extends SceneTree # Headless test: run with # godot --headless -s res://tests/test_building_health.gd # Forgejo #99 (#97a): structures can be hurt, and can come down. # # Health lives on the RECORD in GameState rather than on the Building node, # because Main.tscn is destroyed and rebuilt on every trip to a planet # surface - damage kept on a node would heal itself the moment the player # landed. Most of this test therefore talks to GameState directly, and only # the last case looks at what the scene does with it. # # Covers: # A. every building definition declares a positive max_hp, and a fresh # record starts at full health # B. damage subtracts, reports survival, and enough of it destroys the # record outright # C. a record written before this existed reads as undamaged, not as # rubble - an existing save must not open on a field of wrecks # D. #159 - NOTHING is exempt from coming down, the mothership included. # It used to floor at 1hp to avoid a soft-lock, and a battered one sat # there reading as dead and never exploded. The soft-lock does not # exist: what is IN the mothership outlives it, and rebuilding it is # always reachable - so the way back is checked here rather than the # exemption that used to stand in for it # E. destroying a transport hub takes its transporters with it, and # nothing else keyed on the id is left pointing at a hole # F. the Building node follows its record out of existence, and shows # damage while it is still standing var game_state: Node var scene: Node var stage: int = 0 var elapsed: float = 0.0 var destroyed_events: Array = [] func _initialize() -> void: # GameState is an autoload: a bare GameState. 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.rocks = 5000 func _fail(message: String) -> bool: print("TEST_BUILDING_HEALTH: FAIL (%s)" % message) quit(1) return true func _run_state_cases() -> bool: var definitions: Script = load("res://buildings/BuildingDefinitions.gd") # --- A. every structure declares what it can take ------------------- for definition in definitions.all(): if int(definition.max_hp) <= 0: return _fail("'%s' has max_hp %d - it would be rubble the moment it was placed" \ % [definition.definition_id, definition.max_hp]) var crafter_id: int = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(300.0, 0.0)) var full: int = game_state.building_max_hp(GameState.BUILDING_SHIP_CRAFTER) if game_state.building_hp(crafter_id) != full: return _fail("a new crafter opened at %d of %d hp" \ % [game_state.building_hp(crafter_id), full]) if not is_equal_approx(game_state.building_health_fraction(crafter_id), 1.0): return _fail("a new crafter is not at full health") print("%d definitions all declare max_hp; a new crafter starts at %d" \ % [definitions.all().size(), full]) # --- B. damage, then death ------------------------------------------ game_state.building_destroyed.connect(func(id: int, type: String): destroyed_events.append({"id": id, "type": type})) if game_state.damage_building(crafter_id, full - 1): return _fail("one hit point short of dead reported the crafter destroyed") if game_state.building_hp(crafter_id) != 1: return _fail("hp is %d after taking max_hp - 1" % game_state.building_hp(crafter_id)) if game_state.building_health_fraction(crafter_id) >= 0.5: return _fail("a crafter on its last hit point still reads as healthy") if not game_state.damage_building(crafter_id, 1): return _fail("the last hit point did not destroy the crafter") if not game_state.find_building(crafter_id).is_empty(): return _fail("the destroyed crafter is still in GameState.buildings") if destroyed_events.size() != 1 or int(destroyed_events[0].id) != crafter_id: return _fail("building_destroyed did not fire once for the crafter") # Fired AFTER the record went, so a listener sees the world without it. print("a crafter takes %d damage and comes down, announcing itself" % full) # --- C. a record from before this existed --------------------------- var legacy_id: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-300.0, 0.0)) game_state.find_building(legacy_id).erase("hp") var lab_full: int = game_state.building_max_hp(GameState.BUILDING_SHIP_LAB) if game_state.building_hp(legacy_id) != lab_full: return _fail("a record with no hp field reads as %d, not the %d it should" \ % [game_state.building_hp(legacy_id), lab_full]) if game_state.damage_building(legacy_id, 1): return _fail("one point of damage levelled a building carried over from an old save") print("a pre-#99 record reads as undamaged (%d hp), not as rubble" % lab_full) # --- D. #159: the mothership comes down like anything else ---------- var mothership_id: int = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO) if game_state.building_is_indestructible(game_state.find_building(mothership_id)): return _fail("the mothership is still exempt - it would sit at 1hp reading as dead") # Stock the things that used to be the reason for the exemption, so # their survival is observed rather than assumed. game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 400) game_state.stored_vessels.append(GameState.VESSEL_INTERCEPTOR) if not game_state.damage_building(mothership_id, 999999): return _fail("enough damage did not destroy the mothership") if not game_state.find_building(mothership_id).is_empty(): return _fail("the mothership record outlived its own destruction") # ...and the way back. This is what the exemption was protecting, so it # is what has to be true without it. if game_state.banked_resource(GameState.RESOURCE_ORE) != 400: return _fail("the bank died with the building - it holds %d" \ % game_state.banked_resource(GameState.RESOURCE_ORE)) if game_state.stored_vessels.is_empty(): return _fail("the hangar died with the building") if game_state.research_for_building(GameState.BUILDING_MOTHERSHIP) != "": return _fail("rebuilding the mothership needs research, which needs a mothership") var rebuild: int = int(game_state.building_costs(GameState.BUILDING_MOTHERSHIP).get( GameState.RESOURCE_ORE, 0)) var one_hold: int = game_state.fleet_cargo_capacity( PackedStringArray([GameState.VESSEL_INTERCEPTOR])) if rebuild > one_hold: return _fail("a rebuild costs %d ore and one surviving hull carries %d - unreachable with the bank gone" \ % [rebuild, one_hold]) print("the mothership comes down; bank, hangar and an ungated %d-ore rebuild all survive it" \ % rebuild) # Repair, on a fresh one - the last was destroyed on purpose above. var rebuilt_id: int = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO) var at_full: int = game_state.building_max_hp(GameState.BUILDING_MOTHERSHIP) if game_state.damage_building(rebuilt_id, at_full - 5): return _fail("damage short of the last few points still destroyed it") if game_state.building_hp(rebuilt_id) != 5: return _fail("a battered mothership sits at %d hp, expected 5" \ % game_state.building_hp(rebuilt_id)) if game_state.repair_building(rebuilt_id, 999999) <= 0: return _fail("a battered mothership could not be repaired") if game_state.building_hp(rebuilt_id) != at_full: return _fail("repair did not take the mothership back to full") print("a rebuilt one takes damage down to %d and repairs back to %d" % [5, at_full]) # --- E. a hub takes its transporters with it ------------------------ var hub_id: int = game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(800.0, 0.0)) var hub_transporters: int = 0 for transporter in game_state.transporters: if int(transporter.get("hub_id", 0)) == hub_id: hub_transporters += 1 if hub_transporters <= 0: return _fail("the hub provisioned no transporters, so this case proves nothing") var others: int = game_state.transporters.size() - hub_transporters if not game_state.destroy_building(hub_id): return _fail("the hub could not be destroyed") for transporter in game_state.transporters: if int(transporter.get("hub_id", 0)) == hub_id: return _fail("a transporter is still flying for a hub that no longer exists") if game_state.transporters.size() != others: return _fail("destroying the hub took %d unrelated transporters with it" \ % (others - game_state.transporters.size())) print("destroying a hub retires its %d transporters and no others" % hub_transporters) return false func _process(delta: float) -> bool: elapsed += delta match stage: 0: if _run_state_cases(): return true # --- F. what the scene does with it ------------------------- game_state.buildings.clear() game_state.transporters.clear() scene = load("res://world/Main.tscn").instantiate() root.add_child(scene) elapsed = 0.0 stage = 1 return false 1: if elapsed < 0.3: return false scene.get_node("AsteroidField").set_process(false) scene.get_node("EnemySpawner").set_process(false) var field: Node = scene.get_node("BuildingField") field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(600.0, 0.0)) elapsed = 0.0 stage = 2 return false 2: if elapsed < 0.2: return false var field: Node = scene.get_node("BuildingField") var node: Node2D = null for b in field.spawned: if is_instance_valid(b) and b.building_type == GameState.BUILDING_SHIP_CRAFTER: node = b if node == null: return _fail("no crafter node was spawned") if node.is_damaged(): return _fail("a freshly placed crafter already shows damage") game_state.damage_building(node.building_id, game_state.building_max_hp( GameState.BUILDING_SHIP_CRAFTER) / 2) node._process(0.0) if not node.is_damaged(): return _fail("a crafter at half health does not show it") print("a half-wrecked crafter reads %.0f%%" % (node.health_fraction() * 100.0)) game_state.damage_building(node.building_id, 999999) elapsed = 0.0 stage = 3 return false 3: if elapsed < 0.2: return false var field: Node = scene.get_node("BuildingField") for b in field.spawned: if is_instance_valid(b) and b.building_type == GameState.BUILDING_SHIP_CRAFTER: return _fail("the crafter node outlived the record it was built from") print("the node follows its record out of existence") print("TEST_BUILDING_HEALTH: PASS") quit(0) return true return false