spaceship/tests/test_animation_continuity.gd

120 lines
4 KiB
GDScript3
Raw Normal View History

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_animation_continuity.gd
# Regression test for the mothership's animation jumping.
#
# The reactor pulse and the orbiting satellites used to be driven from
# anim_time, which wraps at CYCLE (3.6s) because the CRAFTER's assembly
# sequence is expressed as a fraction of it. Neither of them completes a
# whole number of periods in 3.6s, so every wrap made them leap - the
# satellites snapped back 66 degrees, once every cycle, forever.
#
# Verifies, by stepping a mothership across two full wraps of the assembly
# clock in small frames:
# 1. the satellites keep advancing - no frame turns them backwards
# 2. no frame moves them much more than a steady frame would
# 3. the core pulse never jumps by more than a steady frame's worth
# 4. the assembly clock really does wrap during the test, so the test is
# actually exercising the boundary that used to break
const FRAME: float = 1.0 / 60.0
const FRAMES: int = 500 # 8.3s, comfortably past two wraps of 3.6s
var scene: Node
var game_state: Node
var field: 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()
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
field = scene.get_node("BuildingField")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
field.place(GameState.BUILDING_MOTHERSHIP, Vector2(400.0, 0.0))
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
var ship: Node2D = null
for b in field.spawned:
if is_instance_valid(b) and b.building_type == GameState.BUILDING_MOTHERSHIP:
ship = b.visual
if ship == null:
print("TEST_ANIMATION_CONTINUITY: FAIL (mothership never spawned)")
quit(1)
return true
# Drive it by hand at a fixed frame time, so the measurement is
# not at the mercy of the headless tick rate.
ship.set_process(false)
var expected_orbit_step: float = FRAME * ship.ORBIT_SPEED
var prev_orbit: float = ship.orbit_angle()
var prev_pulse: float = ship.core_pulse()
var wrapped: bool = false
var prev_anim: float = ship.anim_time
var worst_orbit_step: float = 0.0
var min_orbit_step: float = 1e9
var worst_pulse_step: float = 0.0
# A steady frame of the pulse: derivative of a unit sine is at
# most 1, so 0.5 * speed * dt bounds one frame's change.
var expected_pulse_step: float = 0.5 * ship.PULSE_SPEED * FRAME
for i in range(FRAMES):
ship._process(FRAME)
if ship.anim_time < prev_anim:
wrapped = true
prev_anim = ship.anim_time
var orbit_step: float = ship.orbit_angle() - prev_orbit
worst_orbit_step = maxf(worst_orbit_step, orbit_step)
min_orbit_step = minf(min_orbit_step, orbit_step)
prev_orbit = ship.orbit_angle()
worst_pulse_step = maxf(worst_pulse_step, absf(ship.core_pulse() - prev_pulse))
prev_pulse = ship.core_pulse()
print("assembly clock wrapped during the run: %s" % wrapped)
print("orbit step per frame: min %.6f max %.6f rad (steady %.6f)" % [
min_orbit_step, worst_orbit_step, expected_orbit_step
])
print("worst pulse step: %.6f (steady bound %.6f)" % [
worst_pulse_step, expected_pulse_step
])
if not wrapped:
print("TEST_ANIMATION_CONTINUITY: FAIL (clock never wrapped - test proves nothing)")
quit(1)
return true
if min_orbit_step <= 0.0:
print("TEST_ANIMATION_CONTINUITY: FAIL (satellites went backwards)")
quit(1)
return true
if worst_orbit_step > expected_orbit_step * 1.05:
print("TEST_ANIMATION_CONTINUITY: FAIL (satellites jumped forwards)")
quit(1)
return true
if worst_pulse_step > expected_pulse_step * 1.05:
print("TEST_ANIMATION_CONTINUITY: FAIL (reactor pulse jumped)")
quit(1)
return true
print("TEST_ANIMATION_CONTINUITY: PASS")
quit(0)
return true
return false