spaceship/tests/test_resource_transfer.gd

220 lines
7.8 KiB
GDScript3
Raw Normal View History

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_resource_transfer.gd
# Forgejo #24: moving ore between the fleet and a building is its own
# top-level action, not something buried inside the ship crafter or the
# research screen.
#
# Verifies:
# 1. the transfer button appears alongside the action button whenever the
# fleet is standing on a building, and opens the transfer panel bound to
# THAT building - the `== 0` guard failure that made every crafter
# button look dead is the same trap here
# 2. ore moves both ways at an ordinary building, capped by what is
# actually at each end (no overdraft in either direction)
# 3. at a mothership the building's holdings ARE the bank, so unloading
# there banks the ore and loading there draws on it
# 4. a REAL tap through the input path moves ore, not just the handler
# 5. pressing against an empty end reports why instead of doing nothing
# 6. the shared resource bar reports the building the panel was opened from
# 7. ore is conserved across the whole exercise
var game_state: Node
var scene: Node
var fleet: Node
var controller: Node
var crafter_id: int = 0
var mothership_id: int = 0
var stage: int = 0
var elapsed: float = 0.0
var total_before: int = 0
var failures: PackedStringArray = PackedStringArray()
const MOTHERSHIP_AT: Vector2 = Vector2(0.0, 0.0)
const CRAFTER_AT: Vector2 = Vector2(3000.0, 0.0)
func _total() -> int:
var sum: int = game_state.rocks + game_state.fleet_cargo
for b in game_state.buildings:
if b.type != GameState.BUILDING_MOTHERSHIP:
sum += int(b.get("stock", 0))
return sum
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.rocks = 100
game_state.fleet_cargo = 0
2026-08-12 22:47:46 +02:00
game_state.stored_vessels.clear()
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
controller = scene.get_node("BuildController")
func _park_fleet_on(at: Vector2) -> void:
for ship in fleet.ships:
ship.position = at
fleet.move_to(at)
func _tap(button: Control) -> void:
for pressed in [true, false]:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.pressed = pressed
ev.position = button.size / 2.0
button._gui_input(ev)
2026-08-13 23:25:46 +02:00
func _open_transfer() -> void:
# Contextual choices collapse into one button until it is opened.
_tap(controller.action_button)
_tap(controller.transfer_button)
func _expect(condition: bool, message: String) -> void:
if not condition:
failures.append("stage %d: %s" % [stage, message])
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
_clear_hazards()
fleet.spawn_ships(2, MOTHERSHIP_AT)
var field: Node = scene.get_node("BuildingField")
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
mothership_id = int(game_state.buildings[-1].id)
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
crafter_id = int(game_state.buildings[-1].id)
total_before = _total()
_park_fleet_on(CRAFTER_AT)
elapsed = 0.0
stage = 1
return false
1:
# --- 1. the button appears, and binds to this building ------
if elapsed < 1.2:
return false
_expect(controller.current_building != null,
"parking on the crafter never registered")
2026-08-13 23:25:46 +02:00
_open_transfer()
_expect(controller.transfer_menu.visible,
"tapping the transfer button did not open the panel")
_expect(controller.transfer_building_id == crafter_id,
"panel bound to building %d, crafter is %d"
% [controller.transfer_building_id, crafter_id])
# --- 6. the shared bar follows the panel --------------------
for bar in controller.resource_bars:
_expect(bar.building_id == crafter_id,
"a resource bar is reporting building %d, not the crafter %d"
% [bar.building_id, crafter_id])
# --- 5. an empty hold explains itself -----------------------
game_state.fleet_cargo = 0
controller._on_transfer(true, GameState.CARGO_LOAD_BATCH)
_expect("carrying nothing" in controller.transfer_status.text,
"unloading an empty hold said: %s" % controller.transfer_status.text)
# --- 2. both directions at an ordinary building -------------
# Baseline taken AFTER the last hand-set figure: the conservation
# check at the end is about the transfers, and ore conjured into
# the hold to set the scene would otherwise read as a leak.
game_state.fleet_cargo = 40
total_before = _total()
controller._on_transfer(true, GameState.CARGO_LOAD_BATCH)
_expect(game_state.building_stock(crafter_id) == GameState.CARGO_LOAD_BATCH,
"a batch into the crafter left stock at %d"
% game_state.building_stock(crafter_id))
_expect(game_state.fleet_cargo == 40 - GameState.CARGO_LOAD_BATCH,
"the hold paid %d, not the batch" % (40 - game_state.fleet_cargo))
controller._on_transfer(false, 999)
_expect(game_state.building_stock(crafter_id) == 0,
"loading ALL left %d in the crafter" % game_state.building_stock(crafter_id))
_expect(game_state.fleet_cargo == 40,
"the hold came back to %d, not 40" % game_state.fleet_cargo)
# Asking for more than exists moves only what is there.
var over: int = game_state.transfer_to_fleet(crafter_id, 999)
_expect(over == 0, "overdrew %d from an empty crafter" % over)
_park_fleet_on(MOTHERSHIP_AT)
controller.transfer_menu.visible = false
elapsed = 0.0
stage = 2
return false
2:
# --- 3. the mothership's holdings are the bank --------------
if elapsed < 1.2:
return false
2026-08-13 23:25:46 +02:00
_open_transfer()
_expect(controller.transfer_building_id == mothership_id,
"panel bound to %d, mothership is %d"
% [controller.transfer_building_id, mothership_id])
_expect(game_state.building_holdings(mothership_id) == game_state.rocks,
"mothership holdings %d != bank %d"
% [game_state.building_holdings(mothership_id), game_state.rocks])
var bank_before: int = game_state.rocks
var hold_before: int = game_state.fleet_cargo
controller._on_transfer(true, 999)
_expect(game_state.fleet_cargo == 0,
"unloading ALL at the mothership left %d in the hold" % game_state.fleet_cargo)
_expect(game_state.rocks == bank_before + hold_before,
"the bank went to %d, expected %d" % [game_state.rocks, bank_before + hold_before])
# --- 4. a REAL tap, through the input path ------------------
# The handler working while the BUTTON is inert is the exact bug
# class this project keeps hitting, so one press goes the long way.
var bank_at_tap: int = game_state.rocks
2026-08-13 23:25:46 +02:00
_tap(scene.get_node("UI/TransferMenu/ToFleetAllButton"))
_expect(game_state.fleet_cargo == bank_at_tap,
"a real tap did not load all banked ore")
_expect(game_state.rocks == 0,
"the bank did not pay for the tapped withdrawal")
# --- 7. conservation ----------------------------------------
_expect(_total() == total_before,
"ore created or destroyed: %d -> %d" % [total_before, _total()])
_finish()
return true
return false
func _finish() -> void:
if failures.is_empty():
print("TEST_RESOURCE_TRANSFER: PASS")
quit(0)
else:
print("bank=%d hold=%d crafter=%d" % [
game_state.rocks, game_state.fleet_cargo, game_state.building_stock(crafter_id)
])
for f in failures:
print("FAIL: %s" % f)
print("TEST_RESOURCE_TRANSFER: FAIL")
quit(1)
func _clear_hazards() -> void:
# Drifting rocks can destroy a parked ship and change the fleet size out
# from under a logistics test. Same reason as test_manual_supply_route.
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
for e in get_nodes_in_group("enemies"):
if is_instance_valid(e):
e.queue_free()