spaceship/tests/test_setup_editor.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_setup_editor.gd
# Drives PlanetSetupEditor's model directly (place/move/delete/save/reload)
# rather than through touch input - see the ticket's own note that the
# touch layer can stay out of the headless test. Verifies:
# 1. placing enemies updates current_setup
# 2. moving and deleting update it correctly, including index shifting
# 3. saving writes a real res://PlanetSetups/<id>.tres and the registry
# picks it up
# 4. reopening that file in a fresh editor instance round-trips the
# exact points/enemies, and they can be moved/deleted again
# 5. the palette has one entry per EnemyDefinitions entry plus the
# enemy kind, generated from the registry rather than hardcoded
const TEST_SETUP_ID: String = "test_editor_setup"
const TEST_SETUP_PATH: String = "res://PlanetSetups/test_editor_setup.tres"
var editor: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
_cleanup_scratch_file()
#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
editor = load("res://surface/PlanetSetupEditor.tscn").instantiate()
root.add_child(editor)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# _ready() (palette build, initial new_setup) needs a frame to
# flush - same hazard as test_planet_setups.gd.
if elapsed < 0.1:
return false
# #211 took the capture-point tile out: the palette is exactly the
# enemy registry now.
if editor._palette_buttons.size() != EnemyDefinitions.all().size():
return _fail("palette has %d entries, expected %d enemy definitions" % [
editor._palette_buttons.size(), EnemyDefinitions.all().size()
])
editor.new_setup(TEST_SETUP_ID, "Test Editor Setup", "rocky")
editor.add_enemy("chaser", Vector2(100, 200))
editor.add_enemy("chaser", Vector2(500, 500))
editor.add_enemy("sniper", Vector2(-500, -500))
if editor.current_setup.enemy_spawns.size() != 3:
return _fail("placing 3 enemies did not land 3")
editor.move_enemy(0, Vector2(150, 250))
if editor.current_setup.enemy_spawns[0].position != Vector2(150, 250):
return _fail("move_enemy did not update the position")
editor.remove_enemy(1) # removes the second chaser
if editor.current_setup.enemy_spawns.size() != 2:
return _fail("remove_enemy did not shrink enemy_spawns")
if editor.current_setup.enemy_spawns[1].enemy_id != "sniper":
return _fail("remove_enemy removed the wrong entry (index did not shift)")
var result: Dictionary = editor.save_setup()
if not result.ok:
return _fail("save_setup reported failure: %s" % result.message)
if not FileAccess.file_exists(TEST_SETUP_PATH):
return _fail("save_setup reported success but wrote no file at %s" % TEST_SETUP_PATH)
var found_in_registry: bool = false
for setup in PlanetSetups.all():
if setup.setup_id == TEST_SETUP_ID:
found_in_registry = true
if not found_in_registry:
return _fail("saved setup was not picked up by PlanetSetups after save")
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.1:
return false
# Reopen in a FRESH editor instance, as a re-landing/re-editing
# session would.
#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
var reopened: Node = load("res://surface/PlanetSetupEditor.tscn").instantiate()
root.add_child(reopened)
editor = reopened
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.1:
return false
if not editor.load_setup(TEST_SETUP_ID):
return _fail("reopening the saved setup failed")
var spawns: Array = editor.current_setup.enemy_spawns
if spawns.size() != 2 or spawns[0].enemy_id != "chaser" \
or spawns[0].position != Vector2(150, 250) \
or spawns[1].enemy_id != "sniper" \
or spawns[1].position != Vector2(-500, -500):
return _fail("reopened enemy spawns did not match what was saved")
# The reopened items can still be moved and deleted.
editor.move_enemy(0, Vector2(-600, -600))
if editor.current_setup.enemy_spawns[0].position != Vector2(-600, -600):
return _fail("could not move an item after reopening")
editor.remove_enemy(1)
if editor.current_setup.enemy_spawns.size() != 1:
return _fail("could not delete an item after reopening")
print("TEST_SETUP_EDITOR: PASS")
_cleanup_scratch_file()
quit(0)
return true
return false
func _cleanup_scratch_file() -> void:
if FileAccess.file_exists(TEST_SETUP_PATH):
DirAccess.remove_absolute(ProjectSettings.globalize_path(TEST_SETUP_PATH))
var import_file: String = TEST_SETUP_PATH + ".import"
if FileAccess.file_exists(import_file):
DirAccess.remove_absolute(ProjectSettings.globalize_path(import_file))
PlanetSetups.rescan()
func _fail(message: String) -> bool:
print("TEST_SETUP_EDITOR: FAIL (%s)" % message)
_cleanup_scratch_file()
quit(1)
return true