Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.
The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.
It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.
#81 - the bottom-left control hint is gone, from both scenes and from
GameController.
#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.
#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.
test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +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_double_tap.gd
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# Forgejo #83: the research tree's separate buy button is gone. Tapping a node
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# selects it; tapping the SAME node again buys it.
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#
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# Covers:
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# A. the buy button really is gone from the scene, not merely bypassed - a
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# leftover would still be tappable and would still be the thing a player
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# reaches for
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# B. the first tap selects and does NOT buy, so browsing the tree is free
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# C. a second tap on the same node buys it
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# D. moving to a DIFFERENT node resets that - two taps on two nodes must
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# never add up to a purchase
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# E. tapping an unaffordable node twice buys nothing and says why
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var game_state: Node
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var main: Node
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var tree_view: 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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const NODE_ID := "shipyards"
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func _initialize() -> void:
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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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#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 = load("res://world/Main.tscn").instantiate()
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Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.
The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.
It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.
#81 - the bottom-left control hint is gone, from both scenes and from
GameController.
#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.
#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.
test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00
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root.add_child(main)
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current_scene = main
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controller = main.get_node("BuildController")
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tree_view = main.get_node("UI/SkillMenu/Tree")
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func _tap(id: String) -> void:
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# Straight at the node's own position in the tree's local space, so this
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# exercises the same hit test a finger does.
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var node: Dictionary = game_state.skill_node(id)
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var event := InputEventScreenTouch.new()
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event.index = 1
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event.pressed = true
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event.position = tree_view.global_position + tree_view.node_screen_pos(node)
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tree_view.handle_touch(event)
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var release := InputEventScreenTouch.new()
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release.index = 1
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release.pressed = false
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release.position = event.position
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tree_view.handle_touch(release)
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage != 0:
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return false
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if elapsed < 0.3:
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return false
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stage = 1
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# --- A. the button is gone ---------------------------------------------
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if main.get_node_or_null("UI/SkillMenu/UnlockButton") != null:
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return _fail("the research panel still has an UnlockButton node")
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print("the separate buy button is gone from the panel")
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main.get_node("UI/SkillMenu").visible = true
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tree_view.visible = true
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tree_view.reset_scroll()
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game_state.unlocked.clear()
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game_state.research_points = 99
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 500)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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var cost: int = int(game_state.skill_node(NODE_ID).cost)
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var before: int = game_state.available_ore()
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# --- B. the first tap only selects -------------------------------------
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_tap(NODE_ID)
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if tree_view.selected_id != NODE_ID:
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return _fail("the first tap did not select the node")
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if game_state.is_unlocked(NODE_ID):
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return _fail("the first tap bought the research - browsing the tree must be free")
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if game_state.available_ore() != before:
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return _fail("the first tap spent %d" % (before - game_state.available_ore()))
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print("first tap selects and spends nothing")
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# --- C. the second tap buys --------------------------------------------
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_tap(NODE_ID)
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if not game_state.is_unlocked(NODE_ID):
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return _fail("a second tap on the same node did not buy it")
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if game_state.available_ore() != before - cost:
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return _fail("bought for %d, expected %d" % [before - game_state.available_ore(), cost])
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print("second tap on the same node buys it (%d ore)" % cost)
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# --- D. two taps on two nodes are not a purchase -----------------------
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var first: String = ""
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var second: String = ""
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for node in GameState.SKILL_TREE:
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var id: String = String(node.id)
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if game_state.is_unlocked(id) or not game_state.prerequisite_met(id):
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continue
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if first == "":
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first = id
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elif second == "":
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second = id
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break
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if second == "":
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return _fail("could not find two unlocked-but-available nodes for the cross-node case")
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var ore_before: int = game_state.available_ore()
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_tap(first)
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_tap(second)
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if game_state.is_unlocked(first) or game_state.is_unlocked(second):
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return _fail("tapping two different nodes bought one of them")
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if game_state.available_ore() != ore_before:
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return _fail("tapping two different nodes spent %d" % (ore_before - game_state.available_ore()))
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print("one tap each on two nodes buys neither")
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# --- E. unaffordable stays unaffordable --------------------------------
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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_tap(second)
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_tap(second)
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if game_state.is_unlocked(second):
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return _fail("a node was bought with no ore at all")
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controller._refresh_skill_menu(second)
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#136, #137, #134: one build grid that cannot stack, one way to show a price
#136 - the gas burner drawn on top of the transport hub. The build menu's
rows were a written-down list of tops read with `tops[mini(row, size - 1)]`,
and with every structure researched the menu wanted a fourth row where the
list had three, so the last entry was placed on the third row's centre slot.
A list that silently stacks whatever will not fit in it is not a layout.
Rows are computed now, from a first top and a pitch that tightens to fit and
is floored at the row's own height - so two rows cannot occupy the same
space however far the catalog grows - and the column count widens rather
than adding a row the band cannot hold. Ten structures now sit in four
columns of three rows. The test unlocks the whole tree and checks every pair
of entries for overlap, which is the shape of the bug rather than a
coordinate that happens to be right today.
#137 - the game had three answers to "what does this cost". The build menu
drew a NeonNumber under each option, the craft menu drew glyph strips, and
the ship lab spelled prices out inside the caption. PriceTag is that answer
once: the resource's glyph, then what you HOLD over what it COSTS. It
replaces all three, plus the info popup and the skill panel, and
VesselPriceStrip - which was the same idea for one menu - goes with them.
The build menu also gains the resource bar the other two already had, in the
same place and at the same size, and the craft menu's - the only one not
running the full width of its panel - now matches. The bar drops its LOCAL
column where there is no building to report on, for the same reason #95
dropped it where it only repeated BANKED.
#134 - the skill panel's explanation and its price were both centred in the
same band, so a long description landed on the number. The text is the left
of the band now and the tag is the right. The shortfall it used to spell out
in a sentence - one per case, ore or research points - is the red on the tag
instead, and research points ride along as an entry of their own, so the tag
says WHICH thing is missing without a line of prose per possibility.
One trap worth recording: PriceTag and ResourceBar read the GameState
autoload, and an `extends SceneTree` test script that so much as names such
a class - or preloads the file - fails to compile, because GameState is not
an identifier in that context. GDScript then caches the failure, so the
scene the test instantiates gets a Control with no script where its resource
bar should be. The tests compare script PATHS, as strings.
2026-08-28 15:05:20 +02:00
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# #134: the refusal is shown on the price rather than written out in a
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# sentence below it - what you hold over what it costs, in red.
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if controller.skill_cost.is_affordable():
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return _fail("a node the player cannot pay for reads as affordable")
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if not controller.skill_cost.is_short(GameState.RESOURCE_ORE):
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return _fail("the ore the player does not have is not marked short")
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print("unaffordable node refused, and its price says so: %d/%d ore" \
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% [controller.skill_cost.held(GameState.RESOURCE_ORE),
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controller.skill_cost.priced(GameState.RESOURCE_ORE)])
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Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.
The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.
It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.
#81 - the bottom-left control hint is gone, from both scenes and from
GameController.
#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.
#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.
test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00
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print("TEST_RESEARCH_DOUBLE_TAP: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_RESEARCH_DOUBLE_TAP: FAIL (%s)" % message)
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quit(1)
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return true
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