spaceship/tests/test_pivot_controls.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_pivot_controls.gd
# Covers the fleet-pivot buttons:
# 1. HOLDING one turns the formation continuously, not once per press
# 2. a brief tap still produces a clear minimum step
# 3. immediately repeating a tap grants nothing extra until the cooldown
# clears (#72) - spamming taps must never rotate faster than holding
# the button would
# 4. pivoting works while the fleet is under way, i.e. the new layout
# survives the joystick's per-frame steering updates instead of being
# overwritten by the old offsets
var scene: Node
var fleet: Node
var controller: Node
var cw: IconButton
var stage: int = 0
var elapsed: float = 0.0
var angle_at_hold_start: float = 0.0
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
var hold_amount_at_start: float = 0.0
var angle_after_hold: float = 0.0
# GameState (an autoload) is not available as a bare identifier from a
# script that extends SceneTree - fetch it via the tree root instead.
var game_state: Node
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_formation()
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
controller = scene
cw = scene.get_node("UI/PivotCWButton")
func _angle() -> float:
return game_state.formation[1].angle()
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
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
# Crew the fleet HERE, not in _initialize(): work done there can
# be undone by the engine's deferred tree-entry finalization, the
# same reason the set_process(false) calls above sit at this
# point. A new game flies one vessel now, and the checks below
# index ships[1].
game_state.unlocked.append_array(["wing", "squadron", "armada"])
fleet.spawn_ships(5, Vector2.ZERO)
# Hold the button down without releasing it.
angle_at_hold_start = _angle()
cw.pressed_down = true
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.6:
return false
angle_after_hold = _angle()
var turned: float = angle_difference(angle_at_hold_start, angle_after_hold)
# 0.6s at PIVOT_SPEED should be far beyond a single tap step.
var held_ok: bool = absf(turned) > controller.PIVOT_MIN_STEP * 1.5
print("held 0.6s -> turned %.3f rad (min step %.3f) held_ok=%s" % [
absf(turned), controller.PIVOT_MIN_STEP, held_ok
])
if not held_ok:
print("TEST_PIVOT_CONTROLS: FAIL (holding did not turn continuously)")
quit(1)
return true
cw.pressed_down = false
controller.pivot_hold_amount = 0.0
# --- brief tap ------------------------------------------------
var before_tap: float = _angle()
controller._finish_pivot_tap(1.0)
var tapped: float = absf(angle_difference(before_tap, _angle()))
var tap_ok: bool = tapped >= controller.PIVOT_MIN_STEP - 0.001
print("tap -> turned %.3f rad tap_ok=%s" % [tapped, tap_ok])
if not tap_ok:
print("TEST_PIVOT_CONTROLS: FAIL (tap did not produce the minimum step)")
quit(1)
return true
# --- #72: spamming taps grants nothing extra during the cooldown ---
var before_spam: float = _angle()
for i in range(5):
controller._finish_pivot_tap(1.0)
var spammed: float = absf(angle_difference(before_spam, _angle()))
print("5 taps back-to-back -> turned %.4f rad (expected ~0, cooldown not yet cleared)" % spammed)
if spammed > 0.001:
print("TEST_PIVOT_CONTROLS: FAIL (tap-spam granted rotation during the cooldown)")
quit(1)
return true
# --- pivot WHILE the joystick is held -------------------------
# Two fingers at once. This is routed through the same raw-touch
# path the real device uses, because Godot's Control GUI treats
# touch as one emulated pointer and would not deliver a second
# simultaneous finger to a button - the exact reason pivoting
# while steering used to do nothing.
var joy: TouchJoystick = scene.get_node("UI/Joystick")
var stick_down: InputEventScreenTouch = InputEventScreenTouch.new()
stick_down.index = 0
stick_down.pressed = true
stick_down.position = joy.global_position + joy.size / 2.0
controller._handle_touch(stick_down)
var stick_drag: InputEventScreenDrag = InputEventScreenDrag.new()
stick_drag.index = 0
stick_drag.position = joy.global_position + joy.size / 2.0 + Vector2(joy.max_radius, 0.0)
controller._handle_drag(stick_drag)
if joy.direction.x < 0.9:
print("TEST_PIVOT_CONTROLS: FAIL (stick did not engage)")
quit(1)
return true
# Second finger lands on the clockwise pivot button.
var pivot_down: InputEventScreenTouch = InputEventScreenTouch.new()
pivot_down.index = 1
pivot_down.pressed = true
pivot_down.position = cw.global_position + cw.size / 2.0
controller._handle_touch(pivot_down)
var both_ok: bool = cw.pressed_down and joy.direction.x > 0.9
print("simultaneous: stick=%s pivot_held=%s" % [joy.direction, cw.pressed_down])
if not both_ok:
print("TEST_PIVOT_CONTROLS: FAIL (cannot pivot while steering)")
quit(1)
return true
angle_at_hold_start = _angle()
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
hold_amount_at_start = controller.pivot_hold_amount
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.4:
return false
# Both fingers still down: the formation must have kept turning
# while the stick kept re-issuing move orders every frame.
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
# The ACCUMULATED turn, not the angle difference. Comparing
# formation angles wraps at +/-pi, so a hold that happened to
# rotate a full turn read as no rotation at all - and how far it
# gets in 0.4s depends on frame times, so this failed only under
# load. pivot_hold_amount is the same quantity without the wrap.
var turned_while_steering: float = controller.pivot_hold_amount - hold_amount_at_start
print("turned %.3f rad while steering" % turned_while_steering)
if turned_while_steering < 0.05:
print("TEST_PIVOT_CONTROLS: FAIL (no rotation while the stick was held)")
quit(1)
return true
# Steering is re-issued every frame; pivot in the middle of it.
fleet.move_in_direction(Vector2.RIGHT)
var before_moving_pivot: Vector2 = game_state.formation[1]
controller._pivot(PI / 2.0)
var after: Vector2 = game_state.formation[1]
fleet.move_in_direction(Vector2.RIGHT)
# The ship's target must reflect the NEW offset even though
# steering re-issued move orders straight afterwards.
var expected: Vector2 = fleet.fleet_target + after
var followed: bool = fleet.ships[1].move_target.distance_to(expected) < 0.01
var rotated: bool = after.distance_to(before_moving_pivot.rotated(PI / 2.0)) < 0.01
print("moving pivot: %s -> %s rotated=%s ship_target_ok=%s" % [
before_moving_pivot, after, rotated, followed
])
if rotated and followed:
print("TEST_PIVOT_CONTROLS: PASS")
quit(0)
else:
print("TEST_PIVOT_CONTROLS: FAIL (pivot lost while moving)")
quit(1)
return true
return false