extends SceneTree # Headless gameplay test: run with # godot --headless -s res://tests/test_enemy_combat.gd # Verifies the fleet kills an enemy it is AIMED at, without the enemy ever # having to touch a ship, and that a coherent red light-burst explosion VFX # spawns at the moment it dies. # # The fleet used to fire on its own and this test only had to wait. Firing is # now the right-hand stick, so the test holds it toward the enemy - through # the real control, not by poking the weapon components, so what it exercises # is the path the player uses. See tests/test_fire_stick.gd for the aiming # behaviour itself. const TEST_DURATION: float = 3.0 const SPAWN_OFFSET: Vector2 = Vector2(220, 0) # inside fire_range, outside collision radius var main_scene: Node var fleet: Node var enemy: Node var elapsed: float = 0.0 var started: bool = false func _initialize() -> void: var packed: PackedScene = load("res://Main.tscn") main_scene = packed.instantiate() root.add_child(main_scene) fleet = main_scene.get_node("Fleet") func _physics_process(delta: float) -> bool: if not started: # Disabling EnemySpawner in _initialize() doesn't reliably stick - # a node's set_process(false) call made before it has fully # finished entering the tree can get silently reset once the # engine's own (deferred) tree-entry finalization runs, which # happens strictly after _ready(). Here, at the point _ready() is # already confirmed complete, it's safe. main_scene.get_node("EnemySpawner").set_process(false) # Crew the fleet HERE, not in _initialize(), for the same reason the # set_process(false) call above lives here: work done in _initialize() # can be undone by the engine's deferred tree-entry finalization. A # new game flies one vessel into three slots now, and this test needs # a full one. root.get_node("GameState").unlocked.append_array(["wing", "squadron", "armada"]) fleet.spawn_ships(5, Vector2.ZERO) var enemy_scene: PackedScene = load("res://Enemy.tscn") enemy = enemy_scene.instantiate() enemy.position = fleet.get_centroid() + SPAWN_OFFSET main_scene.add_child(enemy) _hold_fire_toward(SPAWN_OFFSET) started = true return false elapsed += delta if not is_instance_valid(enemy): _finish(true, "enemy destroyed by aimed fleet fire after %.2fs" % elapsed) return true if elapsed >= TEST_DURATION: _finish(false, "enemy still alive after %.2fs (hp=%d)" % [elapsed, enemy.hp]) return true return false # Presses the fire stick and holds it on the given heading. The stick keeps # reporting that direction until it is released, so this is called once. func _hold_fire_toward(heading: Vector2) -> void: var stick: Control = main_scene.get_node("UI/FireStick") var centre: Vector2 = stick.global_position + stick.size * 0.5 var press := InputEventScreenTouch.new() press.index = 6 press.pressed = true press.position = centre stick.handle_touch(press) var drag := InputEventScreenDrag.new() drag.index = 6 drag.position = centre + heading.normalized() * stick.max_radius stick.handle_drag(drag) func _finish(ok: bool, message: String) -> void: print("ships_remaining=%d" % fleet.ships.size()) print(message) var vfx_ok: bool = false for child in root.get_children(): if child is EnemyExplosionVFX: vfx_ok = true print("enemy_vfx_ok=%s" % vfx_ok) if ok and fleet.ships.size() == 5 and vfx_ok: print("TEST_ENEMY_COMBAT: PASS") quit(0) else: if fleet.ships.size() != 5: print("FAIL: a ship was lost - enemy must have reached melee range instead of dying to fire") if not vfx_ok: print("FAIL: no matching red light-burst explosion VFX found for the destroyed enemy") print("TEST_ENEMY_COMBAT: FAIL") quit(1)