107 lines
3.4 KiB
GDScript3
107 lines
3.4 KiB
GDScript3
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_prompt_debounce.gd
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# Verifies the enter-atmosphere prompt is debounced: rapid flicker in the
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# underlying landing-detection (planet_field.get_planet_fleet_is_on())
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# must NOT cause the prompt to flicker on/off - only a raw signal that
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# stays consistent for prompt_debounce_time in a row should commit a
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# visible change. Simulates the worst-case flicker by teleporting the
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# whole fleet back and forth across the planet's landing_radius boundary
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# every single frame (bypassing actual ship steering, for a fully
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# deterministic repro).
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var main_scene: Node
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var fleet: Node
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var planet_field: Node
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var enter_button: IconButton
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var target_chunk: Vector2i
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var planet_pos: Vector2
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var landing_radius: float
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var flicker_frames: int = 0
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var visible_toggle_count: int = 0
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var last_visible_state: bool = false
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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if WorldGen.has_planet_at_chunk(chunk):
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("FAIL: could not find any chunk with a planet to test with")
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quit(1)
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return
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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planet_field = main_scene.get_node("PlanetField")
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enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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var vicinity_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = vicinity_pos
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fleet.move_to(vicinity_pos)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < planet_field.check_interval + 0.1:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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print("TEST_PROMPT_DEBOUNCE: FAIL (planet never spawned)")
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quit(1)
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return true
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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planet_pos = planet.position
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landing_radius = planet.landing_radius
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last_visible_state = enter_button.visible
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elapsed = 0.0
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stage = 2
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return false
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2:
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# Teleport the fleet's centroid just inside, then just outside,
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# the landing radius every single frame - the raw detection
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# flips every frame, so the debounced prompt must never react
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# to this at all.
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var inside_pos: Vector2 = planet_pos + Vector2(landing_radius - 5.0, 0.0)
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var outside_pos: Vector2 = planet_pos + Vector2(landing_radius + 5.0, 0.0)
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var target_pos: Vector2 = inside_pos if (flicker_frames % 2 == 0) else outside_pos
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for ship in fleet.ships:
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ship.position = target_pos
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flicker_frames += 1
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if enter_button.visible != last_visible_state:
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visible_toggle_count += 1
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last_visible_state = enter_button.visible
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if flicker_frames < 20:
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return false
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print("visible_toggle_count=%d (should be 0)" % visible_toggle_count)
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if visible_toggle_count == 0:
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print("TEST_PROMPT_DEBOUNCE: PASS")
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quit(0)
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else:
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print("TEST_PROMPT_DEBOUNCE: FAIL (prompt flickered despite debounce)")
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quit(1)
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return true
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return false
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