spaceship/tests/test_prompt_debounce.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_prompt_debounce.gd
# Verifies the enter-atmosphere prompt is debounced: rapid flicker in the
# underlying landing-detection (planet_field.get_planet_fleet_is_on())
# must NOT cause the prompt to flicker on/off - only a raw signal that
# stays consistent for prompt_debounce_time in a row should commit a
# visible change. Simulates the worst-case flicker by teleporting the
# whole fleet back and forth across the planet's landing_radius boundary
# every single frame (bypassing actual ship steering, for a fully
# deterministic repro).
var main_scene: Node
var fleet: Node
var planet_field: Node
var enter_button: IconButton
var target_chunk: Vector2i
var planet_pos: Vector2
var landing_radius: float
var flicker_frames: int = 0
var visible_toggle_count: int = 0
var last_visible_state: bool = false
var stage: int = 0
var elapsed: float = 0.0
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
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
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_PROMPT_DEBOUNCE: FAIL (planet never spawned)")
quit(1)
return true
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
planet_pos = planet.position
landing_radius = planet.landing_radius
last_visible_state = enter_button.visible
elapsed = 0.0
stage = 2
return false
2:
# Teleport the fleet's centroid just inside, then just outside,
# the landing radius every single frame - the raw detection
# flips every frame, so the debounced prompt must never react
# to this at all.
var inside_pos: Vector2 = planet_pos + Vector2(landing_radius - 5.0, 0.0)
var outside_pos: Vector2 = planet_pos + Vector2(landing_radius + 5.0, 0.0)
var target_pos: Vector2 = inside_pos if (flicker_frames % 2 == 0) else outside_pos
for ship in fleet.ships:
ship.position = target_pos
flicker_frames += 1
if enter_button.visible != last_visible_state:
visible_toggle_count += 1
last_visible_state = enter_button.visible
if flicker_frames < 20:
return false
print("visible_toggle_count=%d (should be 0)" % visible_toggle_count)
if visible_toggle_count == 0:
print("TEST_PROMPT_DEBOUNCE: PASS")
quit(0)
else:
print("TEST_PROMPT_DEBOUNCE: FAIL (prompt flickered despite debounce)")
quit(1)
return true
return false