spaceship/tests/test_aim_assist.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_aim_assist.gd
# Forgejo #89: a shot fired roughly toward an enemy bends onto it, so aiming
# with a thumb on a stick does not have to be exact.
#
# Covers:
# A. an enemy just off the aimed heading is picked up, and the bolt flies at
# IT rather than where the stick pointed
# B. an enemy far off the heading is not - past the cone the shot goes where
# the player pointed, or the gun would be choosing its own targets again,
# which is exactly what #80 took away
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# C. cursor proximity can select a target outside the directional cone
# D. with several candidates, the one nearest the cursor wins rather than
# blindly choosing the one nearest the shooter
# E. asteroids participate through the same aimable-target contract
# F. the guide snaps to the target position and reachable guns bend to the
# same target, so the on-screen reticle tells the truth
var game_state: Node
var main: Node
var fleet: Node
var controller: Node
var weapon: Node
var shooter: Node2D
var stage: int = 0
var elapsed: float = 0.0
const AIM := Vector2(1.0, 0.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
controller = main.get_node("FireStickController")
func _clear() -> void:
for node in get_nodes_in_group("enemies") + get_nodes_in_group("asteroids") \
+ get_nodes_in_group("player_projectiles"):
if is_instance_valid(node):
node.free()
func _enemy_at(offset: Vector2) -> Node2D:
var enemy: Node2D = load("res://enemies/Enemy.tscn").instantiate()
enemy.position = shooter.global_position + offset
main.add_child(enemy)
enemy.speed = 0.0
return enemy
func _heading(direction: Vector2) -> Vector2:
var script: Script = load("res://vessels/VesselWeaponComponent.gd")
return script.assisted_heading(self, shooter.global_position, direction,
weapon.fire_range)
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func _point(at: Vector2) -> Vector2:
var script: Script = load("res://vessels/VesselWeaponComponent.gd")
return script.assisted_point(self, shooter.global_position, at,
weapon.fire_range)
func _process(delta: float) -> bool:
elapsed += delta
if stage != 0:
return false
if elapsed < 0.3:
return false
stage = 1
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
_clear()
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
shooter = fleet.ships[0]
weapon = shooter.get_component("weapon")
# --- A. just off the heading is picked up -----------------------------
var near_angle: float = deg_to_rad(18.0)
var target: Node2D = _enemy_at(Vector2(600.0, 0.0).rotated(near_angle))
var assisted: Vector2 = _heading(AIM)
var wanted: Vector2 = (target.global_position - shooter.global_position).normalized()
if assisted.distance_to(wanted) > 0.01:
return _fail("an enemy 18 degrees off the heading was not picked up (heading %s)" % assisted)
print("an enemy 18 degrees off the aim is picked up")
# --- B. far off the heading is not ------------------------------------
_clear()
_enemy_at(Vector2(600.0, 0.0).rotated(deg_to_rad(55.0)))
assisted = _heading(AIM)
if assisted.distance_to(AIM) > 0.01:
return _fail("an enemy 55 degrees off the heading was still picked up (heading %s)" % assisted)
print("an enemy 55 degrees off the aim is ignored - the shot goes where it was aimed")
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# --- C. a nearby cursor is magnetic too -------------------------------
_clear()
var raw_cursor: Vector2 = shooter.global_position + Vector2(250.0, 0.0)
var cursor_target: Node2D = _enemy_at(Vector2(150.0, 0.0).rotated(deg_to_rad(45.0)))
var snapped: Vector2 = _point(raw_cursor)
if snapped.distance_to(cursor_target.global_position) > 0.01:
return _fail("a cursor %.0f units from a target outside the cone did not stick to it" \
% raw_cursor.distance_to(cursor_target.global_position))
print("a cursor near a target sticks to its position even outside the directional cone")
# --- D. cursor proximity chooses between cone candidates --------------
_clear()
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var far_distance: float = weapon.fire_range - 100.0
var far_target: Node2D = _enemy_at(Vector2(far_distance, 0.0).rotated(deg_to_rad(5.0)))
var close_target: Node2D = _enemy_at(Vector2(300.0, 0.0).rotated(deg_to_rad(20.0)))
assisted = _heading(AIM)
var to_close: Vector2 = (close_target.global_position - shooter.global_position).normalized()
var to_far: Vector2 = (far_target.global_position - shooter.global_position).normalized()
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if assisted.distance_to(to_far) > 0.01:
return _fail("the assist ignored the cursor-near enemy at %.0f for the shooter-near one at 300 (heading %s, close %s, far %s)" \
% [far_distance, assisted, to_close, to_far])
print("with two in the cone, the target nearest the cursor wins")
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# --- E. asteroids use the same assist contract -------------------------
_clear()
var rock: Node2D = load("res://world/Asteroid.tscn").instantiate()
rock.position = shooter.global_position + Vector2(400.0, 0.0).rotated(deg_to_rad(15.0))
main.add_child(rock)
assisted = _heading(AIM)
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var to_rock: Vector2 = (rock.global_position - shooter.global_position).normalized()
if assisted.distance_to(to_rock) > 0.01:
return _fail("the assist did not snap onto an asteroid (heading %s, asteroid %s)" \
% [assisted, to_rock])
print("asteroids opt into the same aim-assist target group as enemies")
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# --- F. the guide and reachable guns share the snapped target ----------
_clear()
var guide_target: Node2D = _enemy_at(Vector2(500.0, 0.0).rotated(deg_to_rad(20.0)))
controller.aim(AIM)
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if controller.aim_point.distance_to(guide_target.global_position) > 0.02:
return _fail("the reticle stayed at %s instead of sticking to %s" \
% [controller.aim_point, guide_target.global_position])
var gun_heading: Vector2 = weapon.firing_heading()
var target_heading: Vector2 = (guide_target.global_position - shooter.global_position).normalized()
if gun_heading.distance_to(target_heading) > 0.02:
return _fail("the reachable gun headed %s instead of toward snapped target %s" \
% [gun_heading, target_heading])
# And the guide must be drawn from that same helper, not a copy of the maths.
var source: FileAccess = FileAccess.open("res://controllers/FireStickController.gd", FileAccess.READ)
var text: String = source.get_as_text()
source.close()
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if "assisted_point" not in text:
return _fail("FireStickController draws its guide without the assist, so the line and the shot would diverge")
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print("the reticle snaps to the target and reachable guns bend toward it")
print("TEST_AIM_ASSIST: PASS")
quit(0)
return true
func _fail(message: String) -> bool:
print("TEST_AIM_ASSIST: FAIL (%s)" % message)
quit(1)
return true