extends SceneTree # Headless gameplay test: run with # godot --headless -s res://tests/test_planet_conquest_gate.gd # Verifies: # 1. GameState starts every planet unconquered, and register_capture_points # is idempotent (a second call with the same total doesn't wipe progress) # 2. mark_point_captured only conquers once every point is captured, and # the planet_conquered signal fires exactly once # 3. over an unconquered planet, the extractor build option is disabled, # the info popup explains why, and confirming spends nothing and builds # nothing # 4. once conquered, the same build flow works and charges the cost var main_scene: Node var fleet: Node var game_state: Node var controller: Node var button: IconButton var popup: Control var target_chunk: Vector2i var stage: int = 0 var elapsed: float = 0.0 var conquered_signal_count: int = 0 func _initialize() -> void: var found: bool = false for x in range(-15, 15): for y in range(-15, 15): var chunk: Vector2i = Vector2i(x, y) # #75: this test is about the conquest gate, not resource type - # skip a research_lab specifically, since it yields nothing and # is correctly refused regardless of conquest (see # test_research_lab_extractor_gate.gd for that behaviour). if WorldGen.has_planet_at_chunk(chunk) \ and WorldGen.planet_data_at_chunk(chunk).definition_id != "research_lab": target_chunk = chunk found = true break if found: break if not found: return _fail("no planet chunk to test with") game_state = root.get_node("GameState") game_state.rocks = 200 game_state.buildings.clear() game_state.extractors.clear() game_state.planet_capture.clear() game_state.reset_progression() for node in GameState.SKILL_TREE: game_state.unlocked.append(node.id) var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y] # Unit-level checks on GameState itself, before any scene involvement. if game_state.is_planet_conquered(target_planet_id): return _fail("a fresh planet reported conquered") game_state.register_capture_points(target_planet_id, 3) game_state.mark_point_captured(target_planet_id, 0) game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration if game_state.captured_point_count(target_planet_id) != 1: return _fail("re-registering wiped already-captured progress") game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1) game_state.mark_point_captured(target_planet_id, 1) if game_state.is_planet_conquered(target_planet_id): return _fail("conquered with points still missing") game_state.mark_point_captured(target_planet_id, 2) if not game_state.is_planet_conquered(target_planet_id): return _fail("all points captured but planet not marked conquered") # Marking an already-captured point again must not double-fire the signal. game_state.mark_point_captured(target_planet_id, 2) if conquered_signal_count != 1: return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count) # Reset conquest for the scene-level gate check below - this run tests # the unconquered path first, then conquers it. game_state.planet_capture.clear() main_scene = load("res://world/Main.tscn").instantiate() root.add_child(main_scene) fleet = main_scene.get_node("Fleet") controller = main_scene.get_node("BuildController") button = main_scene.get_node("UI/BuildMenu/ExtractorButton") popup = main_scene.get_node("UI/BuildMenu/InfoPopup") func _process(delta: float) -> bool: elapsed += delta match stage: 0: main_scene.get_node("AsteroidField").set_process(false) main_scene.get_node("EnemySpawner").set_process(false) var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5 for ship in fleet.ships: ship.position = near fleet.move_to(near) elapsed = 0.0 stage = 1 return false 1: var planet_field: Node = main_scene.get_node("PlanetField") if elapsed < planet_field.check_interval + 0.2: return false if not planet_field.populated_chunks.has(target_chunk): return _fail("planet never spawned") var planet: Node2D = planet_field.populated_chunks[target_chunk][0] for ship in fleet.ships: ship.position = planet.position fleet.move_to(planet.position) elapsed = 0.0 stage = 2 return false 2: if elapsed < 0.3: return false var planet_field: Node = main_scene.get_node("PlanetField") var planet: Node2D = planet_field.populated_chunks[target_chunk][0] controller._on_build_pressed() if button.enabled: return _fail("extractor option enabled over an unconquered planet") controller._show_building_info(GameState.BUILDING_EXTRACTOR) var explains_capture: bool = popup.visible \ and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower() var offered: bool = popup.get_node("Panel/BuildButton").visible if not explains_capture or offered: return _fail("unconquered popup did not explain itself, or offered a build") var rocks_before: int = game_state.rocks controller._confirm_build() # must do nothing even if somehow pressed if game_state.rocks != rocks_before or not game_state.extractors.is_empty(): return _fail("build proceeded over an unconquered planet") popup.visible = false # Now conquer it and confirm the same flow succeeds. game_state.register_capture_points(planet.planet_id, 2) game_state.mark_point_captured(planet.planet_id, 0) game_state.mark_point_captured(planet.planet_id, 1) controller._on_build_pressed() if not button.enabled: return _fail("extractor option stayed disabled after conquest") controller._show_building_info(GameState.BUILDING_EXTRACTOR) if not popup.get_node("Panel/BuildButton").visible: return _fail("conquered planet did not offer a build") controller._confirm_build() var built: bool = game_state.has_extractor_at(planet.planet_id) var charged: bool = game_state.rocks == rocks_before - int(game_state.building_costs(GameState.BUILDING_EXTRACTOR)[GameState.RESOURCE_ORE]) if not built or not charged: return _fail("conquered planet did not build/charge correctly") print("TEST_PLANET_CONQUEST_GATE: PASS") quit(0) return true return false func _fail(message: String) -> bool: print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message) quit(1) return true