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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105
tests/test_planet_spawning.gd
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105
tests/test_planet_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_planet_spawning.gd
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# Verifies PlanetField spawns a planet once the fleet enters a chunk where
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# WorldGen says one belongs, and despawns it again once the fleet moves
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# far enough away - mirrors test_asteroid_spawning.gd's lifecycle check.
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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 target_chunk: Vector2i
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var spawned_planet: Node = null
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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.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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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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planet_field = main_scene.get_node("PlanetField")
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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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var target_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 = 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 < planet_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(target_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 < planet_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 = planet_field.populated_chunks.has(target_chunk)
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if not has_chunk:
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ok = false
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print("FAIL: target_chunk %s not populated after check_interval" % target_chunk)
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return
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var planets: Array = planet_field.populated_chunks[target_chunk]
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spawned_planet = planets[0] if planets.size() > 0 else null
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var count_ok: bool = planets.size() == 1
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var name_ok: bool = spawned_planet != null and spawned_planet.planet_name != ""
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ok = ok and count_ok and name_ok
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print("spawned_count=%d name_ok=%s planet_name=%s" % [planets.size(), name_ok, spawned_planet.planet_name if spawned_planet else "<none>"])
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func _check_despawned() -> void:
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var chunk_removed: bool = not planet_field.populated_chunks.has(target_chunk)
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var freed: bool = spawned_planet == null or not is_instance_valid(spawned_planet)
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ok = ok and chunk_removed and freed
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print("chunk_removed=%s freed=%s" % [chunk_removed, freed])
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if ok:
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print("TEST_PLANET_SPAWNING: PASS")
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quit(0)
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else:
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print("TEST_PLANET_SPAWNING: FAIL")
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quit(1)
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