123 lines
3.8 KiB
GDScript3
123 lines
3.8 KiB
GDScript3
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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_prompt_map_interaction.gd
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# Regression test for a real bug: EnterAtmosphereButton (shown while
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# standing on a planet, bottom-center) and the world map's own
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# RecenterButton (also bottom-center) occupy the exact same screen
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# position. Opening the map while standing on a planet must suppress the
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# enter-atmosphere prompt entirely - not just let it sit hidden behind
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# the map's backdrop, since closing the map would then abruptly reveal it
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# at the same instant RecenterButton disappears (which is what most
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# plausibly explains "buttons blinking/disappearing").
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var main_scene: Node
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var fleet: Node
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var planet_field: Node
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var world_map: Control
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var map_button: IconButton
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var planet_name_label: Label
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var enter_button: IconButton
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var elapsed: float = 0.0
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var stage: int = 0
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var target_chunk: Vector2i
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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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if WorldGen.has_planet_at_chunk(chunk):
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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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print("FAIL: could not find any chunk with a planet to test with")
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quit(1)
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return
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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planet_field = main_scene.get_node("PlanetField")
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world_map = main_scene.get_node("UI/WorldMap")
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map_button = main_scene.get_node("UI/MapButton")
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planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
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enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
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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 vicinity_pos: 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 = vicinity_pos
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fleet.move_to(vicinity_pos)
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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 < planet_field.check_interval + 0.1:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (planet never spawned)")
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quit(1)
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return true
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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 < 0.5:
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return false
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var prompt_shown: bool = enter_button.visible and planet_name_label.visible
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print("prompt_shown_on_planet=%s" % prompt_shown)
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if not prompt_shown:
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt never appeared)")
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quit(1)
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return true
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world_map.open_map()
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elapsed = 0.0
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stage = 3
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return false
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3:
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if elapsed < 0.2:
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return false
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var prompt_suppressed: bool = not enter_button.visible and not planet_name_label.visible
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print("prompt_suppressed_while_map_open=%s enter_visible=%s name_visible=%s" % [
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prompt_suppressed, enter_button.visible, planet_name_label.visible
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])
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if not prompt_suppressed:
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt visible behind map)")
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quit(1)
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return true
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world_map.close_map()
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < 0.2:
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return false
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var prompt_restored: bool = enter_button.visible and planet_name_label.visible
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print("prompt_restored_after_close=%s" % prompt_restored)
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if prompt_restored:
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: PASS")
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quit(0)
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else:
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt did not come back)")
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quit(1)
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return true
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return false
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