59 lines
1.8 KiB
GDScript3
59 lines
1.8 KiB
GDScript3
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_exploration_tracker.gd
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# Verifies ExplorationTracker marks the fleet's current chunk as explored
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# once the fleet is there, while a distant chunk the fleet never visited
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# stays unexplored - this is what lets the world map reveal only chunks
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# actually seen instead of the whole generated world at once.
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var main_scene: Node
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var fleet: Node
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var tracker: Node
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var elapsed: float = 0.0
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var teleported: bool = false
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func _initialize() -> void:
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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tracker = main_scene.get_node("ExplorationTracker")
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func _process(delta: float) -> bool:
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if not teleported:
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# Wait one tick so Fleet._ready() has run and fleet.ships is
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# populated before we try to teleport them - reposition attempted
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# synchronously in _initialize() would silently no-op on an empty
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# ships array.
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var target_pos: Vector2 = Vector2(5000, -3000)
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for ship in fleet.ships:
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ship.position = target_pos
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fleet.move_to(target_pos)
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teleported = true
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return false
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elapsed += delta
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if elapsed < 0.2:
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return false
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var visited_chunk: Vector2i = WorldGen.chunk_coords(Vector2(5000, -3000))
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var far_chunk: Vector2i = Vector2i(9999, 9999)
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var explored: Array = tracker.get_explored_chunks()
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var visited_ok: bool = explored.has(visited_chunk)
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var far_unexplored: bool = not explored.has(far_chunk)
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print("visited_chunk=%s in_explored=%s far_chunk=%s in_explored=%s" % [
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visited_chunk, visited_ok, far_chunk, not far_unexplored
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])
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if visited_ok and far_unexplored:
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print("TEST_EXPLORATION_TRACKER: PASS")
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quit(0)
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else:
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print("TEST_EXPLORATION_TRACKER: FAIL")
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quit(1)
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return true
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