Cover the last batch of tickets with tests

The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.

Four new files and one extended case:

  test_spacial_workshop        #116 - the repair economy end to end: the
                               cost of a repair scales with the damage, the
                               workshop asks logistics for that ore and
                               stops at its buffer, a drone spends when it
                               LEAVES so two cannot double-charge one wall,
                               and a target levelled in flight sends its
                               load home rather than swallowing it
  test_desktop_controls        #118/#121 - both driven through the real
                               routing, because the routing is what was
                               missing; a test calling handle_mouse_button()
                               itself would have passed against both reports
  test_enemy_bomber            #114 - it flies, it faces where it flies, its
                               bombs arrive, and it bombs structures with no
                               fleet in sight
  test_menu_polish             #111/#112/#119/#120 - what each panel shows
  test_wave_system (case G)    #110 - the dev button, and that it does not
                               exist outside dev mode

One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-24 12:10:31 +02:00
commit ec7a8f1f17
8 changed files with 790 additions and 0 deletions

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extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_desktop_controls.gd
# Forgejo #118 and #121: two raw-touch controls that a mouse could not
# reach.
#
# Both read InputEventScreenTouch/ScreenDrag, and the project no longer turns
# clicks into them - the same routing gap #93 found in the research tree.
# The boost was unreachable on a desktop and the formation could not be
# rearranged at all.
#
# Driven through the REAL routing in each case (GameController for the
# fader, BuildController for the editor) rather than by calling the controls
# directly, because the routing is what was missing - a test that called
# handle_mouse_button() itself would have passed against both reports.
#
# Covers:
# A. #118 - a click on the fader takes hold of it, dragging moves the
# boost, and releasing lets go
# B. the fader claims the press, so dragging the boost does not also zoom
# the world behind it
# C. #121 - a click grabs a formation slot, moving drags it, and the
# formation really changes
# D. releasing drops the slot, and moving afterwards does not keep dragging
# E. the wheel zooms the formation panel, which is what replaces the pinch
var game_state: Node
var scene: Node
var controller: Node
var fleet: Node
var fader: Control
var editor: Control
var formation_menu: Control
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.reset_waves()
game_state.reset_formation()
game_state.intro_active = false
game_state.vessel_levels["unlock_distorder"] = 1
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
fleet = scene.get_node("Fleet")
controller = scene.get_node("BuildController")
fader = scene.get_node("UI/SpeedFader")
editor = scene.get_node("UI/FormationMenu/Editor")
formation_menu = scene.get_node("UI/FormationMenu")
func _fail(message: String) -> bool:
print("TEST_DESKTOP_CONTROLS: FAIL (%s)" % message)
quit(1)
return true
func _click(at: Vector2, pressed: bool, target: Node) -> void:
var event: InputEventMouseButton = InputEventMouseButton.new()
event.button_index = MOUSE_BUTTON_LEFT
event.pressed = pressed
event.position = at
target._unhandled_input(event)
func _move(to: Vector2, target: Node) -> void:
var event: InputEventMouseMotion = InputEventMouseMotion.new()
event.position = to
target._unhandled_input(event)
func _wheel(button: int, at: Vector2) -> void:
var event: InputEventMouseButton = InputEventMouseButton.new()
event.button_index = button
event.pressed = true
event.position = at
controller._unhandled_input(event)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# The fader only exists where the fleet can actually boost.
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_DISTORDER]))
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
if not fader.visible:
return _fail("the fleet has an Energy Propulser and the fader is still hidden")
if game_state.max_fleet_speed_multiplier <= 1.0:
return _fail("the boost has no range to move through")
# --- A. click, drag, release -----------------------------
var top: Vector2 = fader.global_position + Vector2(fader.size.x * 0.5,
fader.track_margin + 2.0)
var bottom: Vector2 = fader.global_position + Vector2(fader.size.x * 0.5,
fader.size.y - fader.track_margin - 2.0)
_click(bottom, true, scene)
if not fader.is_active():
return _fail("a click on the fader did not take hold of it")
var at_bottom: float = game_state.fleet_speed_multiplier
_move(top, scene)
var at_top: float = game_state.fleet_speed_multiplier
if at_top <= at_bottom:
return _fail("dragging the fader from bottom to top left the boost at %.2f" % at_top)
_click(top, false, scene)
if fader.is_active():
return _fail("the fader is still held after the button came up")
_move(bottom, scene)
if not is_equal_approx(game_state.fleet_speed_multiplier, at_top):
return _fail("the fader kept following the pointer after release")
print("fader: %.2fx at the bottom, %.2fx at the top, released cleanly" \
% [at_bottom, at_top])
# --- B. it claims the press ------------------------------
var zoom_before: float = scene.get_node("Camera2D").zoom.x
_click(bottom, true, scene)
_click(bottom, false, scene)
if not is_equal_approx(scene.get_node("Camera2D").zoom.x, zoom_before):
return _fail("pressing the fader also moved the camera behind it")
print("the press stops at the fader; the world behind it is untouched")
# --- C/D/E. the formation editor -------------------------
formation_menu.visible = true
editor.queue_redraw()
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.2:
return false
var slot_before: Vector2 = game_state.formation[0]
var grab: Vector2 = editor.global_position + editor._slot_screen_pos(0)
_click(grab, true, controller)
if editor.dragging_index != 0:
return _fail("a click on the first formation slot grabbed %d" % editor.dragging_index)
_move(grab + Vector2(70.0, 40.0), controller)
if game_state.formation[0] == slot_before:
return _fail("dragging the slot did not move it")
var dragged: Vector2 = game_state.formation[0]
print("slot 0 moved from %s to %s under a mouse" % [str(slot_before), str(dragged)])
# --- D. release lets go ----------------------------------
_click(grab + Vector2(70.0, 40.0), false, controller)
if editor.dragging_index != -1:
return _fail("the slot is still held after the button came up")
_move(grab + Vector2(200.0, 200.0), controller)
if game_state.formation[0] != dragged:
return _fail("the slot kept following the pointer after release")
print("released, and the slot stopped following")
# --- E. the wheel zooms ----------------------------------
var scale_before: float = editor.scale_factor
_wheel(MOUSE_BUTTON_WHEEL_UP, editor.global_position + editor.size * 0.5)
if editor.scale_factor <= scale_before:
return _fail("the wheel did not zoom the formation panel in")
_wheel(MOUSE_BUTTON_WHEEL_DOWN, editor.global_position + editor.size * 0.5)
_wheel(MOUSE_BUTTON_WHEEL_DOWN, editor.global_position + editor.size * 0.5)
if editor.scale_factor >= scale_before:
return _fail("the wheel did not zoom back out")
print("the wheel zooms the panel both ways (%.2f -> %.2f)" \
% [scale_before, editor.scale_factor])
print("TEST_DESKTOP_CONTROLS: PASS")
quit(0)
return true
return false

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tests/test_enemy_bomber.gd Normal file
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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_bomber.gd
# Forgejo #114: the enemy bomber - the artillery enemy, the one that lobs an
# area shell.
#
# It was a siege piece that crept at 20px/s and threw a shell taking five
# seconds to cross the gap, which read as a thing that was stuck rather than
# a thing that was dangerous: by the time a shell landed the fleet had
# wandered off, and the tower was still approaching.
#
# Covers:
# A. it closes on a target at a speed worth calling flying, and faces
# where it is going
# B. its bombs travel fast enough to arrive while the target is roughly
# where they were aimed
# C. the bomb damages a player vessel it lands on
# D. and a BUILDING it lands on - it used to hit only player_ships, which
# was already out of step with #101
# E. it bombs a structure with no fleet in sight, through the shared
# targeting rather than asking Fleet directly
# F. its hull is its own, not a copy of another enemy's
const MIN_FLYING_SPEED: float = 90.0
const MIN_SHELL_SPEED: float = 350.0
var game_state: Node
var main: Node
var fleet: Node
var field: Node
var bomber: Node2D
var target_ship: Node2D
var stage: int = 0
var elapsed: float = 0.0
var start_distance: float = 0.0
var building_id: int = 0
var hp_before: int = 0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.reset_progression()
game_state.reset_waves()
game_state.intro_active = false
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
field = main.get_node("BuildingField")
func _fail(message: String) -> bool:
print("TEST_ENEMY_BOMBER: FAIL (%s)" % message)
quit(1)
return true
func _spawn_bomber(at: Vector2) -> Node2D:
var enemy: Node2D = load("res://enemies/Enemy.tscn").instantiate()
enemy.enemy_id = "artillery"
enemy.position = at
main.add_child(enemy)
return enemy
func _shells() -> Array:
var out: Array = []
for shell in get_nodes_in_group("artillery_shells"):
if is_instance_valid(shell) and not shell.is_queued_for_deletion():
out.append(shell)
return out
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
# --- F. its own silhouette -------------------------------
var definitions: Script = load("res://enemies/EnemyDefinitions.gd")
var bomber_def: Resource = definitions.get_definition("artillery")
for other in definitions.all():
if other.enemy_id == "artillery":
continue
if other.hull_points == bomber_def.hull_points:
return _fail("the bomber shares its hull with the %s" % other.enemy_id)
if bomber_def.speed < MIN_FLYING_SPEED:
return _fail("the bomber's top speed is %.0f - that is still creeping" \
% bomber_def.speed)
print("bomber: %d hull points of its own, %.0fpx/s top speed" \
% [bomber_def.hull_points.size() / 2, bomber_def.speed])
fleet.spawn_ships(1, Vector2.ZERO,
PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
target_ship = fleet.ships[0]
target_ship.move_target = target_ship.position
bomber = _spawn_bomber(Vector2(700.0, 0.0))
start_distance = bomber.global_position.distance_to(target_ship.global_position)
elapsed = 0.0
stage = 1
return false
1:
# --- A. it flies, and faces where it is going ------------
if elapsed < 1.0:
return false
if not is_instance_valid(bomber):
return _fail("the bomber is gone before it could be measured")
var closed: float = start_distance \
- bomber.global_position.distance_to(target_ship.global_position)
var speed: float = closed / elapsed
if speed < MIN_FLYING_SPEED:
return _fail("the bomber closed at %.0fpx/s - #114 asks for an aircraft" % speed)
var heading: Vector2 = target_ship.global_position - bomber.global_position
var drift: float = absf(angle_difference(bomber.rotation, heading.angle() + PI / 2.0))
if drift > PI / 3.0:
return _fail("it flew %.0f degrees away from where it was pointing" \
% rad_to_deg(drift))
print("closed %.0fpx in %.1fs (%.0fpx/s), nose within %.0f degrees" \
% [closed, elapsed, speed, rad_to_deg(drift)])
# --- B/C. the bomb arrives, and it hurts -----------------
var component: Node = bomber.get_component("artillery")
if component.shell_speed < MIN_SHELL_SPEED:
return _fail("its bombs travel at %.0f - too slow to arrive" % component.shell_speed)
component.cooldown_left = 0.0
elapsed = 0.0
stage = 2
return false
2:
if _shells().is_empty():
if elapsed > 6.0:
return _fail("the bomber never dropped a bomb")
return false
print("bomb away, travelling at %.0fpx/s" % _shells()[0].shell_speed)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 4.0:
return false
if is_instance_valid(target_ship) and not target_ship.is_queued_for_deletion():
return _fail("a bomb landed on a stationary vessel and it survived")
print("the vessel it was aimed at is gone")
# --- D/E. and it bombs what the player has built ---------
for hazard in get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
# The fleet is parked far away, so nothing here is about ships.
fleet.spawn_ships(1, Vector2(-9000.0, 0.0),
PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
fleet.ships[0].move_target = fleet.ships[0].position
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2.ZERO)
building_id = int(game_state.buildings[-1].id)
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.3:
return false
hp_before = game_state.building_hp(building_id)
bomber = _spawn_bomber(Vector2(600.0, 0.0))
bomber.speed = 0.0
bomber.get_component("artillery").cooldown_left = 0.0
elapsed = 0.0
stage = 5
return false
5:
if elapsed < 5.0:
return false
var now: int = game_state.building_hp(building_id)
if now >= hp_before:
return _fail("the bomber shelled a crafter with no fleet in sight and did nothing")
print("with the fleet 9000px away it bombed the crafter: %d -> %d hp" % [hp_before, now])
print("TEST_ENEMY_BOMBER: PASS")
quit(0)
return true
return false

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uid://dswjmvt7wj6ev

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uid://b5elovr5n525a

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tests/test_menu_polish.gd Normal file
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extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_menu_polish.gd
# Forgejo #111, #112, #119 and #120 - four panels that were hard to read,
# each for its own reason. Grouped because they are all "what does this
# panel actually show", and because each alone is a handful of assertions.
#
# Covers:
# A. #111 - the craft menu names no resources: prices are glyphs, and
# every vessel gets a caption that does not overlap its neighbour
# B. #111 - and a price strip really carries the vessel's cost
# C. #120 - the hangar's captions have room for two lines, and there is a
# rule between what is parked and what is flying
# D. #112 - every skill node has a mark, and a node that unlocks a
# building uses that building's own icon
# E. #119 - the command centre draws the vessels actually in the fleet,
# not one placeholder repeated
var game_state: Node
var scene: Node
var controller: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.reset_waves()
game_state.reset_formation()
game_state.intro_active = false
game_state.rocks = 5000
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
controller = scene.get_node("BuildController")
func _fail(message: String) -> bool:
print("TEST_MENU_POLISH: FAIL (%s)" % message)
quit(1)
return true
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.4:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# --- A. the craft menu spells no resource out -------------
controller.craft_building_id = 1
controller._refresh_craft_status()
# The caption is the vessel's NAME and nothing else. Checked as an
# exact match rather than by hunting for resource words in it: a
# Gas Bomber is named after a resource and always will be, and
# what #111 removed was the PRICE spelled out underneath.
var fleet_defs: Array = VesselDefinitions.fleet()
for i in range(mini(controller.craft_vessel_labels.size(), fleet_defs.size())):
var caption: String = String(controller.craft_vessel_labels[i].text)
var expected: String = String(fleet_defs[i].display_name)
if caption != expected:
return _fail("a craft caption reads \"%s\", expected just \"%s\"" \
% [caption, expected])
# Captions must not sit on top of one another, which is what
# made the old single row unreadable.
for i in range(controller.craft_vessel_labels.size()):
for j in range(i + 1, controller.craft_vessel_labels.size()):
var a: Control = controller.craft_vessel_labels[i]
var b: Control = controller.craft_vessel_labels[j]
if Rect2(a.position, a.size).intersects(Rect2(b.position, b.size)):
return _fail("craft captions %d and %d overlap" % [i, j])
print("craft captions: %d, one line each, none overlapping" \
% controller.craft_vessel_labels.size())
# --- B. and the price is really there ---------------------
if controller.craft_price_strips.size() != controller.craft_vessel_buttons.size():
return _fail("%d price strips for %d vessels" \
% [controller.craft_price_strips.size(),
controller.craft_vessel_buttons.size()])
var priced: int = 0
for i in range(controller.craft_price_strips.size()):
var definition: Resource = VesselDefinitions.fleet()[i]
var costs: Dictionary = game_state.product_costs(definition.definition_id)
var strip: Control = controller.craft_price_strips[i]
if costs.is_empty():
continue
if strip.is_free():
return _fail("%s costs %s and its strip is empty" \
% [definition.definition_id, str(costs)])
priced += 1
if priced == 0:
return _fail("no vessel showed a price at all")
print("%d vessels show their price as glyphs" % priced)
# --- C. the hangar ---------------------------------------
controller._layout_hangar()
if controller.hangar_divider_y <= 0.0:
return _fail("the hangar laid out with no divider between its halves")
var available_bottom: float = 0.0
var fleet_top: float = 1.0e9
for label in controller.hangar_available_labels:
available_bottom = maxf(available_bottom, label.position.y + label.size.y)
for slot in controller.hangar_fleet_slots:
fleet_top = minf(fleet_top, slot.position.y)
if not (controller.hangar_divider_y > available_bottom - 40.0
and controller.hangar_divider_y < fleet_top):
return _fail("the divider at %.0f is not between the two grids (%.0f / %.0f)" \
% [controller.hangar_divider_y, available_bottom, fleet_top])
# Two lines of caption. The font is 24-ish, so anything under
# about 44 cannot show a second line at all.
var caption_height: float = controller.hangar_available_labels[0].size.y
if caption_height < 44.0:
return _fail("hangar captions are %.0fpx tall - a two-word name is clipped" \
% caption_height)
print("hangar: %.0fpx captions, divider at %.0f between %.0f and %.0f" \
% [caption_height, controller.hangar_divider_y, available_bottom, fleet_top])
# --- D. every skill node has a mark -----------------------
var tree_view: Control = scene.get_node("UI/SkillMenu/Tree")
var marked: int = 0
for node in GameState.SKILL_TREE:
var icon: int = game_state.skill_node_icon(node)
if icon < 0:
return _fail("skill node \"%s\" has no icon" % node.id)
marked += 1
var unlocks: String = String(node.get("unlocks", ""))
if unlocks == "":
continue
var definition: Resource = game_state.building_definition(unlocks)
if definition != null and icon != int(definition.menu_icon):
return _fail("\"%s\" unlocks the %s but draws a different icon" \
% [node.id, unlocks])
if tree_view._glyphs.size() != marked:
return _fail("%d nodes have icons but the tree built %d glyphs" \
% [marked, tree_view._glyphs.size()])
print("%d skill nodes, every one marked, unlocks matching their building" % marked)
# --- E. the formation shows the real fleet ----------------
scene.get_node("Fleet").spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD]))
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
var editor: Control = scene.get_node("UI/FormationMenu/Editor")
var crewed: PackedStringArray = game_state.fleet_vessel_types
if crewed.size() != 2:
return _fail("the fleet mirror holds %d types, expected 2" % crewed.size())
var interceptor: Resource = game_state.vessel_definition(GameState.VESSEL_INTERCEPTOR)
var shield: Resource = game_state.vessel_definition(GameState.VESSEL_SHIELD)
if interceptor.hull_points == shield.hull_points:
return _fail("the two vessels share a hull, so this case proves nothing")
if not editor.has_method("_draw_vessel_slot"):
return _fail("the editor has no per-vessel drawing at all")
# The panel draws from the mirror, so the mirror having the right
# types in the right order IS what makes the markers differ.
if String(crewed[0]) != GameState.VESSEL_INTERCEPTOR \
or String(crewed[1]) != GameState.VESSEL_SHIELD:
return _fail("the fleet mirror is %s, not the order they were crewed in" \
% str(crewed))
print("formation draws a %s and a %s, in the slots they fly in" \
% [interceptor.display_name, shield.display_name])
print("TEST_MENU_POLISH: PASS")
quit(0)
return true
return false

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extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_spacial_workshop.gd
# Forgejo #116: the Spacial Workshop and its repair drones.
#
# Modelled on the transport hub, so most of what it does is already
# understood: drones belong to a workshop, are provisioned when it is built,
# are never a production order, and are upgraded at a ship lab. What is new
# is what a repair COSTS - a share of the building's own price, in
# proportion to the health it is missing.
#
# Covers:
# A. the building is in the catalog behind its own research, with its own
# look, and it provisions drones the moment it is placed
# B. the drone is a catalogued vessel that CANNOT be crafted, and carries
# its own upgrades
# C. a full repair costs a share of the building's price scaled by the
# damage: undamaged is free, half-wrecked is about half
# D. the workshop asks hub logistics for the ore its repairs will need,
# and stops asking past its buffer
# E. a drone flies out, spends ore, and puts structure back
# F. it will not go with an empty till, and two drones never chase the
# same wall
# G. a building demolished mid-flight gets its ore back rather than
# swallowing it
# H. the berth upgrade reaches workshops already standing
var game_state: Node
var workshop_id: int = 0
var crafter_id: int = 0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.repair_drones.clear()
game_state.reset_progression()
game_state.reset_waves()
func _fail(message: String) -> bool:
print("TEST_SPACIAL_WORKSHOP: FAIL (%s)" % message)
quit(1)
return true
func _drones_of(id: int) -> Array:
var out: Array = []
for drone in game_state.repair_drones:
if int(drone.get("workshop_id", 0)) == id:
out.append(drone)
return out
# Runs the autoload's own repair clock without waiting out the real seconds.
func _simulate(seconds: float) -> void:
var step: float = 1.0 / 60.0
for i in range(int(seconds / step)):
game_state._advance_repairs(step)
func _process(_delta: float) -> bool:
var definitions: Script = load("res://buildings/BuildingDefinitions.gd")
# --- A. catalogued, researched, and it brings its own drones ---------
var workshop_def: Resource = definitions.get_definition(GameState.BUILDING_WORKSHOP)
if workshop_def == null:
return _fail("no \"spacial_workshop\" definition in the catalog")
if workshop_def.visual_scene == null or workshop_def.menu_button_name == "":
return _fail("the workshop has no visual or no build-menu entry")
for other in definitions.all():
if other.definition_id != GameState.BUILDING_WORKSHOP \
and other.menu_icon == workshop_def.menu_icon:
return _fail("the workshop shares its icon with the %s" % other.definition_id)
if game_state.is_building_unlocked(GameState.BUILDING_WORKSHOP):
return _fail("the workshop is buildable before its node is researched")
var research: String = ""
for node in GameState.SKILL_TREE:
if node.get("unlocks", "") == GameState.BUILDING_WORKSHOP:
research = String(node.id)
if research == "":
return _fail("nothing in the skill tree unlocks the workshop")
game_state.unlocked.append(research)
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
workshop_id = game_state.add_building(GameState.BUILDING_WORKSHOP, Vector2(600.0, 0.0))
if _drones_of(workshop_id).size() != GameState.BASE_WORKSHOP_DRONES:
return _fail("a new workshop stationed %d drones, expected %d" \
% [_drones_of(workshop_id).size(), GameState.BASE_WORKSHOP_DRONES])
print("workshop researched at \"%s\", arrives with %d drones" \
% [research, GameState.BASE_WORKSHOP_DRONES])
# --- B. the drone is a vessel, but not a product ---------------------
var drone_def: Resource = game_state.vessel_definition(GameState.REPAIR_DRONE)
if drone_def == null:
return _fail("no repair_drone in the vessel catalog")
if bool(drone_def.fleet_eligible):
return _fail("the repair drone is fleet-eligible - it would be craftable")
if drone_def.upgrades.is_empty():
return _fail("the repair drone carries no ship-lab upgrades")
if game_state.queue_order(workshop_id, GameState.REPAIR_DRONE):
return _fail("a repair drone was accepted as a production order")
print("repair drone: %d lab upgrades, not craftable" % drone_def.upgrades.size())
# --- C. what a repair costs -----------------------------------------
crafter_id = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(900.0, 0.0))
var price: int = int(definitions.get_definition(GameState.BUILDING_SHIP_CRAFTER).cost)
if game_state.repair_cost(crafter_id) != 0:
return _fail("an undamaged crafter costs %d to repair" % game_state.repair_cost(crafter_id))
var full: int = game_state.building_max_hp(GameState.BUILDING_SHIP_CRAFTER)
game_state.damage_building(crafter_id, full / 2)
var half_cost: int = game_state.repair_cost(crafter_id)
if absf(float(half_cost) - float(price) * 0.5) > float(price) * 0.12:
return _fail("a half-wrecked crafter costs %d of its %d price, expected about half" \
% [half_cost, price])
print("crafter at %d%% health: %d ore of its %d price" \
% [int(game_state.building_health_fraction(crafter_id) * 100.0), half_cost, price])
# --- D. and it asks for that ore ------------------------------------
var asked: int = game_state.building_requested_resource(workshop_id, GameState.RESOURCE_ORE)
if asked <= 0:
return _fail("a workshop with a wrecked crafter beside it asks for no ore")
if asked > GameState.WORKSHOP_ORE_BUFFER:
return _fail("it asked for %d ore, past its %d buffer" \
% [asked, GameState.WORKSHOP_ORE_BUFFER])
print("workshop asks hub logistics for %d ore" % asked)
# --- F (first half). an empty till sends nobody ----------------------
_simulate(4.0)
for drone in _drones_of(workshop_id):
if String(drone.state) != GameState.DRONE_IDLE:
return _fail("a drone left with no ore in the workshop")
if game_state.building_health_fraction(crafter_id) > 0.51:
return _fail("the crafter was repaired out of an empty workshop")
print("empty till: every drone stayed home")
# --- E. paid for, it flies and mends --------------------------------
game_state.deposit_resource_to_building(workshop_id, GameState.RESOURCE_ORE, 60)
var ore_before: int = game_state.building_resource(workshop_id, GameState.RESOURCE_ORE)
var hp_before: int = game_state.building_hp(crafter_id)
game_state._advance_repairs(0.016)
var flying: int = 0
for drone in _drones_of(workshop_id):
if String(drone.state) == GameState.DRONE_OUTBOUND:
flying += 1
if flying != 1:
return _fail("%d drones set off for one damaged crafter" % flying)
# --- F (second half). the ore leaves with the drone ------------------
if game_state.building_resource(workshop_id, GameState.RESOURCE_ORE) >= ore_before:
return _fail("a drone left without the ore being taken")
_simulate(30.0)
var hp_after: int = game_state.building_hp(crafter_id)
if hp_after <= hp_before:
return _fail("the drone arrived and the crafter is still at %d hp" % hp_after)
print("drone spent %d ore and put %d structure back" \
% [ore_before - game_state.building_resource(workshop_id, GameState.RESOURCE_ORE),
hp_after - hp_before])
# --- G. a destination that stops existing ---------------------------
game_state.building_inventory(workshop_id).set_amount(GameState.RESOURCE_ORE, 60)
var doomed: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-900.0, 0.0))
game_state.damage_building(doomed, game_state.building_max_hp(GameState.BUILDING_SHIP_LAB) / 2)
game_state._advance_repairs(0.016)
var carrying: int = 0
for drone in game_state.repair_drones:
if String(drone.state) == GameState.DRONE_OUTBOUND and int(drone.target_id) == doomed:
carrying = int(drone.carrying)
if carrying <= 0:
return _fail("nothing was dispatched to the damaged lab")
var till_before: int = game_state.building_resource(workshop_id, GameState.RESOURCE_ORE)
game_state.destroy_building(doomed)
_simulate(30.0)
if game_state.building_resource(workshop_id, GameState.RESOURCE_ORE) != till_before + carrying:
return _fail("a drone whose target was levelled under it lost its %d ore" % carrying)
print("target levelled in flight: %d ore came home" % carrying)
# --- H. the upgrade reaches standing workshops ----------------------
var bonus_id: String = ""
for node in GameState.SKILL_TREE:
if int(node.get("workshop_bonus", 0)) > 0:
bonus_id = String(node.id)
if bonus_id == "":
return _fail("no skill node raises the drone count")
var before_count: int = _drones_of(workshop_id).size()
game_state.rocks = 5000
game_state.research_points = 20
if not game_state.unlock(bonus_id):
return _fail("could not research \"%s\"" % bonus_id)
if _drones_of(workshop_id).size() != before_count + 1:
return _fail("a workshop built before the upgrade still has %d drones" \
% _drones_of(workshop_id).size())
print("\"%s\" raises an already-standing workshop from %d to %d drones" \
% [bonus_id, before_count, _drones_of(workshop_id).size()])
print("TEST_SPACIAL_WORKSHOP: PASS")
quit(0)
return true

View file

@ -0,0 +1 @@
uid://bab6h5ejrcxe8

View file

@ -25,6 +25,8 @@ extends SceneTree
# E. a launched wave really arrives, around the fleet, and clearing it # E. a launched wave really arrives, around the fleet, and clearing it
# returns the world to peace # returns the world to peace
# F. the alert is up during the warning and at no other time # F. the alert is up during the warning and at no other time
# G. #110 - a dev-mode button puts a wave on the board now, skipping both
# the peace and the warning, and it does not exist outside dev mode
var game_state: Node var game_state: Node
var scene: Node var scene: Node
@ -222,6 +224,35 @@ func _process(delta: float) -> bool:
return _fail("killing the whole wave did not bring the quiet back") return _fail("killing the whole wave did not bring the quiet back")
print("the wave died and the quiet came back") print("the wave died and the quiet came back")
# --- G. the dev button ---------------------------------------
var dev_button: Control = scene.get_node("UI/DevWaveButton")
game_state.dev_mode = false
dev_button._process(0.0)
if dev_button.visible:
return _fail("the dev wave button is offered in a normal game")
game_state.dev_mode = true
dev_button._process(0.0)
if not dev_button.visible:
return _fail("the dev wave button is hidden in dev mode")
var number_before: int = game_state.wave_number
dev_button.button.pressed.emit()
if game_state.wave_phase != GameState.WAVE_PHASE_ACTIVE:
return _fail("the button left the wave in \"%s\"" % game_state.wave_phase)
if not game_state.wave_pending:
return _fail("the button turned the wave active without owing it to anyone")
if game_state.wave_number != number_before + 1:
return _fail("the forced wave was not counted")
# The point of the button is to SEE the wave, so it skips the
# nine-second alert as well as the fifty-second peace.
if game_state.wave_is_incoming():
return _fail("the button stopped at the warning - that is not \"now\"")
spawner._process(0.0)
if _enemy_count() <= 0:
return _fail("the forced wave produced no enemies")
print("dev button: wave %d on the board at once, %d enemies" \
% [game_state.wave_number, _enemy_count()])
game_state.dev_mode = false
print("TEST_WAVE_SYSTEM: PASS") print("TEST_WAVE_SYSTEM: PASS")
quit(0) quit(0)
return true return true