spaceship/tests/test_lopsided_formation_movement.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_lopsided_formation_movement.gd
# Regression test for the fleet lurching the wrong way on the first frames
# of a move after the formation was edited at a command centre.
#
# Ships sit at anchor + offset, so the fleet CENTROID is anchor + the
# AVERAGE offset. Seeding the steering anchor from the centroid therefore
# displaced every slot by that average the moment the stick was pushed. The
# default wedge is balanced (average ~zero), so this was invisible; drag
# every slot into one corner and the average becomes large, and the fleet
# jerks towards that corner before the anchor catches up.
#
# Verifies, with every slot dragged to the top-right:
# 1. starting a move does NOT displace the ships' targets sideways
# 2. the fleet actually travels bottom-left from the outset - no frame in
# which the centroid moves the wrong way
# 3. releasing the stick leaves the formation origin where the ships are,
# so re-applying the layout does not teleport them
var scene: Node
var fleet: Node
var game_state: Node
var stage: int = 0
var elapsed: float = 0.0
var samples: Array = []
var start_centroid: Vector2 = Vector2.ZERO
var worst_backwards: float = 0.0
const HEADING: Vector2 = Vector2(-0.7071, 0.7071) # bottom-left
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_formation()
# Every slot dragged into the top-right corner, as the command centre
# allows. The layout keeps its shape; only its centre is offset.
for i in range(game_state.formation.size()):
game_state.formation[i] += Vector2(90.0, -70.0)
#84: move 215 root files into a folder hierarchy Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
fleet.apply_formation()
elapsed = 0.0
stage = 1
return false
1:
# Let the ships settle into the lopsided layout first.
if elapsed < 1.0:
return false
start_centroid = fleet.get_centroid()
var origin_before: Vector2 = fleet.get_formation_origin()
fleet.move_in_direction(HEADING)
# Direct assertion of the bug: the anchor steering starts from
# must be the point the ships are already arranged around. Taking
# the centroid instead puts it a whole average-offset away, which
# is what yanked the fleet sideways.
var drift: float = fleet.anchor.distance_to(origin_before)
print("anchor is %.2f units from the formation origin (centroid is %.2f away)" % [
drift, fleet.get_centroid().distance_to(origin_before)
])
if drift > 1.0:
print("TEST_LOPSIDED_FORMATION_MOVEMENT: FAIL (steering anchored off the formation)")
quit(1)
return true
elapsed = 0.0
stage = 2
return false
2:
# Watch the centroid every frame: it must make progress along the
# heading from the very first one, never against it.
var travelled: float = (fleet.get_centroid() - start_centroid).dot(HEADING)
worst_backwards = minf(worst_backwards, travelled)
samples.append(travelled)
if elapsed < 0.6:
return false
print("progress along heading: first=%.2f last=%.2f worst=%.2f" % [
samples[0], samples[-1], worst_backwards
])
if worst_backwards < -2.0:
print("TEST_LOPSIDED_FORMATION_MOVEMENT: FAIL (fleet moved backwards before setting off)")
quit(1)
return true
if samples[-1] < 50.0:
print("TEST_LOPSIDED_FORMATION_MOVEMENT: FAIL (fleet did not travel along the heading)")
quit(1)
return true
# --- releasing the stick --------------------------------------
fleet.stop()
var origin: Vector2 = fleet.fleet_target
var expected: Vector2 = fleet.get_formation_origin()
var settled_ok: bool = origin.distance_to(expected) < 0.01
print("after stop: fleet_target=%s formation origin=%s ok=%s" % [
origin, expected, settled_ok
])
if settled_ok:
print("TEST_LOPSIDED_FORMATION_MOVEMENT: PASS")
quit(0)
else:
print("TEST_LOPSIDED_FORMATION_MOVEMENT: FAIL (stop left the anchor off the formation)")
quit(1)
return true
return false