extends SceneTree # Headless gameplay test: run with # godot --headless -s res://tests/test_planet_prompt_map_interaction.gd # Opening the map while standing on a planet must suppress the shared # contextual action and planet label, then restore them after closing. var main_scene: Node var fleet: Node var planet_field: Node var world_map: Control var map_button: IconButton var planet_name_label: Label var enter_button: IconButton var elapsed: float = 0.0 var stage: int = 0 var target_chunk: Vector2i 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) if WorldGen.has_planet_at_chunk(chunk): target_chunk = chunk found = true break if found: break if not found: print("FAIL: could not find any chunk with a planet to test with") quit(1) return var packed: PackedScene = load("res://world/Main.tscn") main_scene = packed.instantiate() root.add_child(main_scene) fleet = main_scene.get_node("Fleet") planet_field = main_scene.get_node("PlanetField") world_map = main_scene.get_node("UI/WorldMap") map_button = main_scene.get_node("UI/MapButton") planet_name_label = main_scene.get_node("UI/PlanetNameLabel") enter_button = main_scene.get_node("UI/BuildActionButton") 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 vicinity_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5 for ship in fleet.ships: ship.position = vicinity_pos fleet.move_to(vicinity_pos) elapsed = 0.0 stage = 1 return false 1: if elapsed < planet_field.check_interval + 0.1: return false if not planet_field.populated_chunks.has(target_chunk): print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (planet never spawned)") quit(1) return true 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 < 0.5: return false var prompt_shown: bool = enter_button.visible and planet_name_label.visible print("prompt_shown_on_planet=%s" % prompt_shown) if not prompt_shown: print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt never appeared)") quit(1) return true world_map.open_map() elapsed = 0.0 stage = 3 return false 3: if elapsed < 0.2: return false var prompt_suppressed: bool = not enter_button.visible and not planet_name_label.visible print("prompt_suppressed_while_map_open=%s enter_visible=%s name_visible=%s" % [ prompt_suppressed, enter_button.visible, planet_name_label.visible ]) if not prompt_suppressed: print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt visible behind map)") quit(1) return true world_map.close_map() elapsed = 0.0 stage = 4 return false 4: if elapsed < 0.2: return false var prompt_restored: bool = enter_button.visible and planet_name_label.visible print("prompt_restored_after_close=%s" % prompt_restored) if prompt_restored: print("TEST_PLANET_PROMPT_MAP_INTERACTION: PASS") quit(0) else: print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt did not come back)") quit(1) return true return false