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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123
tests/test_build_info_popup.gd
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123
tests/test_build_info_popup.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_build_info_popup.gd
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# Every build option explains itself before anything is spent. Picking a
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# structure costs ore and, for a mothership, can destroy the one you already
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# have, so no option may build straight off the menu press.
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#
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# Verifies, for EVERY option in the build menu:
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# 1. pressing it opens the popup with that building's own title and a
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# non-empty description, and shows its price
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# 2. nothing is built and no ore is spent until the confirm is pressed
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# 3. confirming builds exactly that structure and charges exactly its cost
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# 4. closing the popup instead drops the pending build entirely - a later
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# confirm press does nothing
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var scene: Node
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var game_state: Node
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var controller: Node
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var popup: Control
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var title: Label
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var message: Label
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var cost_number: NeonNumber
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var build_button: IconButton
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var stage: int = 0
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var elapsed: float = 0.0
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# Extractor is excluded: it needs a planet underneath, which
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# test_extractor_building covers in full.
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const OPTIONS: Array = [
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{"press": "_on_place_mothership", "type": "mothership", "title": "Mothership"},
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{"press": "_on_place_crafter", "type": "ship_crafter", "title": "Ship Crafter"},
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{"press": "_on_place_command_center", "type": "command_center", "title": "Command Center"},
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]
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 500
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game_state.buildings.clear()
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game_state.extractors.clear()
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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popup = scene.get_node("UI/BuildMenu/InfoPopup")
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title = popup.get_node("Panel/TitleLabel")
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message = popup.get_node("Panel/MessageLabel")
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cost_number = popup.get_node("Panel/CostNumber")
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build_button = popup.get_node("Panel/BuildButton")
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func _count(type: String) -> int:
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var n: int = 0
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for b in game_state.buildings:
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if b.type == type:
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n += 1
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return n
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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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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 < 0.2:
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return false
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for option in OPTIONS:
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var type: String = option.type
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var expected_cost: int = controller.cost_of(type)
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var rocks_before: int = game_state.rocks
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var built_before: int = _count(type)
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controller._on_build_pressed()
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controller.call(option.press)
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var informed: bool = popup.visible \
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and title.text == option.title \
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and message.text.length() > 40 \
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and cost_number.amount == expected_cost \
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and build_button.visible
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var untouched: bool = game_state.rocks == rocks_before and _count(type) == built_before
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print("%s: popup=%s title='%s' cost=%d offered=%s nothing_spent_yet=%s" % [
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type, popup.visible, title.text, cost_number.amount,
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build_button.visible, untouched
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])
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if not (informed and untouched):
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print("TEST_BUILD_INFO_POPUP: FAIL (%s did not explain itself before building)" % type)
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quit(1)
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return true
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# --- closing drops it, it must not build later ------------
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controller._close_info()
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controller._confirm_build()
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if _count(type) != built_before or game_state.rocks != rocks_before:
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print("TEST_BUILD_INFO_POPUP: FAIL (%s built after the popup was dismissed)" % type)
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quit(1)
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return true
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# --- reopening and confirming builds it ------------------
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controller._on_build_pressed()
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controller.call(option.press)
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controller._confirm_build()
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var built: bool = _count(type) == built_before + 1
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var charged: bool = game_state.rocks == rocks_before - expected_cost
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print("%s: confirmed -> built=%s rocks %d->%d charged=%s" % [
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type, built, rocks_before, game_state.rocks, charged
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])
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if not (built and charged):
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print("TEST_BUILD_INFO_POPUP: FAIL (%s did not build on confirmation)" % type)
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quit(1)
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return true
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print("TEST_BUILD_INFO_POPUP: PASS")
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quit(0)
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return true
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return false
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