spaceship/tests/test_resources_and_buildings.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_resources_and_buildings.gd
# Covers the resource/building loop end to end:
# 1. flying a ship over a surface rock loads it into the fleet's hold
# (banking it needs a trip to the mothership - see #14 and
# tests/test_fleet_cargo.gd)
# 2. buildings are paid for, persist in GameState, and respawn with the
# space scene (they must survive the trip to a planet and back)
# 3. a ship crafter adds a vessel to the fleet for rocks
# 4. wiping out the fleet rebuilds one vessel at the mothership
var stage: int = 0
var elapsed: float = 0.0
var scene: Node
var fleet: Node
var game_state: Node
var rock: Area2D
var mothership_pos: Vector2 = Vector2(900.0, -400.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.rocks = 0
game_state.fleet_cargo = 0
game_state.buildings.clear()
game_state.has_return_position = false
#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://surface/PlanetSurface.tscn").instantiate()
root.add_child(scene)
current_scene = scene
fleet = scene.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# --- gather a rock -------------------------------------------
2026-08-14 20:32:58 +02:00
scene.get_node("SurfaceFeatures/ResourceProvider").set_process(false)
#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
rock = load("res://surface/Rock.tscn").instantiate()
rock.build_shape(1)
# Placed OUTSIDE the pickup shape but inside attract_radius, so
# this also proves the magnetic pull actually reels it in rather
# than the ship simply happening to overlap it on spawn.
rock.position = fleet.ships[0].position + Vector2(150.0, 0.0)
scene.add_child(rock)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 1.5:
return false
# Into the hold, not the bank: since #14 ore is cargo until the
# fleet delivers it to the mothership.
if game_state.fleet_cargo != 1:
print("fleet_cargo=%d after flying a ship onto one" % game_state.fleet_cargo)
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (rock not gathered)")
quit(1)
return true
print("gathered rock -> hold=%d bank=%d" % [game_state.fleet_cargo, game_state.rocks])
# Bank enough to build with, then move to the space scene.
game_state.rocks = 60
#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
change_scene_to_file("res://world/Main.tscn")
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.4:
return false
if current_scene == null or current_scene.name != "Main":
return false
scene = current_scene
fleet = scene.get_node("Fleet")
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# --- place both buildings -------------------------------------
var field: Node = scene.get_node("BuildingField")
var before: int = game_state.rocks
for ship in fleet.ships:
ship.position = mothership_pos
fleet.move_to(mothership_pos)
field.place(GameState.BUILDING_MOTHERSHIP, mothership_pos)
game_state.spend(GameState.MOTHERSHIP_COST)
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(1400.0, 300.0))
game_state.spend(GameState.SHIP_CRAFTER_COST)
var paid: bool = game_state.rocks == before - GameState.MOTHERSHIP_COST - GameState.SHIP_CRAFTER_COST
var stored: bool = game_state.buildings.size() == 2
print("buildings=%d rocks %d->%d paid=%s" % [
game_state.buildings.size(), before, game_state.rocks, paid
])
if not (paid and stored):
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (placing/paying wrong)")
quit(1)
return true
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.3:
return false
# --- crafter adds a ship --------------------------------------
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
# Crafting adds a FOURTH vessel below, one past the 3 slots a
# new game has, so make room first - the subject here is the
# crafter, not the fleet cap.
game_state.unlocked.append_array(["wing", "squadron", "armada"])
fleet.spawn_ships(3, Vector2.ZERO)
var before_ships: int = fleet.ships.size()
var before_rocks: int = game_state.rocks
game_state.spend(GameState.SHIP_COST)
var added: bool = fleet.add_ship()
print("craft: ships %d->%d rocks %d->%d" % [
before_ships, fleet.ships.size(), before_rocks, game_state.rocks
])
if not (added and fleet.ships.size() == before_ships + 1 and game_state.rocks == before_rocks - GameState.SHIP_COST):
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (crafting a ship)")
quit(1)
return true
# --- command centre: drag a formation slot ---------------------
var editor: Control = scene.get_node("UI/FormationMenu/Editor")
var menu: Control = scene.get_node("UI/FormationMenu")
menu.visible = true
editor.size = Vector2(520, 520)
# The editor is driven from BuildController._unhandled_input,
# which never fires for Controls that consume touches through
# the GUI system first. The menu AND its full-screen backdrop
# must both be IGNORE, or dragging a slot silently does nothing
# on a real device - which is exactly what happened.
for node in [menu, menu.get_node("Backdrop"), editor]:
if node.mouse_filter != Control.MOUSE_FILTER_IGNORE:
print("%s has mouse_filter=%d, needs IGNORE" % [node.name, node.mouse_filter])
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (formation menu would swallow drags)")
quit(1)
return true
var slot_before: Vector2 = game_state.formation[1]
var down: InputEventScreenTouch = InputEventScreenTouch.new()
down.index = 0
down.pressed = true
down.position = editor.global_position + editor._slot_screen_pos(1)
var grabbed: bool = editor.handle_touch(down)
var move: InputEventScreenDrag = InputEventScreenDrag.new()
move.index = 0
move.position = editor.global_position + editor._slot_screen_pos(1) + Vector2(40.0, 25.0)
editor.handle_drag(move)
var slot_after: Vector2 = game_state.formation[1]
menu.visible = false
print("formation slot 1: %s -> %s (grabbed=%s)" % [slot_before, slot_after, grabbed])
if not (grabbed and slot_after != slot_before):
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (formation slot did not drag)")
quit(1)
return true
# Editing must re-seat the ships ALREADY in flight, not just
# ones built later - otherwise the edit reads as doing nothing.
var live_target: Vector2 = fleet.ships[1].move_target
var expected_target: Vector2 = fleet.fleet_target + slot_after
var live_ok: bool = live_target.distance_to(expected_target) < 0.01
print("live ship 1 target %s, expected %s (ok=%s)" % [
live_target, expected_target, live_ok
])
if not live_ok:
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (existing ships ignored the edit)")
quit(1)
return true
# --- pivot the formation --------------------------------------
var before_pivot: Vector2 = game_state.formation[1]
game_state.rotate_formation(PI / 2.0)
fleet.apply_formation()
var after_pivot: Vector2 = game_state.formation[1]
var rotated_ok: bool = after_pivot.distance_to(before_pivot.rotated(PI / 2.0)) < 0.01
var length_kept: bool = abs(after_pivot.length() - before_pivot.length()) < 0.01
var ship_followed: bool = fleet.ships[1].move_target.distance_to(fleet.fleet_target + after_pivot) < 0.01
print("pivot: %s -> %s (rotated=%s shape_kept=%s ship_followed=%s)" % [
before_pivot, after_pivot, rotated_ok, length_kept, ship_followed
])
if not (rotated_ok and length_kept and ship_followed):
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (pivot)")
quit(1)
return true
game_state.rotate_formation(-PI / 2.0)
slot_after = game_state.formation[1]
# A rebuilt fleet must adopt the edited layout, which is the
# whole point of storing the formation in GameState.
fleet.spawn_ships(2, Vector2.ZERO)
var uses_layout: bool = fleet.ships[1].position.distance_to(slot_after) < 0.01
print("respawned ship 1 at %s, formation says %s (matches=%s)" % [
fleet.ships[1].position, slot_after, uses_layout
])
if not uses_layout:
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (fleet ignored the edited formation)")
quit(1)
return true
# --- wipe the fleet -------------------------------------------
for ship in fleet.ships.duplicate():
ship.queue_free()
fleet.ships.clear()
fleet.formation_offsets.clear()
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.5:
return false
# BuildController._process should have rebuilt one vessel, at
# the mothership rather than the origin.
var respawned: bool = fleet.ships.size() == 1
var at_mothership: bool = respawned and fleet.ships[0].position.distance_to(mothership_pos) < 120.0
print("after wipe: ships=%d at_mothership=%s (pos=%s expected~%s)" % [
fleet.ships.size(), at_mothership,
fleet.ships[0].position if respawned else Vector2.ZERO, mothership_pos
])
if respawned and at_mothership:
print("TEST_RESOURCES_AND_BUILDINGS: PASS")
quit(0)
else:
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (fleet not rebuilt at the mothership)")
quit(1)
return true
return false