2026-08-16 20:14:29 +02:00
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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_research_points.gd
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# Forgejo #63: a rare enemy planet type that yields no resources but grants
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# one research point when conquered - a required currency for mid/late
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# skill-tree nodes and vessel/lab research, gated alongside their existing
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# ore/resource costs.
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#
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# Covers:
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# A. research labs generate deterministically and are rare
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# (structural) the definition yields no resources and its surface has no
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# resource provider at all
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# F. a fresh game can still reach a ship crafter and an extractor with
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# zero research points
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# D. a research-point-gated skill node is refused while unaffordable, and
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# explains why
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Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
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# E. conquering a research_lab awards what its MAP says it is worth, once.
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# The reward used to be a flat 1 on the planet definition; it now comes
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# entirely from the authored setup, so a hard lab can pay more than an
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# easy one and the value is editable in the map editor. The planet type
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# contributing nothing of its own is part of what is checked (guarded
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2026-08-16 20:14:29 +02:00
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# even against a redundant re-mark), emits the signal once, and a
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# non-research_lab planet's conquest never awards one
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# D continued: unlocking spends the points and the balance updates
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# G. the ship-lab research path gates and spends research points the
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# same way, independent of the skill tree
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var game_state: Node
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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# --- A. deterministic and rare -------------------------------------------
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var lab_count: int = 0
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var total_planets: int = 0
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for x in range(-40, 40):
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for y in range(-40, 40):
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var chunk: Vector2i = Vector2i(x, y)
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if not WorldGen.has_planet_at_chunk(chunk):
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continue
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total_planets += 1
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var first: Dictionary = WorldGen.planet_data_at_chunk(chunk)
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var second: Dictionary = WorldGen.planet_data_at_chunk(chunk)
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if first.definition_id != second.definition_id or first.local_pos != second.local_pos:
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return _fail("planet_data_at_chunk(%s) is not deterministic" % chunk)
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if first.definition_id == "research_lab":
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lab_count += 1
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print("scanned %d planet chunks: %d research labs" % [total_planets, lab_count])
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if lab_count == 0:
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return _fail("no research labs generated across a wide scan - the rare outcome never fires")
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if lab_count * 3 >= total_planets:
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return _fail("research labs (%d of %d) are not rare" % [lab_count, total_planets])
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print("research labs are deterministic and rare (%d of %d planet chunks)" % [lab_count, total_planets])
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# --- structural: yields nothing at all ------------------------------------
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var lab_def: Resource = load("res://PlanetDefinitions.gd").get_definition("research_lab")
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if String(lab_def.resource_id) != "":
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return _fail("research_lab planet's resource_id is '%s', expected empty" % lab_def.resource_id)
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var profile: Resource = load("res://PlanetSurfaceProfiles.gd").get_profile("research_lab")
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if profile.features_scene != null:
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return _fail("research_lab surface profile has a features_scene - it must yield nothing")
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print("research_lab yields no resource id and no surface feature provider")
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# --- F. a fresh game still reaches a crafter and an extractor -------------
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game_state.reset_new_game()
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Rework how a game starts: dev mode, a bare opening, and fleet growth
Adds a Dev Mode entry to the main menu and takes the play-testing
conveniences out of a normal game, which turn out to be the same change
from two directions.
DEV MODE. Banks 2000 of every resource, grants 500 research points, and
plants one of each planet type in the chunks around the spawn. Built ON TOP
of reset_new_game() rather than beside it, so a dev game is a normal game
plus a stock rather than a second definition of "fresh game" to keep in
sync. Offered only when running from Godot - OS.has_feature("editor"), the
tag an export clears - as is the map editor. Hidden AND guarded: pressing
either anyway is refused, because visibility is presentation and the rule is
the rule.
The menu now lays its stack out in code. Hiding two of four entries with
scene-authored offsets would leave holes in a shipped build - the same
failure the HUD columns had - so it measures the entries that actually exist
and centres on them.
A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both
reset_new_game and the autoload's own default, so the two cannot disagree),
and no gas giant guaranteed in the origin chunk. Both were play-testing
conveniences that had become part of the real world's shape: every player
got the same landmark in the same place. Play-testing wanted all four planet
types anyway, and a normal game wanted none of them - different needs, now
different mechanisms.
WorldGen cannot read GameState back (an autoload is not resolvable as a
global identifier that early, the hazard PlanetSetups.gd already works
around), so GameState.dev_mode's setter PUSHES the flag down. World
generation stays static and dependency-free, GameState stays the single
source of truth, and dev planting is applied after every rng draw so a dev
world and a normal one differ only in those four chunks.
FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND
how many ships you start with - which forced a new game to open with a full
fleet, leaving the first ship crafter nothing to do. Split into
BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening
has two empty slots to fill. A third copy of the old value turned up in
PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently
degraded into "however many slots exist" once max_fleet_size() clamped it.
The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron
(70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game
luxury but the ordinary way out of the opening, and pricing them as a luxury
made the early game feel stuck. Armada follows at 90/2. Two new tiers,
Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in
one lane would be a long monotonous chain for a branch that only ever does
one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size()
clamps to its length and a doctrine past that would charge real resources
for nothing; test_fleet_growth.gd asserts that invariant directly.
TEST FALLOUT, all of it from the deliberate change rather than a defect:
- Tests that silently inherited the old 5-ship default now ask for the fleet
they need. Several had to crew it from their first frame rather than
_initialize(), where the engine's deferred tree-entry finalization undoes
it - the same hazard those tests already documented for set_process(false).
- test_planet_landing_proximity and test_return_position_matches_planet take
the FIRST chunk holding a planet and land there. The guaranteed gas giant
had been masking that this can now be a black hole, which destroys ships on
contact. They exclude it, and clear the asteroids the field already placed.
- test_pivot_controls measured rotation with angle_difference, which wraps at
+/-pi, so a hold that turned a full circle read as no rotation. Latent
flakiness that only ever showed under load; it now reads the controller's
unwrapped pivot_hold_amount.
- test_research_points was failing on ore, not points: can_unlock() checks
the ore price too, and a fresh game banks nothing now.
- test_gas_system's "a reachable gas source near the spawn" premise moved to
dev mode, which is where that guarantee now lives.
Full suite green at 97/97.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
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# can_unlock() also checks the ore price, and a new game now banks
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# nothing - the opening mining run is the point. Stock the ore so this
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# checks what it says it checks: reachability at ZERO RESEARCH POINTS.
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game_state.rocks = 500
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2026-08-16 20:14:29 +02:00
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if not game_state.can_unlock("shipyards"):
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return _fail("shipyards is not reachable with 0 research points")
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game_state.unlock("shipyards")
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if not game_state.can_unlock("logistics"):
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return _fail("logistics is not reachable with 0 research points after shipyards")
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game_state.unlock("logistics")
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print("fresh game reaches a ship crafter (shipyards) and an extractor (logistics) at 0 research points")
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# --- D. a points-gated node is refused and explains why -------------------
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if game_state.can_unlock("coordination"):
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return _fail("coordination (costs research points) was unlockable with 0 research points")
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print("a research-point-gated node (coordination) correctly refused at 0 points")
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# --- E. earning exactly one point, once, with the signal ------------------
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var totals_seen: Array = []
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game_state.research_points_changed.connect(func(total): totals_seen.append(total))
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game_state.planet_capture.clear()
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Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
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# The planet type itself must no longer carry a reward - that is the
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# delegation. If it crept back, a lab would pay its map's value PLUS a
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# hidden one, or pay something even with no map authored.
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var lab_definition: Resource = load("res://PlanetDefinitions.gd").get_definition("research_lab")
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if int(lab_definition.conquest_research_points) != 0:
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return _fail("the research_lab planet type still grants %d point(s) of its own - the reward belongs to the authored map now" \
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% int(lab_definition.conquest_research_points))
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game_state.register_capture_points("test_lab_no_reward", 1, "research_lab")
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game_state.mark_point_captured("test_lab_no_reward", 0)
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if game_state.research_points != 0:
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return _fail("a lab whose map states no reward still awarded %d" % game_state.research_points)
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print("the planet type grants nothing by itself; an unpriced map awards nothing")
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# What an authored map is worth is passed through as the override, exactly
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# as PlanetSetupHost does from the setup's research_point_reward.
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game_state.register_capture_points("test_lab_planet", 2, "research_lab", 1)
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2026-08-16 20:14:29 +02:00
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if game_state.is_planet_conquered("test_lab_planet"):
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return _fail("a lab with 2 real capture points started conquered")
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game_state.mark_point_captured("test_lab_planet", 0)
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if game_state.research_points != 0:
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return _fail("a research point was awarded before every point was captured")
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game_state.mark_point_captured("test_lab_planet", 1)
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if game_state.research_points != 1:
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Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
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return _fail("conquering a research_lab did not award the 1 point its map is worth: %d" % game_state.research_points)
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2026-08-16 20:14:29 +02:00
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if totals_seen != [1]:
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return _fail("research_points_changed did not fire exactly once with the new total: %s" % [totals_seen])
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Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
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print("conquering a research_lab awarded exactly what its map is worth, once")
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2026-08-16 20:14:29 +02:00
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game_state.mark_point_captured("test_lab_planet", 0) # already captured - redundant re-mark
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if game_state.research_points != 1:
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return _fail("re-marking an already-captured point re-awarded a research point: %d" % game_state.research_points)
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print("double-award guarded against")
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game_state.register_capture_points("test_rocky_planet", 1, "rocky")
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game_state.mark_point_captured("test_rocky_planet", 0)
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if game_state.research_points != 1:
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return _fail("conquering a non-research_lab planet awarded a research point: %d" % game_state.research_points)
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print("a non-research_lab planet's conquest never awards a point")
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# --- D continued: unlocking spends the points, balance updates ------------
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if not game_state.can_unlock("coordination"):
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return _fail("coordination is still not unlockable with 1 research point and enough ore")
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if not game_state.unlock("coordination"):
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return _fail("unlock(coordination) failed despite can_unlock() being true")
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if game_state.research_points != 0:
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return _fail("unlocking a 1-point node did not spend the point: %d remaining" % game_state.research_points)
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print("unlocking a research-point-gated skill node spent the point, balance now 0")
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# --- G. the ship-lab research path gates and spends the same currency -----
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var carrier_def: Resource = game_state.vessel_definition(GameState.VESSEL_CARRIER)
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var point_cost: int = int(carrier_def.research_point_cost)
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if point_cost <= 0:
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return _fail("carrier production data has no research-point cost")
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game_state.vessel_levels.erase(carrier_def.unlock_id)
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var lab_id: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2.ZERO)
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if not game_state.queue_lab_research(lab_id, carrier_def.unlock_id):
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return _fail("could not queue carrier research")
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game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_ORE, 1000)
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game_state._advance_lab_research(100.0)
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if game_state.vessel_is_unlocked(GameState.VESSEL_CARRIER):
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return _fail("carrier research completed despite 0 research points")
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print("lab research correctly stalled on a research-point shortfall")
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game_state.research_points = point_cost
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game_state._advance_lab_research(100.0)
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if not game_state.vessel_is_unlocked(GameState.VESSEL_CARRIER):
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return _fail("carrier research did not complete once research points were available")
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if game_state.research_points != 0:
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return _fail("lab research did not spend the research points: %d remaining" % game_state.research_points)
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print("lab research spent the research points once affordable, and completed")
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print("TEST_RESEARCH_POINTS: PASS")
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quit(0)
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func _fail(message: String) -> void:
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print("TEST_RESEARCH_POINTS: FAIL (%s)" % message)
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quit(1)
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