Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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115
tests/test_asteroid_spawning.gd
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115
tests/test_asteroid_spawning.gd
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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_asteroid_spawning.gd
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# Verifies AsteroidField spawns moving asteroids once the fleet enters an
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# ASTEROID_FIELD biome chunk, and despawns them again once the fleet moves
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# far enough away - guards against unbounded node accumulation over a long
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# play session while still populating newly-entered regions on the fly.
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var main_scene: Node
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var fleet: Node
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var asteroid_field: Node
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var asteroid_chunk: Vector2i
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var spawned_asteroids: Array = []
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var elapsed: float = 0.0
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var stage: int = 0
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var ok: bool = true
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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if WorldGen.biome_at_chunk(chunk) == WorldGen.Biome.ASTEROID_FIELD:
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asteroid_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("FAIL: could not find any ASTEROID_FIELD chunk to test with")
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quit(1)
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return
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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asteroid_field = main_scene.get_node("AsteroidField")
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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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# Wait one tick so Fleet._ready() has run and fleet.ships is
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# populated before we try to teleport them - reposition
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# attempted synchronously in _initialize() would silently
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# no-op on an empty ships array.
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var target_pos: Vector2 = WorldGen.chunk_origin(asteroid_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = target_pos
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fleet.move_to(target_pos)
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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 < asteroid_field.check_interval + 0.1:
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return false
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_check_spawned()
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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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var far_pos: Vector2 = WorldGen.chunk_origin(asteroid_chunk) + Vector2(50000, 50000)
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for ship in fleet.ships:
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ship.position = far_pos
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fleet.move_to(far_pos)
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elapsed = 0.0
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stage = 3
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return false
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3:
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if elapsed < asteroid_field.check_interval + 0.1:
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return false
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_check_despawned()
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return true
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return false
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func _check_spawned() -> void:
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var has_chunk: bool = asteroid_field.populated_chunks.has(asteroid_chunk)
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if not has_chunk:
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ok = false
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print("FAIL: asteroid_chunk %s not populated after check_interval" % asteroid_chunk)
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return
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spawned_asteroids = asteroid_field.populated_chunks[asteroid_chunk]
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var count_ok: bool = spawned_asteroids.size() == asteroid_field.asteroids_per_chunk
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var moving_ok: bool = true
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for asteroid in spawned_asteroids:
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if asteroid.velocity.length() <= 0.1:
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moving_ok = false
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ok = ok and count_ok and moving_ok
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print("spawned_count=%d expected=%d moving_ok=%s" % [spawned_asteroids.size(), asteroid_field.asteroids_per_chunk, moving_ok])
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func _check_despawned() -> void:
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var chunk_removed: bool = not asteroid_field.populated_chunks.has(asteroid_chunk)
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var all_freed: bool = true
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for asteroid in spawned_asteroids:
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if is_instance_valid(asteroid):
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all_freed = false
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ok = ok and chunk_removed and all_freed
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print("chunk_removed=%s all_freed=%s" % [chunk_removed, all_freed])
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if ok:
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print("TEST_ASTEROID_SPAWNING: PASS")
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quit(0)
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else:
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print("TEST_ASTEROID_SPAWNING: FAIL")
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quit(1)
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