spaceship/tests/test_build_info_popup.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_build_info_popup.gd
# Every build option explains itself before anything is spent. Picking a
# structure costs ore and, for a mothership, can destroy the one you already
# have, so no option may build straight off the menu press.
#
# Verifies, for EVERY option in the build menu:
# 1. pressing it opens the popup with that building's own title and a
# non-empty description, and shows its price
# 2. nothing is built and no ore is spent until the confirm is pressed
# 3. confirming builds exactly that structure and charges exactly its cost
# 4. closing the popup instead drops the pending build entirely - a later
# confirm press does nothing
var scene: Node
var game_state: Node
var controller: Node
var popup: Control
var title: Label
var message: Label
var cost_number: NeonNumber
var build_button: IconButton
var stage: int = 0
var elapsed: float = 0.0
# Extractor is excluded: it needs a planet underneath, which
# test_extractor_building covers in full.
const OPTIONS: Array = [
{"type": "mothership", "title": "Mothership"},
{"type": "ship_crafter", "title": "Ship Crafter"},
{"type": "command_center", "title": "Command Center"},
]
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.rocks = 500
game_state.buildings.clear()
game_state.extractors.clear()
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
# Structures are gated behind the mothership's research tree. That gate
# is test_skill_tree's subject, not this one's - here every option needs
# to be available so the popup itself can be exercised.
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
#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)
controller = scene.get_node("BuildController")
popup = scene.get_node("UI/BuildMenu/InfoPopup")
title = popup.get_node("Panel/TitleLabel")
message = popup.get_node("Panel/MessageLabel")
cost_number = popup.get_node("Panel/CostNumber")
build_button = popup.get_node("Panel/BuildButton")
func _count(type: String) -> int:
var n: int = 0
for b in game_state.buildings:
if b.type == type:
n += 1
return n
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
for option in OPTIONS:
var type: String = option.type
var expected_cost: int = controller.cost_of(type)
var rocks_before: int = game_state.rocks
var built_before: int = _count(type)
controller._on_build_pressed()
controller._show_building_info(type)
var informed: bool = popup.visible \
and title.text == option.title \
and message.text.length() > 40 \
and cost_number.amount == expected_cost \
and build_button.visible
var untouched: bool = game_state.rocks == rocks_before and _count(type) == built_before
print("%s: popup=%s title='%s' cost=%d offered=%s nothing_spent_yet=%s" % [
type, popup.visible, title.text, cost_number.amount,
build_button.visible, untouched
])
if not (informed and untouched):
print("TEST_BUILD_INFO_POPUP: FAIL (%s did not explain itself before building)" % type)
quit(1)
return true
# --- closing drops it, it must not build later ------------
controller._close_info()
controller._confirm_build()
if _count(type) != built_before or game_state.rocks != rocks_before:
print("TEST_BUILD_INFO_POPUP: FAIL (%s built after the popup was dismissed)" % type)
quit(1)
return true
# --- reopening and confirming builds it ------------------
controller._on_build_pressed()
controller._show_building_info(type)
controller._confirm_build()
var built: bool = _count(type) == built_before + 1
var charged: bool = game_state.rocks == rocks_before - expected_cost
print("%s: confirmed -> built=%s rocks %d->%d charged=%s" % [
type, built, rocks_before, game_state.rocks, charged
])
if not (built and charged):
print("TEST_BUILD_INFO_POPUP: FAIL (%s did not build on confirmation)" % type)
quit(1)
return true
print("TEST_BUILD_INFO_POPUP: PASS")
quit(0)
return true
return false