spaceship/tests/test_build_menu_icons.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_build_menu_icons.gd
# The build menu is where a structure is chosen, so each option has to look
# like the thing it builds. It used to pick from the generic icon set: the
# mothership and the command centre both drew a folded MAP glyph, the ship
# crafter drew a bare triangle and the extractor drew the same "+" as the
# button that opens the menu - so redrawing the placed buildings changed
# nothing about how they looked at the point of choosing one.
#
# Verifies, for every option in the menu:
# 1. it uses its own dedicated building glyph
# 2. no two options share an icon
# 3. `icon` is a real Icon value that _draw actually handles
var scene: Node
const EXPECTED: Dictionary = {
"MothershipButton": IconButton.Icon.MOTHERSHIP,
"CrafterButton": IconButton.Icon.CRAFTER,
"CommandButton": IconButton.Icon.COMMAND_CENTER,
"ExtractorButton": IconButton.Icon.EXTRACTOR,
}
func _initialize() -> void:
#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
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
func _process(_delta: float) -> bool:
var menu: Node = scene.get_node("UI/BuildMenu")
var seen: Array = []
var ok: bool = true
for name in EXPECTED:
var button: IconButton = menu.get_node_or_null(name)
if button == null:
print("%s: MISSING" % name)
ok = false
continue
var expected: int = EXPECTED[name]
var matches: bool = button.icon == expected
# An out-of-range int would silently draw an empty frame, since
# _draw's match simply falls through.
var in_range: bool = button.icon >= 0 and button.icon < IconButton.Icon.size()
print("%s: icon=%d expected=%d ok=%s in_range=%s" % [
name, button.icon, expected, matches, in_range
])
if not (matches and in_range):
ok = false
if button.icon in seen:
print("%s: icon %d is already used by another option" % [name, button.icon])
ok = false
seen.append(button.icon)
if ok:
print("TEST_BUILD_MENU_ICONS: PASS")
quit(0)
else:
print("TEST_BUILD_MENU_ICONS: FAIL (build options are not using their own building glyphs)")
quit(1)
return true