spaceship/tests/test_build_info_popup.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_build_info_popup.gd
# Every build option explains itself before anything is spent. Picking a
# structure costs ore and, for a mothership, can destroy the one you already
# have, so no option may build straight off the menu press.
#
# Verifies, for EVERY option in the build menu:
# 1. pressing it opens the popup with that building's own title and a
# non-empty description, and shows its price
# 2. nothing is built and no ore is spent until the confirm is pressed
# 3. confirming builds exactly that structure and charges exactly its cost
# 4. closing the popup instead drops the pending build entirely - a later
# confirm press does nothing
var scene: Node
var game_state: Node
var controller: Node
var popup: Control
var title: Label
var message: Label
var cost_number: NeonNumber
var build_button: IconButton
var stage: int = 0
var elapsed: float = 0.0
# Extractor is excluded: it needs a planet underneath, which
# test_extractor_building covers in full.
const OPTIONS: Array = [
{"press": "_on_place_mothership", "type": "mothership", "title": "Mothership"},
{"press": "_on_place_crafter", "type": "ship_crafter", "title": "Ship Crafter"},
{"press": "_on_place_command_center", "type": "command_center", "title": "Command Center"},
]
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.rocks = 500
game_state.buildings.clear()
game_state.extractors.clear()
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
# Structures are gated behind the mothership's research tree. That gate
# is test_skill_tree's subject, not this one's - here every option needs
# to be available so the popup itself can be exercised.
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
controller = scene.get_node("BuildController")
popup = scene.get_node("UI/BuildMenu/InfoPopup")
title = popup.get_node("Panel/TitleLabel")
message = popup.get_node("Panel/MessageLabel")
cost_number = popup.get_node("Panel/CostNumber")
build_button = popup.get_node("Panel/BuildButton")
func _count(type: String) -> int:
var n: int = 0
for b in game_state.buildings:
if b.type == type:
n += 1
return n
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
for option in OPTIONS:
var type: String = option.type
var expected_cost: int = controller.cost_of(type)
var rocks_before: int = game_state.rocks
var built_before: int = _count(type)
controller._on_build_pressed()
controller.call(option.press)
var informed: bool = popup.visible \
and title.text == option.title \
and message.text.length() > 40 \
and cost_number.amount == expected_cost \
and build_button.visible
var untouched: bool = game_state.rocks == rocks_before and _count(type) == built_before
print("%s: popup=%s title='%s' cost=%d offered=%s nothing_spent_yet=%s" % [
type, popup.visible, title.text, cost_number.amount,
build_button.visible, untouched
])
if not (informed and untouched):
print("TEST_BUILD_INFO_POPUP: FAIL (%s did not explain itself before building)" % type)
quit(1)
return true
# --- closing drops it, it must not build later ------------
controller._close_info()
controller._confirm_build()
if _count(type) != built_before or game_state.rocks != rocks_before:
print("TEST_BUILD_INFO_POPUP: FAIL (%s built after the popup was dismissed)" % type)
quit(1)
return true
# --- reopening and confirming builds it ------------------
controller._on_build_pressed()
controller.call(option.press)
controller._confirm_build()
var built: bool = _count(type) == built_before + 1
var charged: bool = game_state.rocks == rocks_before - expected_cost
print("%s: confirmed -> built=%s rocks %d->%d charged=%s" % [
type, built, rocks_before, game_state.rocks, charged
])
if not (built and charged):
print("TEST_BUILD_INFO_POPUP: FAIL (%s did not build on confirmation)" % type)
quit(1)
return true
print("TEST_BUILD_INFO_POPUP: PASS")
quit(0)
return true
return false