spaceship/tests/_screenshot_tool.gd

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extends SceneTree
# Reusable screenshot tool - NOT run via run_tests.sh (underscore prefix).
# Loads a given scene, waits for a given number of frames to render, then
# saves a PNG and quits. Must be run WITHOUT --headless (that forces
# Godot's dummy/null renderer) - see tests/screenshot.sh for the full
# invocation (Xvfb + Mesa softpipe; llvmpipe's JIT crashes with SIGILL in
# this environment, softpipe's non-JIT rasterizer does not).
#
# Args (after `--`): <scene_res_path> <output_png_path> [wait_frames]
Share one backdrop between game and editor, and fix three input/economy bugs The setup editor and the landed surface drew different backgrounds for the same planet. Each scene carried its own hand-written ShaderMaterial, and only the game side ever swapped in a profile's shader, so a gas giant authored in the editor showed recoloured craters while the game showed cloud bands. Both now instance one SurfaceBackground.tscn and configure it through one method, and every profile names its own shader - the old "null means keep whatever the scene already had" convention was the drift, since each scene "already had" something different. The shared material is resource_local_to_scene, or two live surfaces would repaint each other. The gas giant's bands broke into disjoint segments once per cell: the second turbulence octave doubled only the INTEGER half of a lattice coordinate, which is a different point in every cell rather than the same point at twice the frequency. Measured, the old form steps 0.153 at a cell boundary against 0.0002 now. A second discontinuity went with it - the camera cell index arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32 cells; hashes are now wrapped per octave and the field is exactly periodic. Bands also gained low-frequency octaves and per-row differential drift. WorldMap swallowed every touch in _input(), which runs before the GUI system, so CloseButton never saw one: the map could be opened and not closed. Android and desktop hid it behind Godot's emulated mouse event, which this never swallowed; a phone browser gives no such second chance. Its test had been closing the map by calling the method the button was failing to reach. Construction now draws on the fleet hold as well as the bank. With an empty starting bank and ore bankable only at a mothership, charging construction to the bank alone made the first mothership cost ore that could not yet exist. Also: a conquered planet no longer re-spawns its garrison (guarded on having capture points, since a setup with none registers as vacuously conquered); planets keep the map they drew, with the candidate list sorted rather than left in filesystem order and assignments pruned rather than cleared on rescan; and the map editor lists setups at a tappable size and can delete one, as an explicit armed mode rather than a tap away from destroying work. Full suite 106/106. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
# [key=value ...]
#
# Any trailing key=value pairs are assigned onto the GameState autoload
# BEFORE the scene is instantiated. Several scenes read GameState in
# _ready() to decide what they draw - PlanetSurface.tscn picks its whole
# surface profile from planet_definition_id - so without this the tool can
# only ever photograph the default planet:
#
# ... -- res://PlanetSurface.tscn out.png 90 planet_definition_id=gas_giant
var wait_frames: int = 60
var frames: int = 0
var scene_path: String
var output_path: String
var loaded_scene: Node
func _initialize() -> void:
var args: PackedStringArray = OS.get_cmdline_user_args()
if args.size() < 2:
printerr("usage: -- <scene_res_path> <output_png_path> [wait_frames]")
quit(1)
return
scene_path = args[0]
output_path = args[1]
if args.size() >= 3:
wait_frames = int(args[2])
Share one backdrop between game and editor, and fix three input/economy bugs The setup editor and the landed surface drew different backgrounds for the same planet. Each scene carried its own hand-written ShaderMaterial, and only the game side ever swapped in a profile's shader, so a gas giant authored in the editor showed recoloured craters while the game showed cloud bands. Both now instance one SurfaceBackground.tscn and configure it through one method, and every profile names its own shader - the old "null means keep whatever the scene already had" convention was the drift, since each scene "already had" something different. The shared material is resource_local_to_scene, or two live surfaces would repaint each other. The gas giant's bands broke into disjoint segments once per cell: the second turbulence octave doubled only the INTEGER half of a lattice coordinate, which is a different point in every cell rather than the same point at twice the frequency. Measured, the old form steps 0.153 at a cell boundary against 0.0002 now. A second discontinuity went with it - the camera cell index arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32 cells; hashes are now wrapped per octave and the field is exactly periodic. Bands also gained low-frequency octaves and per-row differential drift. WorldMap swallowed every touch in _input(), which runs before the GUI system, so CloseButton never saw one: the map could be opened and not closed. Android and desktop hid it behind Godot's emulated mouse event, which this never swallowed; a phone browser gives no such second chance. Its test had been closing the map by calling the method the button was failing to reach. Construction now draws on the fleet hold as well as the bank. With an empty starting bank and ore bankable only at a mothership, charging construction to the bank alone made the first mothership cost ore that could not yet exist. Also: a conquered planet no longer re-spawns its garrison (guarded on having capture points, since a setup with none registers as vacuously conquered); planets keep the map they drew, with the candidate list sorted rather than left in filesystem order and assignments pruned rather than cleared on rescan; and the map editor lists setups at a tappable size and can delete one, as an explicit armed mode rather than a tap away from destroying work. Full suite 106/106. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
for i in range(3, args.size()):
var pair: PackedStringArray = args[i].split("=", true, 1)
if pair.size() != 2:
printerr("expected key=value, got: %s" % args[i])
quit(1)
return
root.get_node("GameState").set(pair[0], pair[1])
var packed: PackedScene = load(scene_path)
if packed == null:
printerr("could not load scene: %s" % scene_path)
quit(1)
return
loaded_scene = packed.instantiate()
root.add_child(loaded_scene)
func _process(_delta: float) -> bool:
frames += 1
if frames < wait_frames:
return false
var img: Image = root.get_viewport().get_texture().get_image()
var err: int = img.save_png(output_path)
if err != OK:
printerr("save_png failed with error %d" % err)
quit(1)
return true
print("SCREENSHOT_SAVED: %s (%s)" % [output_path, str(img.get_size())])
quit(0)
return true