Route extractor ore through transporters

This commit is contained in:
Loïc Wisniewski 2026-08-13 16:38:41 +02:00
commit 5755568346
3 changed files with 141 additions and 140 deletions

View file

@ -1,28 +1,17 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_extractor_income.gd
# Covers the extractor's automated hauler:
# 1. income accrues with NOTHING about the route loaded (no scene showing
# it), because the simulation lives in the GameState autoload
# 2. ore is delivered exactly when the hauler reaches the mothership -
# the payout and the drawn arrival are the same event, driven by the
# same `progress` value, so they cannot drift apart
# 3. no mothership means no route and therefore no income
# 4. the hauler's drawn position tracks that progress along the route
# Extractors now mine into local stock. A hub-stationed transporter is the
# only route to the bank, and it waits for a full researched-size load.
var game_state: Node
var stage: int = 0
var elapsed: float = 0.0
# The test has to sit through a whole there-and-back hauler cycle, and the
# cycle length is distance/HAULER_SPEED - so this fixture distance IS the
# test's runtime. 600 units is ~4.6s of simulated round trip, against ~31s
# for the 4000 it used to be. Nothing here asserts on the distance itself,
# only on payout and drawn position tracking the same `progress`, so a short
# route exercises exactly the same code.
var mothership_pos: Vector2 = Vector2(600.0, 0.0)
var planet_pos: Vector2 = Vector2.ZERO
var rocks_before_arrival: int = 0
var extractor_index: int = 0
var base_load: int = 0
var upgraded_load: int = 0
const MOTHERSHIP_AT := Vector2.ZERO
const HUB_AT := Vector2(100.0, 0.0)
const EXTRACTOR_AT := Vector2(300.0, 0.0)
func _initialize() -> void:
@ -30,83 +19,83 @@ func _initialize() -> void:
game_state.rocks = 0
game_state.buildings.clear()
game_state.extractors.clear()
# An extractor with NO mothership: there is nowhere to deliver, so it
# must not pay out.
game_state.add_extractor("Test Planet", planet_pos)
game_state.transporters.clear()
game_state.reset_progression()
game_state.add_extractor("Test Planet", EXTRACTOR_AT)
extractor_index = 0
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 1.0:
# Mining is local even without a mothership or transporter.
if elapsed < 1.2:
return false
if game_state.rocks != 0:
print("earned %d rocks with no mothership" % game_state.rocks)
print("TEST_EXTRACTOR_INCOME: FAIL (income without a delivery point)")
quit(1)
if game_state.extractor_stock(extractor_index) < 2 or game_state.rocks != 0:
_fail("extractor did not hold locally: stock=%d bank=%d" % [
game_state.extractor_stock(extractor_index), game_state.rocks])
return true
print("no mothership -> no income (rocks=%d)" % game_state.rocks)
# Give it somewhere to deliver.
game_state.add_building(GameState.BUILDING_MOTHERSHIP, mothership_pos)
game_state.extractors[0].progress = 0.0
print("extractor mined locally: stock=%d bank=%d" % [
game_state.extractor_stock(extractor_index), game_state.rocks])
game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
var hub_id: int = game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
# A manually seeded idle transporter is enough to exercise the same
# simulation used by a produced one.
game_state.transporters.append({"hub_id": hub_id, "state": GameState.TRANSPORTER_IDLE,
"target_id": 0, "extractor_index": -1, "carrying": 0, "progress": 1.0,
"from": HUB_AT, "to": HUB_AT})
base_load = game_state.transporter_load_limit()
game_state.extractors[extractor_index].stock = base_load - 1
elapsed = 0.0
stage = 1
return false
1:
var e: Dictionary = game_state.extractors[0]
var cycle: float = game_state.get_hauler_route_time(e)
if cycle <= 0.0:
print("TEST_EXTRACTOR_INCOME: FAIL (route never established)")
quit(1)
return true
# Nothing in this scene tree draws the route at all - no Main
# scene, no HaulerField, no hauler node. Income must still tick.
if e.progress < GameState.HAULER_ARRIVAL:
rocks_before_arrival = game_state.rocks
# The drawn position must track progress along the route.
var pos: Variant = game_state.get_hauler_position(e)
var expected: Vector2 = planet_pos.lerp(mothership_pos, e.progress / GameState.HAULER_ARRIVAL)
if pos == null or pos.distance_to(expected) > 1.0:
print("hauler at %s, expected %s" % [pos, expected])
print("TEST_EXTRACTOR_INCOME: FAIL (drawn position does not follow the simulation)")
quit(1)
return true
# No partial pickup: it stays local until it can fill the hold.
if elapsed < 0.2:
return false
# Just crossed the arrival point: the payout must have landed on
# the very same step, and the hauler must be AT the mothership.
var paid: bool = game_state.rocks == rocks_before_arrival + GameState.HAULER_YIELD
var at_mothership: Variant = game_state.get_hauler_position(e)
var arrived: bool = at_mothership != null and at_mothership.distance_to(mothership_pos) < 40.0
print("arrival: rocks %d -> %d (paid=%s) hauler at %s (arrived=%s)" % [
rocks_before_arrival, game_state.rocks, paid, at_mothership, arrived
])
if not (paid and arrived):
print("TEST_EXTRACTOR_INCOME: FAIL (payout and arrival did not coincide)")
quit(1)
if game_state.transporters[0].state != GameState.TRANSPORTER_IDLE or game_state.rocks != 0:
_fail("transporter left for a partial load")
return true
rocks_before_arrival = game_state.rocks
game_state.extractors[extractor_index].stock = base_load
elapsed = 0.0
stage = 2
return false
2:
# It must not pay again until it has been back and returned.
var e2: Dictionary = game_state.extractors[0]
if e2.progress > GameState.HAULER_ARRIVAL:
if game_state.rocks != rocks_before_arrival:
print("paid %d extra mid-return" % (game_state.rocks - rocks_before_arrival))
print("TEST_EXTRACTOR_INCOME: FAIL (paid while returning empty)")
quit(1)
# It must lift exactly the capacity amount, then bank it only when
# it reaches the mothership.
if game_state.rocks >= base_load:
print("full transporter load banked: %d ore" % base_load)
# Fund the lab purchase independently of the delivery assertion.
game_state.rocks = 100
game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-100.0, 0.0))
if not game_state.buy_upgrade("trn_capacity"):
_fail("could not research Expanded Hold at a ship lab")
return true
upgraded_load = game_state.transporter_load_limit()
if upgraded_load <= base_load:
_fail("Expanded Hold did not raise capacity")
return true
game_state.extractors[extractor_index].stock = upgraded_load
elapsed = 0.0
stage = 3
return false
# Wrapped past the planet and started a new outbound leg.
print("returned empty without paying again (rocks=%d)" % game_state.rocks)
print("TEST_EXTRACTOR_INCOME: PASS")
quit(0)
return true
if elapsed > 10.0:
_fail("full extractor load was never collected")
return true
return false
3:
if game_state.rocks >= 100 - 30 + upgraded_load:
print("Expanded Hold %d -> %d, upgraded load banked" % [base_load, upgraded_load])
print("TEST_EXTRACTOR_INCOME: PASS")
quit(0)
return true
if elapsed > 10.0:
_fail("upgraded load was not transported")
return true
return false
func _fail(message: String) -> void:
print("TEST_EXTRACTOR_INCOME: FAIL (%s)" % message)
quit(1)