spaceship/tests/test_research_points.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_research_points.gd
# Forgejo #63: a rare enemy planet type that yields no resources but grants
# one research point when conquered - a required currency for mid/late
# skill-tree nodes and vessel/lab research, gated alongside their existing
# ore/resource costs.
#
# Covers:
# A. research labs generate deterministically and are rare
# (structural) the definition yields no resources and its surface has no
# resource provider at all
# F. a fresh game can still reach a ship crafter and an extractor with
# zero research points
# D. a research-point-gated skill node is refused while unaffordable, and
# explains why
# E. conquering a research_lab awards exactly one point, once (guarded
# even against a redundant re-mark), emits the signal once, and a
# non-research_lab planet's conquest never awards one
# D continued: unlocking spends the points and the balance updates
# G. the ship-lab research path gates and spends research points the
# same way, independent of the skill tree
var game_state: Node
func _initialize() -> void:
game_state = root.get_node("GameState")
# --- A. deterministic and rare -------------------------------------------
var lab_count: int = 0
var total_planets: int = 0
for x in range(-40, 40):
for y in range(-40, 40):
var chunk: Vector2i = Vector2i(x, y)
if not WorldGen.has_planet_at_chunk(chunk):
continue
total_planets += 1
var first: Dictionary = WorldGen.planet_data_at_chunk(chunk)
var second: Dictionary = WorldGen.planet_data_at_chunk(chunk)
if first.definition_id != second.definition_id or first.local_pos != second.local_pos:
return _fail("planet_data_at_chunk(%s) is not deterministic" % chunk)
if first.definition_id == "research_lab":
lab_count += 1
print("scanned %d planet chunks: %d research labs" % [total_planets, lab_count])
if lab_count == 0:
return _fail("no research labs generated across a wide scan - the rare outcome never fires")
if lab_count * 3 >= total_planets:
return _fail("research labs (%d of %d) are not rare" % [lab_count, total_planets])
print("research labs are deterministic and rare (%d of %d planet chunks)" % [lab_count, total_planets])
# --- structural: yields nothing at all ------------------------------------
var lab_def: Resource = load("res://PlanetDefinitions.gd").get_definition("research_lab")
if String(lab_def.resource_id) != "":
return _fail("research_lab planet's resource_id is '%s', expected empty" % lab_def.resource_id)
var profile: Resource = load("res://PlanetSurfaceProfiles.gd").get_profile("research_lab")
if profile.features_scene != null:
return _fail("research_lab surface profile has a features_scene - it must yield nothing")
print("research_lab yields no resource id and no surface feature provider")
# --- F. a fresh game still reaches a crafter and an extractor -------------
game_state.reset_new_game()
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
# can_unlock() also checks the ore price, and a new game now banks
# nothing - the opening mining run is the point. Stock the ore so this
# checks what it says it checks: reachability at ZERO RESEARCH POINTS.
game_state.rocks = 500
if not game_state.can_unlock("shipyards"):
return _fail("shipyards is not reachable with 0 research points")
game_state.unlock("shipyards")
if not game_state.can_unlock("logistics"):
return _fail("logistics is not reachable with 0 research points after shipyards")
game_state.unlock("logistics")
print("fresh game reaches a ship crafter (shipyards) and an extractor (logistics) at 0 research points")
# --- D. a points-gated node is refused and explains why -------------------
if game_state.can_unlock("coordination"):
return _fail("coordination (costs research points) was unlockable with 0 research points")
print("a research-point-gated node (coordination) correctly refused at 0 points")
# --- E. earning exactly one point, once, with the signal ------------------
var totals_seen: Array = []
game_state.research_points_changed.connect(func(total): totals_seen.append(total))
game_state.planet_capture.clear()
game_state.register_capture_points("test_lab_planet", 2, "research_lab")
if game_state.is_planet_conquered("test_lab_planet"):
return _fail("a lab with 2 real capture points started conquered")
game_state.mark_point_captured("test_lab_planet", 0)
if game_state.research_points != 0:
return _fail("a research point was awarded before every point was captured")
game_state.mark_point_captured("test_lab_planet", 1)
if game_state.research_points != 1:
return _fail("conquering a research_lab did not award exactly 1 point: %d" % game_state.research_points)
if totals_seen != [1]:
return _fail("research_points_changed did not fire exactly once with the new total: %s" % [totals_seen])
print("conquering a research_lab awarded exactly 1 point and fired the signal once")
game_state.mark_point_captured("test_lab_planet", 0) # already captured - redundant re-mark
if game_state.research_points != 1:
return _fail("re-marking an already-captured point re-awarded a research point: %d" % game_state.research_points)
print("double-award guarded against")
game_state.register_capture_points("test_rocky_planet", 1, "rocky")
game_state.mark_point_captured("test_rocky_planet", 0)
if game_state.research_points != 1:
return _fail("conquering a non-research_lab planet awarded a research point: %d" % game_state.research_points)
print("a non-research_lab planet's conquest never awards a point")
# --- D continued: unlocking spends the points, balance updates ------------
if not game_state.can_unlock("coordination"):
return _fail("coordination is still not unlockable with 1 research point and enough ore")
if not game_state.unlock("coordination"):
return _fail("unlock(coordination) failed despite can_unlock() being true")
if game_state.research_points != 0:
return _fail("unlocking a 1-point node did not spend the point: %d remaining" % game_state.research_points)
print("unlocking a research-point-gated skill node spent the point, balance now 0")
# --- G. the ship-lab research path gates and spends the same currency -----
var carrier_def: Resource = game_state.vessel_definition(GameState.VESSEL_CARRIER)
var point_cost: int = int(carrier_def.research_point_cost)
if point_cost <= 0:
return _fail("carrier production data has no research-point cost")
game_state.vessel_levels.erase(carrier_def.unlock_id)
var lab_id: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2.ZERO)
if not game_state.queue_lab_research(lab_id, carrier_def.unlock_id):
return _fail("could not queue carrier research")
game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_ORE, 1000)
game_state._advance_lab_research(100.0)
if game_state.vessel_is_unlocked(GameState.VESSEL_CARRIER):
return _fail("carrier research completed despite 0 research points")
print("lab research correctly stalled on a research-point shortfall")
game_state.research_points = point_cost
game_state._advance_lab_research(100.0)
if not game_state.vessel_is_unlocked(GameState.VESSEL_CARRIER):
return _fail("carrier research did not complete once research points were available")
if game_state.research_points != 0:
return _fail("lab research did not spend the research points: %d remaining" % game_state.research_points)
print("lab research spent the research points once affordable, and completed")
print("TEST_RESEARCH_POINTS: PASS")
quit(0)
func _fail(message: String) -> void:
print("TEST_RESEARCH_POINTS: FAIL (%s)" % message)
quit(1)