for child: Node in node.get_children():
total += _count_projectiles(child)
return total
func _expect_array(actual: Array, expected: Array, label: String) -> void:
if actual != expected:
failures.append("%s: expected %s, got %s" % [label, expected, actual])
func _expect_negative(actual: float, label: String) -> void:
if actual >= 0.0:
failures.append("%s: expected negative x velocity, got %.3f" % [label, actual])
func _expect_positive(actual: float, label: String) -> void:
if actual <= 0.0:
failures.append("%s: expected positive x velocity, got %.3f" % [label, actual])
func _expect_bool(actual: bool, expected: bool, label: String) -> void:
if actual != expected:
failures.append("%s: expected %s, got %s" % [label, expected, actual])
func _expect_zero(actual: float, label: String) -> void:
if not is_zero_approx(actual):
failures.append("%s: expected zero x velocity, got %.3f" % [label, actual])
func _expect_vector(actual: Vector2, expected: Vector2, label: String) -> void:
if not actual.is_equal_approx(expected):
failures.append("%s: expected %s, got %s" % [label, expected, actual])
func _on_skill_requested(skill_id: String) -> void:
requested_skills.append(skill_id)
func _finish() -> void:
if failures.is_empty():
print("PASS player combo input")
quit(0)
else:
for failure: String in failures:
push_error(failure)
quit(1)