spaceship/tests/test_crafter_feedback.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_crafter_feedback.gd
# Every press in the ship crafter must say what happened. Reported twice from
# play-testing as "the buttons do nothing".
#
# The queue is invisible by nature - an order that cannot be afforded is
# accepted and waits (#16), which looks exactly like a dead button unless it
# says so.
#
# Verifies:
# 1. ordering against an empty stock says it is queued AND how much more
# ore the building needs
# 2. the message survives the per-frame status refresh - it used to be
# overwritten on the very next frame, which is what made a working
# button look dead
# 3. the message is the FIRST line, not buried under the standing state
# 4. the panel is opened the way the GAME opens it - park the fleet on the
# crafter and press the action button - and its buttons then work
#
# Point 4 exists because this test used to set craft_building_id by hand.
# That skipped the one step that was actually broken: opening the panel
# stopped recording WHICH crafter, so every handler bailed out at its `== 0`
# guard while the panel still opened. Reported four times as "the buttons do
# nothing", and invisible to every test that set the id itself.
#
# Storing ore used to be tested here too. It moved out of this panel entirely
# in #24 - see test_resource_transfer.gd.
var game_state: Node
var scene: Node
var controller: Node
var crafter_id: int = 0
var fleet: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.reset_progression()
# Every capacity node, so the interceptor button stays available for the
# real-tap checks below. A full fleet correctly DISABLES it, and a
# disabled button not reacting to a tap is not the bug those checks are
# looking for.
game_state.unlocked = ["shipyards", "coordination"]
game_state.rocks = 100
game_state.fleet_cargo = 0
2026-08-12 22:47:46 +02:00
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
#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)
controller = scene.get_node("BuildController")
fleet = scene.get_node("Fleet")
func _tap(button: Control) -> void:
for pressed in [true, false]:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.pressed = pressed
ev.position = button.size / 2.0
button._gui_input(ev)
func _first_line() -> String:
return controller.craft_menu.status.text.split("\n")[0]
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
scene.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(500.0, 0.0))
crafter_id = int(game_state.buildings[-1].id)
# Park the fleet ON it and let the action button debounce in.
for ship in fleet.ships:
ship.position = Vector2(500.0, 0.0)
fleet.move_to(Vector2(500.0, 0.0))
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 1.2:
return false
# --- 6. open it the way the game does ------------------------
if controller.current_building == null:
print("TEST_CRAFTER_FEEDBACK: FAIL (fleet parked on the crafter never registered)")
quit(1)
return true
# Transfer has its own shortcut beside Build, leaving Craft as the
# single contextual action that fires directly.
_tap(controller.action_button)
if not controller.craft_menu.visible:
print("TEST_CRAFTER_FEEDBACK: FAIL (the action button did not open the crafter panel)")
quit(1)
return true
if controller.craft_building_id != crafter_id:
print("craft_building_id=%d, crafter is %d" % [controller.craft_building_id, crafter_id])
print("TEST_CRAFTER_FEEDBACK: FAIL (opening the panel did not record which crafter - every button will bail out)")
quit(1)
return true
print("panel opened from the building, bound to crafter %d" % controller.craft_building_id)
# --- 1. order against an empty stock ------------------------
controller._on_craft_interceptor()
var queued_msg: String = _first_line()
if "queued" not in queued_msg.to_lower() or "more ore" not in queued_msg:
print("got: %s" % queued_msg)
print("TEST_CRAFTER_FEEDBACK: FAIL (a queued order did not say it was queued and what it still needs)")
quit(1)
return true
if game_state.pending_orders(crafter_id) != 1:
print("TEST_CRAFTER_FEEDBACK: FAIL (the order was not actually queued)")
quit(1)
return true
print("unaffordable order -> %s" % queued_msg)
elapsed = 0.0
stage = 2
return false
2:
# --- 2 + 3. it survives the refresh, and stays first --------
if elapsed < 0.5:
return false
controller._refresh_craft_status()
var still: String = _first_line()
if "queued" not in still.to_lower():
print("first line half a second later: %s" % still)
print("TEST_CRAFTER_FEEDBACK: FAIL (the message was overwritten by the per-frame refresh)")
quit(1)
return true
print("half a second later, still first: %s" % still)
# --- 4. a REAL tap, through the input path ------------------
# Everything above calls the handlers directly, which is how a
# whole class of bug kept getting missed: the crafter logic was
# fine and the BUTTON was inert, blocked by a modal guard. This
# taps the control the way a touch does.
var queued_before: int = game_state.pending_orders(crafter_id)
_tap(scene.get_node("UI/CraftMenu/InterceptorButton"))
if game_state.pending_orders(crafter_id) <= queued_before:
print("orders %d -> %d after tapping Interceptor" % [
queued_before, game_state.pending_orders(crafter_id)
])
print("TEST_CRAFTER_FEEDBACK: FAIL (tapping the interceptor button did nothing)")
quit(1)
return true
print("real tap on Interceptor queued another order")
# And the same tap must still work after the build menu has been
# opened and closed, which used to block every button forever.
controller._on_build_pressed()
controller._show_building_info(GameState.BUILDING_SHIP_CRAFTER)
scene.get_node("UI/BuildMenu").visible = false
var queued_mid: int = game_state.pending_orders(crafter_id)
_tap(scene.get_node("UI/CraftMenu/InterceptorButton"))
if game_state.pending_orders(crafter_id) <= queued_mid:
print("TEST_CRAFTER_FEEDBACK: FAIL (craft button dead after the build menu was opened and closed)")
quit(1)
return true
print("still works after opening and closing the build menu")
print("TEST_CRAFTER_FEEDBACK: PASS")
quit(0)
return true
return false