spaceship/tests/test_enemy_projectile_damage.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_projectile_damage.gd
# Verifies the ranged damage path #44 adds: an EnemyProjectile destroys an
# unshielded ship on contact, and is absorbed by a shielded ship, removing
# exactly one charge rather than destroying it.
var game_state: Node
var scene: Node
var fleet: Node
var interceptor: Node
var shield_ship: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.reset_progression()
game_state.rocks = 2000
#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
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
func _fire_at(ship: Node) -> 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 projectile: Area2D = load("res://enemies/EnemyProjectile.tscn").instantiate()
projectile.global_position = ship.global_position
projectile.launch(Vector2.ZERO) # already on top of the target
scene.add_child(projectile)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
fleet.spawn_ships(1, Vector2.ZERO)
interceptor = fleet.ships[0]
fleet.add_ship(GameState.VESSEL_SHIELD)
shield_ship = fleet.ships[1]
shield_ship.position = Vector2(2000.0, 0.0)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
if not shield_ship.has_shield():
return _fail("a fresh shield vessel has no shield")
_fire_at(interceptor)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.4:
return false
if is_instance_valid(interceptor):
return _fail("an unshielded ship survived an enemy projectile")
print("unshielded interceptor destroyed by an enemy projectile")
_fire_at(shield_ship)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.4:
return false
if not is_instance_valid(shield_ship):
return _fail("a shielded ship was destroyed by an enemy projectile")
if shield_ship.shield_charges != 0:
return _fail("shield charges did not drop to 0 after absorbing one hit (charges=%d)" %
shield_ship.shield_charges)
print("shielded ship absorbed the hit and lost exactly one charge")
print("TEST_ENEMY_PROJECTILE_DAMAGE: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_ENEMY_PROJECTILE_DAMAGE: FAIL (%s)" % message)
quit(1)
return true