2026-08-15 14:41:19 +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_planet_conquest_gate.gd
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# Verifies:
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# 1. GameState starts every planet unconquered, and register_capture_points
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# is idempotent (a second call with the same total doesn't wipe progress)
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# 2. mark_point_captured only conquers once every point is captured, and
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# the planet_conquered signal fires exactly once
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# 3. over an unconquered planet, the extractor build option is disabled,
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# the info popup explains why, and confirming spends nothing and builds
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# nothing
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# 4. once conquered, the same build flow works and charges the cost
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var main_scene: Node
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var fleet: Node
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var game_state: Node
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var controller: Node
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var button: IconButton
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var popup: Control
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var target_chunk: Vector2i
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var stage: int = 0
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var elapsed: float = 0.0
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var conquered_signal_count: int = 0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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2026-08-17 19:48:55 +02:00
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# #75: this test is about the conquest gate, not resource type -
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# skip a research_lab specifically, since it yields nothing and
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# is correctly refused regardless of conquest (see
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# test_research_lab_extractor_gate.gd for that behaviour).
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if WorldGen.has_planet_at_chunk(chunk) \
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and WorldGen.planet_data_at_chunk(chunk).definition_id != "research_lab":
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2026-08-15 14:41:19 +02:00
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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return _fail("no planet chunk to test with")
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game_state = root.get_node("GameState")
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game_state.rocks = 200
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.planet_capture.clear()
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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# Unit-level checks on GameState itself, before any scene involvement.
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if game_state.is_planet_conquered(target_planet_id):
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return _fail("a fresh planet reported conquered")
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game_state.register_capture_points(target_planet_id, 3)
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game_state.mark_point_captured(target_planet_id, 0)
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game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration
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if game_state.captured_point_count(target_planet_id) != 1:
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return _fail("re-registering wiped already-captured progress")
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game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1)
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game_state.mark_point_captured(target_planet_id, 1)
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if game_state.is_planet_conquered(target_planet_id):
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return _fail("conquered with points still missing")
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game_state.mark_point_captured(target_planet_id, 2)
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if not game_state.is_planet_conquered(target_planet_id):
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return _fail("all points captured but planet not marked conquered")
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# Marking an already-captured point again must not double-fire the signal.
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game_state.mark_point_captured(target_planet_id, 2)
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if conquered_signal_count != 1:
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return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
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# Reset conquest for the scene-level gate check below - this run tests
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# the unconquered path first, then conquers it.
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game_state.planet_capture.clear()
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#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
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main_scene = load("res://world/Main.tscn").instantiate()
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2026-08-15 14:41:19 +02:00
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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controller = main_scene.get_node("BuildController")
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button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
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popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
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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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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near
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fleet.move_to(near)
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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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var planet_field: Node = main_scene.get_node("PlanetField")
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if elapsed < planet_field.check_interval + 0.2:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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return _fail("planet never spawned")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.3:
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return false
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var planet_field: Node = main_scene.get_node("PlanetField")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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controller._on_build_pressed()
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if button.enabled:
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return _fail("extractor option enabled over an unconquered planet")
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var explains_capture: bool = popup.visible \
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and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
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var offered: bool = popup.get_node("Panel/BuildButton").visible
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if not explains_capture or offered:
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return _fail("unconquered popup did not explain itself, or offered a build")
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var rocks_before: int = game_state.rocks
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controller._confirm_build() # must do nothing even if somehow pressed
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if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
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return _fail("build proceeded over an unconquered planet")
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popup.visible = false
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# Now conquer it and confirm the same flow succeeds.
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game_state.register_capture_points(planet.planet_id, 2)
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game_state.mark_point_captured(planet.planet_id, 0)
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game_state.mark_point_captured(planet.planet_id, 1)
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controller._on_build_pressed()
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if not button.enabled:
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return _fail("extractor option stayed disabled after conquest")
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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if not popup.get_node("Panel/BuildButton").visible:
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return _fail("conquered planet did not offer a build")
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controller._confirm_build()
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var built: bool = game_state.has_extractor_at(planet.planet_id)
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var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
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if not built or not charged:
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return _fail("conquered planet did not build/charge correctly")
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print("TEST_PLANET_CONQUEST_GATE: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
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quit(1)
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return true
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