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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118
tests/test_lopsided_formation_movement.gd
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118
tests/test_lopsided_formation_movement.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_lopsided_formation_movement.gd
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# Regression test for the fleet lurching the wrong way on the first frames
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# of a move after the formation was edited at a command centre.
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#
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# Ships sit at anchor + offset, so the fleet CENTROID is anchor + the
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# AVERAGE offset. Seeding the steering anchor from the centroid therefore
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# displaced every slot by that average the moment the stick was pushed. The
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# default wedge is balanced (average ~zero), so this was invisible; drag
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# every slot into one corner and the average becomes large, and the fleet
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# jerks towards that corner before the anchor catches up.
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#
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# Verifies, with every slot dragged to the top-right:
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# 1. starting a move does NOT displace the ships' targets sideways
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# 2. the fleet actually travels bottom-left from the outset - no frame in
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# which the centroid moves the wrong way
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# 3. releasing the stick leaves the formation origin where the ships are,
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# so re-applying the layout does not teleport them
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var scene: Node
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var fleet: Node
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var game_state: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var samples: Array = []
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var start_centroid: Vector2 = Vector2.ZERO
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var worst_backwards: float = 0.0
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const HEADING: Vector2 = Vector2(-0.7071, 0.7071) # bottom-left
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.reset_formation()
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# Every slot dragged into the top-right corner, as the command centre
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# allows. The layout keeps its shape; only its centre is offset.
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for i in range(game_state.formation.size()):
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game_state.formation[i] += Vector2(90.0, -70.0)
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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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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fleet.apply_formation()
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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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# Let the ships settle into the lopsided layout first.
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if elapsed < 1.0:
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return false
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start_centroid = fleet.get_centroid()
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var origin_before: Vector2 = fleet.get_formation_origin()
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fleet.move_in_direction(HEADING)
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# Direct assertion of the bug: the anchor steering starts from
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# must be the point the ships are already arranged around. Taking
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# the centroid instead puts it a whole average-offset away, which
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# is what yanked the fleet sideways.
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var drift: float = fleet.anchor.distance_to(origin_before)
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print("anchor is %.2f units from the formation origin (centroid is %.2f away)" % [
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drift, fleet.get_centroid().distance_to(origin_before)
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])
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if drift > 1.0:
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print("TEST_LOPSIDED_FORMATION_MOVEMENT: FAIL (steering anchored off the formation)")
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quit(1)
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return true
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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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# Watch the centroid every frame: it must make progress along the
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# heading from the very first one, never against it.
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var travelled: float = (fleet.get_centroid() - start_centroid).dot(HEADING)
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worst_backwards = minf(worst_backwards, travelled)
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samples.append(travelled)
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if elapsed < 0.6:
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return false
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print("progress along heading: first=%.2f last=%.2f worst=%.2f" % [
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samples[0], samples[-1], worst_backwards
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])
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if worst_backwards < -2.0:
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print("TEST_LOPSIDED_FORMATION_MOVEMENT: FAIL (fleet moved backwards before setting off)")
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quit(1)
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return true
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if samples[-1] < 50.0:
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print("TEST_LOPSIDED_FORMATION_MOVEMENT: FAIL (fleet did not travel along the heading)")
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quit(1)
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return true
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# --- releasing the stick --------------------------------------
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fleet.stop()
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var origin: Vector2 = fleet.fleet_target
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var expected: Vector2 = fleet.get_formation_origin()
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var settled_ok: bool = origin.distance_to(expected) < 0.01
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print("after stop: fleet_target=%s formation origin=%s ok=%s" % [
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origin, expected, settled_ok
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])
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if settled_ok:
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print("TEST_LOPSIDED_FORMATION_MOVEMENT: PASS")
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quit(0)
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else:
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print("TEST_LOPSIDED_FORMATION_MOVEMENT: FAIL (stop left the anchor off the formation)")
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quit(1)
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return true
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return false
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