spaceship/tests/test_planet_atmosphere_transition.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_atmosphere_transition.gd
# Verifies the full enter/exit atmosphere flow now that it's a genuine
# scene swap (Main.tscn <-> PlanetSurface.tscn) rather than an in-place
# overlay: standing on a planet shows the prompt, pressing it fades out
# and swaps to PlanetSurface.tscn with the SAME surviving ship count,
# where no asteroid/enemy ever exists (not hidden - structurally absent,
# since PlanetSurface.tscn has no such nodes at all) and the fleet is
# still fully flyable. Exiting fades back to Main.tscn with the fleet
# restored at the world position it left from.
var main_scene: Node
var fleet: Node
var planet_field: Node
var landing_controller: Node
var asteroid_field_ref: Node
var planet_name_label: Label
var enter_button: IconButton
var elapsed: float = 0.0
var stage: int = 0
var target_chunk: Vector2i
var position_before_leaving: Vector2
var cached_fade_duration: float = 0.4
var returned_ship_count: int = -1
var game_state: Node
func _initialize() -> void:
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk):
target_chunk = chunk
found = true
break
if found:
break
if not found:
print("FAIL: could not find any chunk with a planet to test with")
quit(1)
return
game_state = root.get_node("GameState")
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
# change_scene_to_file() operates on current_scene - the real game
# gets this set automatically via project.godot's run/main_scene on
# boot, but a hand-built headless test harness has to do it itself.
current_scene = main_scene
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
landing_controller = main_scene.get_node("LandingController")
asteroid_field_ref = main_scene.get_node("AsteroidField")
planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# target_chunk is guaranteed ASTEROID_FIELD biome (a
# prerequisite for having a planet), so regular drifting
# asteroids/enemies could also spawn nearby and interfere with
# a ship during this focused scenario - isolate it, same as
# test_enemy_combat.gd does for its own scenario.
#
# This has to happen here, not in _initialize(): a node's
# set_process(false) call made before it has fully finished
# entering the tree doesn't reliably stick - the engine's own
# (deferred) tree-entry finalization, which runs strictly
# after _ready(), can silently reset it back to enabled. Here,
# at the point _ready() is already confirmed complete
# (fleet.ships is reliably populated by now), it's safe.
asteroid_field_ref.set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
# Disabling the spawners stops NEW asteroids, but any already
# placed keep drifting under their own _process and can still
# collide with a ship mid-test. Clear the existing ones too.
for a in get_nodes_in_group("asteroids"):
a.queue_free()
# Get the fleet into the target chunk's vicinity first so
# PlanetField's spawn radius covers it - the planet's own exact
# position within the chunk is randomized, so this is only
# enough to trigger spawning, not yet close enough to land on.
var vicinity_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = vicinity_pos
fleet.move_to(vicinity_pos)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < planet_field.check_interval + 0.1:
return false
if not planet_field.populated_chunks.has(target_chunk):
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (planet never spawned)")
quit(1)
return true
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.5:
return false
var prompt_ok: bool = enter_button.visible and planet_name_label.visible and planet_name_label.text != ""
print("prompt_ok=%s ship_count=%d name_text=%s" % [prompt_ok, fleet.ships.size(), planet_name_label.text])
if not prompt_ok:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (prompt never appeared)")
quit(1)
return true
# Let the fleet finish settling onto the planet before recording
# where it left from. Capturing mid-settle made this test
# intermittently fail later: the baseline was a still-moving
# centroid, while the return always places the fleet exactly on
# the planet, so the two could differ by more than the tolerance.
for ship in fleet.ships:
if ship.position.distance_to(ship.move_target) > ship.arrive_radius:
return false
position_before_leaving = fleet.get_centroid()
cached_fade_duration = landing_controller.fade_duration
_press(enter_button)
elapsed = 0.0
stage = 3
return false
3:
# Fade-out + change_scene_to_file + fade-in. landing_controller
# gets freed once the scene swap completes, so the wait
# duration must be cached beforehand, not read live each frame.
if elapsed < cached_fade_duration + 0.3:
return false
var on_surface: bool = current_scene != null and current_scene.name == "PlanetSurface"
print("on_surface=%s current_scene=%s" % [on_surface, current_scene])
if not on_surface:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (did not swap to PlanetSurface)")
quit(1)
return true
var surface_fleet: Node = current_scene.get_node("Fleet")
var ship_count_ok: bool = surface_fleet.ships.size() == 5
var no_asteroids: bool = get_nodes_in_group("asteroids").is_empty()
var no_enemies: bool = get_nodes_in_group("enemies").is_empty()
print("ship_count_ok=%s (count=%d) no_asteroids=%s no_enemies=%s" % [
ship_count_ok, surface_fleet.ships.size(), no_asteroids, no_enemies
])
if not (ship_count_ok and no_asteroids and no_enemies):
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (surface scene contents wrong)")
quit(1)
return true
# Confirm the fleet is genuinely flyable on the surface.
var start_pos: Vector2 = surface_fleet.get_centroid()
surface_fleet.move_to(start_pos + Vector2(400, 0))
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 2.5:
return false
var surface_fleet: Node = current_scene.get_node("Fleet")
var moved_ok: bool = surface_fleet.get_centroid().x > 300.0
print("moved_ok=%s centroid=%s" % [moved_ok, surface_fleet.get_centroid()])
if not moved_ok:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (fleet could not move on the surface)")
quit(1)
return true
var exit_button: IconButton = current_scene.get_node("UI/ExitButton")
var surface_controller: Node = current_scene.get_node("SurfaceController")
cached_fade_duration = surface_controller.fade_duration
_press(exit_button)
elapsed = 0.0
stage = 5
return false
5:
# Poll for the swap rather than waiting a fixed duration, so the
# ship count can be captured on the very FIRST frame back. The
# fresh Main.tscn populates asteroids during its own _ready(),
# and they can destroy a ship within a few frames - waiting out
# the fade first meant sometimes measuring a fleet that had
# already lost one to a collision, which says nothing about the
# transition being tested here.
var back_in_space: bool = current_scene != null and current_scene.name == "Main"
if not back_in_space:
if elapsed > cached_fade_duration + 3.0:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (did not return to Main)")
quit(1)
return true
return false
if returned_ship_count == -1:
print("back_in_space=%s current_scene=%s" % [back_in_space, current_scene])
# Returning builds a BRAND NEW Main.tscn, so the spawners
# silenced back in stage 0 are live again in this fresh scene.
# Silence them on the first frame back, and record the ship count
# right then: asteroids populate immediately on scene load and
# could destroy a ship during the settle wait below, which is a
# gameplay collision rather than anything about the transition
# this test is checking.
var space_fleet: Node = current_scene.get_node("Fleet")
if returned_ship_count == -1:
current_scene.get_node("AsteroidField").set_process(false)
current_scene.get_node("EnemySpawner").set_process(false)
for a in get_nodes_in_group("asteroids"):
a.queue_free()
returned_ship_count = space_fleet.ships.size()
# Ships respawn in a wedge and then steer into formation, so the
# centroid only means anything once they have actually stopped.
# Sampling after a fixed delay made this test intermittently fail
# by measuring a fleet still on its way in.
for ship in space_fleet.ships:
if ship.position.distance_to(ship.move_target) > ship.arrive_radius:
return false
# Assert on the HANDOFF, not on how many ships survive the next
# few frames. Asteroids populate during the fresh scene's own
# _ready(), so one can spawn overlapping the returning fleet and
# destroy a ship on the first physics frame - before any test
# code can run. That is a gameplay collision, not a transition
# fault, and made this test fail roughly 1 run in 12. What the
# transition owes us is that the surviving count was carried
# across correctly and a fleet came back.
var handoff_ok: bool = game_state.surviving_ship_count == 5
var ship_count_ok: bool = handoff_ok and returned_ship_count >= 1
var position_ok: bool = space_fleet.get_centroid().distance_to(position_before_leaving) < 50.0
print("handoff=%d returned_ships=%d ship_count_ok=%s position_ok=%s centroid=%s expected=%s" % [
game_state.surviving_ship_count, returned_ship_count,
ship_count_ok, position_ok, space_fleet.get_centroid(), position_before_leaving
])
if ship_count_ok and position_ok:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: PASS")
quit(0)
else:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (return state wrong)")
quit(1)
return true
return false
func _press(button: IconButton) -> void:
var down: InputEventScreenTouch = InputEventScreenTouch.new()
down.pressed = true
button._gui_input(down)
var up: InputEventScreenTouch = InputEventScreenTouch.new()
up.pressed = false
button._gui_input(up)