spaceship/tests/test_hangar_management.gd

113 lines
4.5 KiB
GDScript3
Raw Normal View History

extends SceneTree
# Forgejo #23 + #25: the mothership hangar presents vessels by type, tapping
# an available type crews one, tapping a fleet type stores one, and contextual
# world buttons each get their own touch berth.
var game_state: Node
var scene: Node
var fleet: Node
var controller: 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.rocks = 100
# #219: fleet capacity is built now - one berth free, one per Fleet
# Office. This test flies more than one vessel, so it needs the offices
# standing before the fleet spawns into them.
load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
#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")
controller = scene.get_node("BuildController")
func _process(delta: float) -> bool:
elapsed += delta
if stage == 0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
fleet.spawn_ships(1, Vector2.ZERO)
fleet.add_ship(GameState.VESSEL_SHIELD)
2026-08-15 00:09:10 +02:00
game_state.stored_vessels = [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_TRANSPORTER]
controller._on_hangar_pressed()
elapsed = 0.0
stage = 1
return false
if stage == 1:
if elapsed < 0.2:
return false
# Available cards name the vessel and count what can be crewed.
var available_label: Label = controller.hangar_menu.available_labels[0]
if "Interceptor" not in available_label.text or "1 available" not in available_label.text:
_fail("available interceptor card says '%s'" % available_label.text)
return true
2026-08-15 00:09:10 +02:00
if controller._hangar_types().has(GameState.VESSEL_TRANSPORTER) \
or fleet.add_ship(GameState.VESSEL_TRANSPORTER):
_fail("a logistics transporter was exposed as a fleet vessel")
return true
controller._on_hangar_crew_type(0)
if fleet.ships.size() != 3 or game_state.stored_vessels.has(GameState.VESSEL_INTERCEPTOR):
_fail("tapping an available interceptor did not crew it")
return true
controller._on_hangar_store_type(1)
if fleet.ships.size() != 2 or not game_state.stored_vessels.has(GameState.VESSEL_SHIELD):
_fail("tapping the shield fleet card did not store it")
return true
# The safety rule prevents an empty deployed fleet.
controller._on_hangar_store_type(0)
controller._on_hangar_store_type(0)
if fleet.ships.size() != 1:
_fail("hangar allowed the last deployed ship to be stored")
return true
# Context actions are compact until expanded. A mothership unfolds
# research and hangar; transfer stays as a persistent shortcut beside
# Build and is not duplicated in the foldout.
#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 mothership: Node2D = load("res://buildings/Building.tscn").instantiate()
2026-08-13 20:49:15 +02:00
mothership.set("building_type", GameState.BUILDING_MOTHERSHIP)
mothership._ready()
2026-08-13 20:49:15 +02:00
controller.current_building = mothership
controller.context_actions_expanded = true
controller.transfer_button.visible = controller._has_transfer_context()
controller._layout_context_buttons()
var buttons: Array = [controller.building_action_button, controller.hangar_button]
#228: shrink the HUD on a screen the canvas is short on The layout is authored in CANVAS units. With stretch "canvas_items" and aspect "expand" over a 1920x1080 base, a 720x1280 phone scales by 0.375 and gets 1920x3413 canvas units - while ANY 16:9-or-wider screen lands on 1920x1080 units however many pixels it really has. The canvas is three times shorter, so a 148-unit button went from 4.3% of the screen's height to 13.7%. Measured at 3.16x, and confirmed twice: once by hand off the scene file, once by the test failing with the rule disabled. Nothing collided. That was checked pair by pair on both canvases and the same six pairs overlap on each, all of them same-slot alternatives. The fault was only that everything was enormous. HudScale captures each HUD control's authored offsets once, then moves it toward the edge it hangs off and scales the NODE. Scaling the rect alone was tried first and was wrong: half the HUD draws its own contents at fixed sizes - ResourceReadout lays its rows out in code, Labels carry their own font size - so shrunken boxes kept full-size content and the build button slid up underneath the resource list. Scaling the node takes content and children with it. The cost is that position (parent space) and size (local space) now differ by that scale, and a lot of code here assumed they did not. Five places: ResourceReadout.content_bottom() added a scaled position to an unscaled height, overstating itself by more than a button - so _seat_hud_columns pushed the whole column down to clear space nothing occupied. A live bug, not just a bad measurement. HUD_COLUMN_MARGIN would have been the one gap still phone-sized. _layout_context_buttons wrote its stride and pitch unscaled, landing the action row on the building-action row - which is the second of the two regressions test_hud_layout was written for, in a new disguise. test_hud_layout and test_hangar_management compared authored rects. And HudScale reapplies on resize, which wiped the two layouts BuildController writes at runtime - so dragging a desktop window left the context row where it was. Both re-run on size_changed now, deferred, because which of two siblings connected first is not a thing to depend on. test_hud_layout ran at one window shape, which happened to be the desktop canvas. It now runs every check at both, so this cannot hide at whichever shape was not being exercised. Rejected: scaling the UI CanvasLayer does not work at all - Control anchors resolve against the viewport rect, so bottom-anchored elements land mid-screen. A single scaled wrapper Control with the HUD reparented under it is the genuinely clean shape and would need no scale-aware arithmetic anywhere, but it changes every node path and would break every get_node in the controllers and tests. MIN_SCALE floors the shrink at 0.45 rather than the proportional 0.316: a landscape phone gets the same short canvas as a desktop, and there the sticks are still thumb targets. That leaves the HUD at 1.42x its phone share on a PC rather than 1.0x. 177/177 at JOBS=3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-12 18:04:00 +02:00
# Rendered width, not the authored rect: #228 shrinks the HUD on a
# short canvas by scaling the node and leaving its rect alone, so
# offset_right overstates where a button actually ends.
for i in range(buttons.size() - 1):
#228: shrink the HUD on a screen the canvas is short on The layout is authored in CANVAS units. With stretch "canvas_items" and aspect "expand" over a 1920x1080 base, a 720x1280 phone scales by 0.375 and gets 1920x3413 canvas units - while ANY 16:9-or-wider screen lands on 1920x1080 units however many pixels it really has. The canvas is three times shorter, so a 148-unit button went from 4.3% of the screen's height to 13.7%. Measured at 3.16x, and confirmed twice: once by hand off the scene file, once by the test failing with the rule disabled. Nothing collided. That was checked pair by pair on both canvases and the same six pairs overlap on each, all of them same-slot alternatives. The fault was only that everything was enormous. HudScale captures each HUD control's authored offsets once, then moves it toward the edge it hangs off and scales the NODE. Scaling the rect alone was tried first and was wrong: half the HUD draws its own contents at fixed sizes - ResourceReadout lays its rows out in code, Labels carry their own font size - so shrunken boxes kept full-size content and the build button slid up underneath the resource list. Scaling the node takes content and children with it. The cost is that position (parent space) and size (local space) now differ by that scale, and a lot of code here assumed they did not. Five places: ResourceReadout.content_bottom() added a scaled position to an unscaled height, overstating itself by more than a button - so _seat_hud_columns pushed the whole column down to clear space nothing occupied. A live bug, not just a bad measurement. HUD_COLUMN_MARGIN would have been the one gap still phone-sized. _layout_context_buttons wrote its stride and pitch unscaled, landing the action row on the building-action row - which is the second of the two regressions test_hud_layout was written for, in a new disguise. test_hud_layout and test_hangar_management compared authored rects. And HudScale reapplies on resize, which wiped the two layouts BuildController writes at runtime - so dragging a desktop window left the context row where it was. Both re-run on size_changed now, deferred, because which of two siblings connected first is not a thing to depend on. test_hud_layout ran at one window shape, which happened to be the desktop canvas. It now runs every check at both, so this cannot hide at whichever shape was not being exercised. Rejected: scaling the UI CanvasLayer does not work at all - Control anchors resolve against the viewport rect, so bottom-anchored elements land mid-screen. A single scaled wrapper Control with the HUD reparented under it is the genuinely clean shape and would need no scale-aware arithmetic anywhere, but it changes every node path and would break every get_node in the controllers and tests. MIN_SCALE floors the shrink at 0.45 rather than the proportional 0.316: a landscape phone gets the same short canvas as a desktop, and there the sticks are still thumb targets. That leaves the HUD at 1.42x its phone share on a PC rather than 1.0x. 177/177 at JOBS=3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-12 18:04:00 +02:00
var ends: float = buttons[i].offset_left + buttons[i].size.x * buttons[i].scale.x
if ends > buttons[i + 1].offset_left:
_fail("context buttons %d and %d overlap" % [i, i + 1])
return true
2026-08-13 20:49:15 +02:00
controller._collapse_context_actions()
if controller.building_action_button.visible or controller.hangar_button.visible:
2026-08-13 20:49:15 +02:00
_fail("collapsing the context button left an action visible")
return true
if not controller.transfer_button.visible \
or controller.transfer_button.offset_top != controller.build_button.offset_top \
or controller.transfer_button.offset_left <= controller.build_button.offset_left:
_fail("transfer shortcut is not beside Build")
return true
2026-08-13 20:49:15 +02:00
mothership.free()
print("hangar crews and stores typed vessels; contextual actions expand and collapse")
print("TEST_HANGAR_MANAGEMENT: PASS")
quit(0)
return true
return false
func _fail(message: String) -> void:
print("TEST_HANGAR_MANAGEMENT: FAIL (%s)" % message)
quit(1)