Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
59 lines
1.8 KiB
GDScript
59 lines
1.8 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_exploration_tracker.gd
|
|
# Verifies ExplorationTracker marks the fleet's current chunk as explored
|
|
# once the fleet is there, while a distant chunk the fleet never visited
|
|
# stays unexplored - this is what lets the world map reveal only chunks
|
|
# actually seen instead of the whole generated world at once.
|
|
|
|
var main_scene: Node
|
|
var fleet: Node
|
|
var tracker: Node
|
|
var elapsed: float = 0.0
|
|
var teleported: bool = false
|
|
|
|
|
|
func _initialize() -> void:
|
|
var packed: PackedScene = load("res://world/Main.tscn")
|
|
main_scene = packed.instantiate()
|
|
root.add_child(main_scene)
|
|
fleet = main_scene.get_node("Fleet")
|
|
tracker = main_scene.get_node("ExplorationTracker")
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
if not teleported:
|
|
# Wait one tick so Fleet._ready() has run and fleet.ships is
|
|
# populated before we try to teleport them - reposition attempted
|
|
# synchronously in _initialize() would silently no-op on an empty
|
|
# ships array.
|
|
var target_pos: Vector2 = Vector2(5000, -3000)
|
|
for ship in fleet.ships:
|
|
ship.position = target_pos
|
|
fleet.move_to(target_pos)
|
|
teleported = true
|
|
return false
|
|
|
|
elapsed += delta
|
|
if elapsed < 0.2:
|
|
return false
|
|
|
|
var visited_chunk: Vector2i = WorldGen.chunk_coords(Vector2(5000, -3000))
|
|
var far_chunk: Vector2i = Vector2i(9999, 9999)
|
|
|
|
var explored: Array = tracker.get_explored_chunks()
|
|
var visited_ok: bool = explored.has(visited_chunk)
|
|
var far_unexplored: bool = not explored.has(far_chunk)
|
|
|
|
print("visited_chunk=%s in_explored=%s far_chunk=%s in_explored=%s" % [
|
|
visited_chunk, visited_ok, far_chunk, not far_unexplored
|
|
])
|
|
|
|
if visited_ok and far_unexplored:
|
|
print("TEST_EXPLORATION_TRACKER: PASS")
|
|
quit(0)
|
|
else:
|
|
print("TEST_EXPLORATION_TRACKER: FAIL")
|
|
quit(1)
|
|
return true
|