spaceship/tests/test_enemy_combat.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_combat.gd
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
# Verifies the fleet kills an enemy it is AIMED at, without the enemy ever
# having to touch a ship, and that a coherent red light-burst explosion VFX
# spawns at the moment it dies.
#
# The fleet used to fire on its own and this test only had to wait. Firing is
# now the right-hand stick, so the test holds it toward the enemy - through
# the real control, not by poking the weapon components, so what it exercises
# is the path the player uses. See tests/test_fire_stick.gd for the aiming
# behaviour itself.
const TEST_DURATION: float = 3.0
const SPAWN_OFFSET: Vector2 = Vector2(220, 0) # inside fire_range, outside collision radius
var main_scene: Node
var fleet: Node
var enemy: Node
var elapsed: float = 0.0
var started: bool = false
func _initialize() -> void:
#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
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
func _physics_process(delta: float) -> bool:
if not started:
# Disabling EnemySpawner in _initialize() doesn't reliably stick -
# a node's set_process(false) call made before it has fully
# finished entering the tree can get silently reset once the
# engine's own (deferred) tree-entry finalization runs, which
# happens strictly after _ready(). Here, at the point _ready() is
# already confirmed complete, it's safe.
main_scene.get_node("EnemySpawner").set_process(false)
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
# Crew the fleet HERE, not in _initialize(), for the same reason the
# set_process(false) call above lives here: work done in _initialize()
# can be undone by the engine's deferred tree-entry finalization. A
# new game flies one vessel into three slots now, and this test needs
# a full one.
root.get_node("GameState").unlocked.append_array(["wing", "squadron", "armada"])
fleet.spawn_ships(5, Vector2.ZERO)
#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
var enemy_scene: PackedScene = load("res://enemies/Enemy.tscn")
enemy = enemy_scene.instantiate()
enemy.position = fleet.get_centroid() + SPAWN_OFFSET
main_scene.add_child(enemy)
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
_hold_fire_toward(SPAWN_OFFSET)
started = true
return false
elapsed += delta
if not is_instance_valid(enemy):
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
_finish(true, "enemy destroyed by aimed fleet fire after %.2fs" % elapsed)
return true
if elapsed >= TEST_DURATION:
_finish(false, "enemy still alive after %.2fs (hp=%d)" % [elapsed, enemy.hp])
return true
return false
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
# Presses the fire stick and holds it on the given heading. The stick keeps
# reporting that direction until it is released, so this is called once.
func _hold_fire_toward(heading: Vector2) -> void:
var stick: Control = main_scene.get_node("UI/FireStick")
var centre: Vector2 = stick.global_position + stick.size * 0.5
var press := InputEventScreenTouch.new()
press.index = 6
press.pressed = true
press.position = centre
stick.handle_touch(press)
var drag := InputEventScreenDrag.new()
drag.index = 6
drag.position = centre + heading.normalized() * stick.max_radius
stick.handle_drag(drag)
func _finish(ok: bool, message: String) -> void:
print("ships_remaining=%d" % fleet.ships.size())
print(message)
var vfx_ok: bool = false
for child in root.get_children():
if child is EnemyExplosionVFX:
vfx_ok = true
print("enemy_vfx_ok=%s" % vfx_ok)
if ok and fleet.ships.size() == 5 and vfx_ok:
print("TEST_ENEMY_COMBAT: PASS")
quit(0)
else:
if fleet.ships.size() != 5:
print("FAIL: a ship was lost - enemy must have reached melee range instead of dying to fire")
if not vfx_ok:
print("FAIL: no matching red light-burst explosion VFX found for the destroyed enemy")
print("TEST_ENEMY_COMBAT: FAIL")
quit(1)