104 lines
3.8 KiB
GDScript3
104 lines
3.8 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_ship_facing.gd
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# Regression test for ships freezing at a fixed heading.
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#
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# Ships holding formation sit INSIDE arrive_radius of their slot (the fleet
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# anchor advances less than that per frame at cruise speed), so they snap
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# to it with zero velocity. Facing used to be derived purely from a ship's
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# own velocity behind a "> 8.0" gate, which meant a station-keeping ship
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# had nothing to face along and stayed pointing whichever way it last
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# happened to travel - it would not turn when the fleet changed direction.
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var scene: Node
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var fleet: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var heading_east: float = 0.0
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func _initialize() -> void:
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root.get_node("GameState").reset_formation()
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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func _angles_match(a: float, b: float, tolerance: float) -> bool:
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return absf(angle_difference(a, b)) <= tolerance
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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fleet.move_in_direction(Vector2.RIGHT)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 1.5:
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return false
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# Structural check, because the behavioural ones below cannot
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# reproduce the actual failure: on a real device at 60fps the
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# anchor advances ~4.3 units per frame, LESS than arrive_radius,
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# so a station-keeping ship snaps to its slot with zero velocity
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# and has no heading of its own to face along. Headless runs
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# _process uncapped against 60Hz physics, so ships here always
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# pick up real velocity and look fine either way. Asserting the
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# imposed heading is wired is what actually guards the fix.
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var expected_fleet_velocity: Vector2 = Vector2.RIGHT * fleet.cruise_speed
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for ship in fleet.ships:
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if not ship.fleet_velocity.is_equal_approx(expected_fleet_velocity):
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print("fleet_velocity=%s, expected %s" % [ship.fleet_velocity, expected_fleet_velocity])
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print("TEST_SHIP_FACING: FAIL (fleet motion not supplied to ships)")
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quit(1)
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return true
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# Flying east: every ship should point east (sprites are drawn
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# nose-up, hence the +PI/2 convention in Ship._physics_process).
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heading_east = Vector2.RIGHT.angle() + PI / 2.0
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for ship in fleet.ships:
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if not _angles_match(ship.rotation, heading_east, 0.25):
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print("ship facing %.3f, expected ~%.3f while flying east" % [
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ship.rotation, heading_east
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])
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print("TEST_SHIP_FACING: FAIL (not facing travel direction)")
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quit(1)
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return true
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print("flying east: all ships facing %.3f" % fleet.ships[0].rotation)
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# Turn by a SMALL angle. This is the discriminating case: a big
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# turn shoves each ship sideways hard enough that its own
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# velocity happens to point roughly the new way, so facing looks
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# right even when broken. A gentle turn moves each ship only a
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# few units, its velocity never clears the "> 8.0" gate, and a
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# ship given no fleet motion simply stays pointing the old way.
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fleet.move_in_direction(Vector2.RIGHT.rotated(-0.6))
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 1.5:
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return false
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var heading_north: float = Vector2.RIGHT.rotated(-0.6).angle() + PI / 2.0
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for ship in fleet.ships:
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if not _angles_match(ship.rotation, heading_north, 0.15):
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print("ship stuck at %.3f, expected ~%.3f after the gentle turn" % [
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ship.rotation, heading_north
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])
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print("TEST_SHIP_FACING: FAIL (did not turn with the fleet)")
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quit(1)
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return true
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print("gentle turn: all ships facing %.3f (was %.3f)" % [
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fleet.ships[0].rotation, heading_east
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])
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print("TEST_SHIP_FACING: PASS")
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quit(0)
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return true
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return false
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