spaceship/tests/test_planet_prompt_map_interaction.gd

117 lines
3.4 KiB
GDScript3
Raw Normal View History

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_prompt_map_interaction.gd
# Opening the map while standing on a planet must suppress the shared
# contextual action and planet label, then restore them after closing.
var main_scene: Node
var fleet: Node
var planet_field: Node
var world_map: Control
var map_button: IconButton
var planet_name_label: Label
var enter_button: IconButton
var elapsed: float = 0.0
var stage: int = 0
var target_chunk: Vector2i
func _initialize() -> void:
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk):
target_chunk = chunk
found = true
break
if found:
break
if not found:
print("FAIL: could not find any chunk with a planet to test with")
quit(1)
return
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
world_map = main_scene.get_node("UI/WorldMap")
map_button = main_scene.get_node("UI/MapButton")
planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
var vicinity_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = vicinity_pos
fleet.move_to(vicinity_pos)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < planet_field.check_interval + 0.1:
return false
if not planet_field.populated_chunks.has(target_chunk):
print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (planet never spawned)")
quit(1)
return true
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.5:
return false
var prompt_shown: bool = enter_button.visible and planet_name_label.visible
print("prompt_shown_on_planet=%s" % prompt_shown)
if not prompt_shown:
print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt never appeared)")
quit(1)
return true
world_map.open_map()
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.2:
return false
var prompt_suppressed: bool = not enter_button.visible and not planet_name_label.visible
print("prompt_suppressed_while_map_open=%s enter_visible=%s name_visible=%s" % [
prompt_suppressed, enter_button.visible, planet_name_label.visible
])
if not prompt_suppressed:
print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt visible behind map)")
quit(1)
return true
world_map.close_map()
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.2:
return false
var prompt_restored: bool = enter_button.visible and planet_name_label.visible
print("prompt_restored_after_close=%s" % prompt_restored)
if prompt_restored:
print("TEST_PLANET_PROMPT_MAP_INTERACTION: PASS")
quit(0)
else:
print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt did not come back)")
quit(1)
return true
return false