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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tests/test_fleet_formation.gd
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77
tests/test_fleet_formation.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_fleet_formation.gd
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# Verifies that issuing a fleet move order makes every ship converge on its
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# formation slot (offset preserved) around the ordered point AND actually
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# stops there - a regression guard for the arrival-overshoot bug where ships
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# oscillated back and forth around the target forever instead of settling.
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const CHECKPOINT_TIME: float = 4.0
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const TEST_DURATION: float = 7.0
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const ARRIVE_TOLERANCE: float = 2.0
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const STABLE_TOLERANCE: float = 1.0
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const VELOCITY_TOLERANCE: float = 1.0
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var main_scene: Node
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var fleet: Node
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var target: Vector2 = Vector2(600.0, 300.0)
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var elapsed: float = 0.0
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var started: bool = false
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var checkpoint_taken: bool = false
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var checkpoint_positions: Array = []
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func _initialize() -> void:
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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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func _physics_process(delta: float) -> bool:
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if not started:
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# Wait one physics tick so Fleet/Ship _ready() has run and
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# formation_offsets are computed before we issue the order.
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fleet.move_to(target)
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started = true
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return false
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elapsed += delta
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if not checkpoint_taken and elapsed >= CHECKPOINT_TIME:
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checkpoint_taken = true
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for ship in fleet.ships:
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checkpoint_positions.append(ship.position)
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if elapsed >= TEST_DURATION:
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_finish()
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return true
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return false
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func _finish() -> void:
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var all_ok: bool = true
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for i in range(fleet.ships.size()):
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var ship: Node = fleet.ships[i]
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var expected: Vector2 = target + fleet.formation_offsets[i]
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var dist: float = ship.position.distance_to(expected)
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var drift_since_checkpoint: float = ship.position.distance_to(checkpoint_positions[i])
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var speed: float = ship.velocity.length()
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var arrived: bool = dist <= ARRIVE_TOLERANCE
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var stable: bool = drift_since_checkpoint <= STABLE_TOLERANCE
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var stopped: bool = speed <= VELOCITY_TOLERANCE
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var ok: bool = arrived and stable and stopped
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all_ok = all_ok and ok
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print("Ship %d expected=%s actual=%s dist=%.3f drift_since_t%.0fs=%.3f speed=%.3f %s" % [
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i, expected, ship.position, dist, CHECKPOINT_TIME, drift_since_checkpoint, speed, "OK" if ok else "FAIL"
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])
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if all_ok:
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print("TEST_FLEET_FORMATION: PASS (ships arrived and settled, no oscillation)")
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quit(0)
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else:
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print("TEST_FLEET_FORMATION: FAIL")
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quit(1)
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