118 lines
4.1 KiB
GDScript3
118 lines
4.1 KiB
GDScript3
|
|
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)
|
||
|
|
|
||
|
|
scene = load("res://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
|