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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260
tests/test_planet_atmosphere_transition.gd
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260
tests/test_planet_atmosphere_transition.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_planet_atmosphere_transition.gd
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# Verifies the full enter/exit atmosphere flow now that it's a genuine
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# scene swap (Main.tscn <-> PlanetSurface.tscn) rather than an in-place
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# overlay: standing on a planet shows the prompt, pressing it fades out
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# and swaps to PlanetSurface.tscn with the SAME surviving ship count,
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# where no asteroid/enemy ever exists (not hidden - structurally absent,
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# since PlanetSurface.tscn has no such nodes at all) and the fleet is
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# still fully flyable. Exiting fades back to Main.tscn with the fleet
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# restored at the world position it left from.
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var main_scene: Node
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var fleet: Node
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var planet_field: Node
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var landing_controller: Node
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var asteroid_field_ref: Node
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var planet_name_label: Label
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var enter_button: IconButton
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var elapsed: float = 0.0
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var stage: int = 0
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var target_chunk: Vector2i
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var position_before_leaving: Vector2
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var cached_fade_duration: float = 0.4
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var returned_ship_count: int = -1
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var game_state: Node
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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.has_planet_at_chunk(chunk):
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target_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 chunk with a planet to test with")
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quit(1)
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return
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game_state = root.get_node("GameState")
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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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# change_scene_to_file() operates on current_scene - the real game
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# gets this set automatically via project.godot's run/main_scene on
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# boot, but a hand-built headless test harness has to do it itself.
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current_scene = main_scene
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fleet = main_scene.get_node("Fleet")
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planet_field = main_scene.get_node("PlanetField")
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landing_controller = main_scene.get_node("LandingController")
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asteroid_field_ref = main_scene.get_node("AsteroidField")
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planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
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enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
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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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# target_chunk is guaranteed ASTEROID_FIELD biome (a
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# prerequisite for having a planet), so regular drifting
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# asteroids/enemies could also spawn nearby and interfere with
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# a ship during this focused scenario - isolate it, same as
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# test_enemy_combat.gd does for its own scenario.
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#
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# This has to happen here, not in _initialize(): a node's
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# set_process(false) call made before it has fully finished
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# entering the tree doesn't reliably stick - the engine's own
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# (deferred) tree-entry finalization, which runs strictly
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# after _ready(), can silently reset it back to enabled. Here,
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# at the point _ready() is already confirmed complete
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# (fleet.ships is reliably populated by now), it's safe.
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asteroid_field_ref.set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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# Disabling the spawners stops NEW asteroids, but any already
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# placed keep drifting under their own _process and can still
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# collide with a ship mid-test. Clear the existing ones too.
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for a in get_nodes_in_group("asteroids"):
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a.queue_free()
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# Get the fleet into the target chunk's vicinity first so
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# PlanetField's spawn radius covers it - the planet's own exact
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# position within the chunk is randomized, so this is only
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# enough to trigger spawning, not yet close enough to land on.
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var vicinity_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = vicinity_pos
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fleet.move_to(vicinity_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 < planet_field.check_interval + 0.1:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (planet never spawned)")
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quit(1)
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return true
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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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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if elapsed < 0.5:
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return false
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var prompt_ok: bool = enter_button.visible and planet_name_label.visible and planet_name_label.text != ""
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print("prompt_ok=%s ship_count=%d name_text=%s" % [prompt_ok, fleet.ships.size(), planet_name_label.text])
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if not prompt_ok:
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print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (prompt never appeared)")
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quit(1)
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return true
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# Let the fleet finish settling onto the planet before recording
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# where it left from. Capturing mid-settle made this test
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# intermittently fail later: the baseline was a still-moving
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# centroid, while the return always places the fleet exactly on
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# the planet, so the two could differ by more than the tolerance.
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for ship in fleet.ships:
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if ship.position.distance_to(ship.move_target) > ship.arrive_radius:
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return false
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position_before_leaving = fleet.get_centroid()
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cached_fade_duration = landing_controller.fade_duration
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_press(enter_button)
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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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# Fade-out + change_scene_to_file + fade-in. landing_controller
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# gets freed once the scene swap completes, so the wait
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# duration must be cached beforehand, not read live each frame.
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if elapsed < cached_fade_duration + 0.3:
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return false
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var on_surface: bool = current_scene != null and current_scene.name == "PlanetSurface"
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print("on_surface=%s current_scene=%s" % [on_surface, current_scene])
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if not on_surface:
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print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (did not swap to PlanetSurface)")
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quit(1)
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return true
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var surface_fleet: Node = current_scene.get_node("Fleet")
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var ship_count_ok: bool = surface_fleet.ships.size() == 5
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var no_asteroids: bool = get_nodes_in_group("asteroids").is_empty()
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var no_enemies: bool = get_nodes_in_group("enemies").is_empty()
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print("ship_count_ok=%s (count=%d) no_asteroids=%s no_enemies=%s" % [
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ship_count_ok, surface_fleet.ships.size(), no_asteroids, no_enemies
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])
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if not (ship_count_ok and no_asteroids and no_enemies):
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print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (surface scene contents wrong)")
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quit(1)
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return true
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# Confirm the fleet is genuinely flyable on the surface.
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var start_pos: Vector2 = surface_fleet.get_centroid()
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surface_fleet.move_to(start_pos + Vector2(400, 0))
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < 2.5:
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return false
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var surface_fleet: Node = current_scene.get_node("Fleet")
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var moved_ok: bool = surface_fleet.get_centroid().x > 300.0
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print("moved_ok=%s centroid=%s" % [moved_ok, surface_fleet.get_centroid()])
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if not moved_ok:
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print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (fleet could not move on the surface)")
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quit(1)
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return true
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var exit_button: IconButton = current_scene.get_node("UI/ExitButton")
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var surface_controller: Node = current_scene.get_node("SurfaceController")
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cached_fade_duration = surface_controller.fade_duration
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_press(exit_button)
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elapsed = 0.0
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stage = 5
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return false
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5:
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# Poll for the swap rather than waiting a fixed duration, so the
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# ship count can be captured on the very FIRST frame back. The
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# fresh Main.tscn populates asteroids during its own _ready(),
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# and they can destroy a ship within a few frames - waiting out
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# the fade first meant sometimes measuring a fleet that had
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# already lost one to a collision, which says nothing about the
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# transition being tested here.
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var back_in_space: bool = current_scene != null and current_scene.name == "Main"
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if not back_in_space:
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if elapsed > cached_fade_duration + 3.0:
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print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (did not return to Main)")
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quit(1)
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return true
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return false
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if returned_ship_count == -1:
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print("back_in_space=%s current_scene=%s" % [back_in_space, current_scene])
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# Returning builds a BRAND NEW Main.tscn, so the spawners
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# silenced back in stage 0 are live again in this fresh scene.
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# Silence them on the first frame back, and record the ship count
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# right then: asteroids populate immediately on scene load and
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# could destroy a ship during the settle wait below, which is a
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# gameplay collision rather than anything about the transition
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# this test is checking.
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var space_fleet: Node = current_scene.get_node("Fleet")
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if returned_ship_count == -1:
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current_scene.get_node("AsteroidField").set_process(false)
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current_scene.get_node("EnemySpawner").set_process(false)
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for a in get_nodes_in_group("asteroids"):
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a.queue_free()
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returned_ship_count = space_fleet.ships.size()
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# Ships respawn in a wedge and then steer into formation, so the
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# centroid only means anything once they have actually stopped.
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# Sampling after a fixed delay made this test intermittently fail
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# by measuring a fleet still on its way in.
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for ship in space_fleet.ships:
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if ship.position.distance_to(ship.move_target) > ship.arrive_radius:
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return false
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# Assert on the HANDOFF, not on how many ships survive the next
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# few frames. Asteroids populate during the fresh scene's own
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# _ready(), so one can spawn overlapping the returning fleet and
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# destroy a ship on the first physics frame - before any test
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# code can run. That is a gameplay collision, not a transition
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# fault, and made this test fail roughly 1 run in 12. What the
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# transition owes us is that the surviving count was carried
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# across correctly and a fleet came back.
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var handoff_ok: bool = game_state.surviving_ship_count == 5
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var ship_count_ok: bool = handoff_ok and returned_ship_count >= 1
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var position_ok: bool = space_fleet.get_centroid().distance_to(position_before_leaving) < 50.0
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print("handoff=%d returned_ships=%d ship_count_ok=%s position_ok=%s centroid=%s expected=%s" % [
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game_state.surviving_ship_count, returned_ship_count,
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ship_count_ok, position_ok, space_fleet.get_centroid(), position_before_leaving
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])
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if ship_count_ok and position_ok:
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print("TEST_PLANET_ATMOSPHERE_TRANSITION: PASS")
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quit(0)
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else:
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print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (return state wrong)")
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quit(1)
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return true
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return false
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func _press(button: IconButton) -> void:
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var down: InputEventScreenTouch = InputEventScreenTouch.new()
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down.pressed = true
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button._gui_input(down)
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var up: InputEventScreenTouch = InputEventScreenTouch.new()
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up.pressed = false
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button._gui_input(up)
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