178 lines
7.6 KiB
GDScript3
178 lines
7.6 KiB
GDScript3
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extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_menu_polish.gd
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# Forgejo #111, #112, #119 and #120 - four panels that were hard to read,
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# each for its own reason. Grouped because they are all "what does this
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# panel actually show", and because each alone is a handful of assertions.
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#
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# Covers:
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# A. #111 - the craft menu names no resources: prices are glyphs, and
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# every vessel gets a caption that does not overlap its neighbour
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# B. #111 - and a price strip really carries the vessel's cost
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# C. #120 - the hangar's captions have room for two lines, and there is a
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# rule between what is parked and what is flying
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# D. #112 - every skill node has a mark, and a node that unlocks a
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# building uses that building's own icon
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# E. #119 - the command centre draws the vessels actually in the fleet,
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# not one placeholder repeated
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var game_state: Node
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var scene: Node
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var controller: Node
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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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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.reset_progression()
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game_state.reset_waves()
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game_state.reset_formation()
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game_state.intro_active = false
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game_state.rocks = 5000
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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controller = scene.get_node("BuildController")
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func _fail(message: String) -> bool:
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print("TEST_MENU_POLISH: FAIL (%s)" % message)
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quit(1)
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return true
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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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if elapsed < 0.4:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# --- A. the craft menu spells no resource out -------------
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controller.craft_building_id = 1
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controller._refresh_craft_status()
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# The caption is the vessel's NAME and nothing else. Checked as an
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# exact match rather than by hunting for resource words in it: a
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# Gas Bomber is named after a resource and always will be, and
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# what #111 removed was the PRICE spelled out underneath.
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var fleet_defs: Array = VesselDefinitions.fleet()
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for i in range(mini(controller.craft_vessel_labels.size(), fleet_defs.size())):
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var caption: String = String(controller.craft_vessel_labels[i].text)
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var expected: String = String(fleet_defs[i].display_name)
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if caption != expected:
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return _fail("a craft caption reads \"%s\", expected just \"%s\"" \
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% [caption, expected])
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# Captions must not sit on top of one another, which is what
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# made the old single row unreadable.
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for i in range(controller.craft_vessel_labels.size()):
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for j in range(i + 1, controller.craft_vessel_labels.size()):
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var a: Control = controller.craft_vessel_labels[i]
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var b: Control = controller.craft_vessel_labels[j]
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if Rect2(a.position, a.size).intersects(Rect2(b.position, b.size)):
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return _fail("craft captions %d and %d overlap" % [i, j])
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print("craft captions: %d, one line each, none overlapping" \
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% controller.craft_vessel_labels.size())
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# --- B. and the price is really there ---------------------
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if controller.craft_price_strips.size() != controller.craft_vessel_buttons.size():
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return _fail("%d price strips for %d vessels" \
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% [controller.craft_price_strips.size(),
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controller.craft_vessel_buttons.size()])
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var priced: int = 0
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for i in range(controller.craft_price_strips.size()):
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var definition: Resource = VesselDefinitions.fleet()[i]
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var costs: Dictionary = game_state.product_costs(definition.definition_id)
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var strip: Control = controller.craft_price_strips[i]
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if costs.is_empty():
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continue
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if strip.is_free():
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return _fail("%s costs %s and its strip is empty" \
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% [definition.definition_id, str(costs)])
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priced += 1
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if priced == 0:
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return _fail("no vessel showed a price at all")
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print("%d vessels show their price as glyphs" % priced)
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# --- C. the hangar ---------------------------------------
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controller._layout_hangar()
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if controller.hangar_divider_y <= 0.0:
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return _fail("the hangar laid out with no divider between its halves")
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var available_bottom: float = 0.0
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var fleet_top: float = 1.0e9
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for label in controller.hangar_available_labels:
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available_bottom = maxf(available_bottom, label.position.y + label.size.y)
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for slot in controller.hangar_fleet_slots:
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fleet_top = minf(fleet_top, slot.position.y)
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if not (controller.hangar_divider_y > available_bottom - 40.0
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and controller.hangar_divider_y < fleet_top):
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return _fail("the divider at %.0f is not between the two grids (%.0f / %.0f)" \
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% [controller.hangar_divider_y, available_bottom, fleet_top])
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# Two lines of caption. The font is 24-ish, so anything under
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# about 44 cannot show a second line at all.
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var caption_height: float = controller.hangar_available_labels[0].size.y
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if caption_height < 44.0:
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return _fail("hangar captions are %.0fpx tall - a two-word name is clipped" \
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% caption_height)
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print("hangar: %.0fpx captions, divider at %.0f between %.0f and %.0f" \
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% [caption_height, controller.hangar_divider_y, available_bottom, fleet_top])
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# --- D. every skill node has a mark -----------------------
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var tree_view: Control = scene.get_node("UI/SkillMenu/Tree")
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var marked: int = 0
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for node in GameState.SKILL_TREE:
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var icon: int = game_state.skill_node_icon(node)
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if icon < 0:
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return _fail("skill node \"%s\" has no icon" % node.id)
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marked += 1
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var unlocks: String = String(node.get("unlocks", ""))
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if unlocks == "":
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continue
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var definition: Resource = game_state.building_definition(unlocks)
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if definition != null and icon != int(definition.menu_icon):
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return _fail("\"%s\" unlocks the %s but draws a different icon" \
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% [node.id, unlocks])
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if tree_view._glyphs.size() != marked:
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return _fail("%d nodes have icons but the tree built %d glyphs" \
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% [marked, tree_view._glyphs.size()])
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print("%d skill nodes, every one marked, unlocks matching their building" % marked)
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# --- E. the formation shows the real fleet ----------------
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scene.get_node("Fleet").spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD]))
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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 < 0.2:
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return false
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var editor: Control = scene.get_node("UI/FormationMenu/Editor")
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var crewed: PackedStringArray = game_state.fleet_vessel_types
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if crewed.size() != 2:
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return _fail("the fleet mirror holds %d types, expected 2" % crewed.size())
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var interceptor: Resource = game_state.vessel_definition(GameState.VESSEL_INTERCEPTOR)
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var shield: Resource = game_state.vessel_definition(GameState.VESSEL_SHIELD)
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if interceptor.hull_points == shield.hull_points:
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return _fail("the two vessels share a hull, so this case proves nothing")
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if not editor.has_method("_draw_vessel_slot"):
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return _fail("the editor has no per-vessel drawing at all")
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# The panel draws from the mirror, so the mirror having the right
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# types in the right order IS what makes the markers differ.
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if String(crewed[0]) != GameState.VESSEL_INTERCEPTOR \
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or String(crewed[1]) != GameState.VESSEL_SHIELD:
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return _fail("the fleet mirror is %s, not the order they were crewed in" \
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% str(crewed))
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print("formation draws a %s and a %s, in the slots they fly in" \
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% [interceptor.display_name, shield.display_name])
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print("TEST_MENU_POLISH: PASS")
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quit(0)
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return true
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return false
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