spaceship/tests/test_extractor_building.gd
Loïc Wisniewski 63d0d6a496 Research lab planet: spawn more often, block extractors, clearer feedback (#74, #75, #76)
#74: RESEARCH_LAB_CHANCE raised from 0.08 to 0.16 - research points
gate mid/late skill-tree nodes and vessel/lab research now (#63), so
0.08 was too scarce for how central they'd become to progression.

#75: an extractor placed on a research_lab planet would sit on an
empty resource id forever, since it yields nothing by design. Refused
in BuildController's placement confirm, with the same "explain the
refusal" idiom every other build gate uses. register_capture_points()
gained an optional definition_id parameter so the refusal/reward logic
can tell a research_lab planet apart without threading an extra
argument through every existing caller.

#76: conquering a research_lab awarded a research point with no
on-screen acknowledgement beyond a HUD number the player has no reason
to be watching at that exact moment. CaptureLabel's existing
"CONQUERED" flash now names the reward directly on a research_lab.

test_extractor_building.gd and test_planet_conquest_gate.gd both use a
"first planet chunk found" scan with no regard for definition_id; in
this world's fixed seed that chunk happens to be a research_lab, so
#75's new gate started refusing their otherwise-unrelated extractor
placement checks. Both now skip a research_lab chunk when picking
their target, same as test_research_lab_extractor_gate.gd does on
purpose for its own dedicated coverage of that refusal.
2026-08-17 19:48:55 +02:00

177 lines
6.7 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_extractor_building.gd
# Extractors are built from SPACE, over a planet - not from the planet's
# surface. Verifies:
# 1. the option is greyed out when no planet is in reach, but still
# pressable, and explains itself instead of silently failing
# 2. it lights up once the fleet is over a planet
# 3. its info popup names the planet and offers a confirm, and confirming
# charges the cost and registers the extractor against that planet
# 4. a second one on the same planet is refused, with no confirm offered
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
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 planet-proximity/duplicate rules,
# not resource type - skip a research_lab specifically, since it
# yields nothing and is correctly refused (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:
print("FAIL: no planet chunk to test with")
quit(1)
return
game_state = root.get_node("GameState")
game_state.rocks = 200
game_state.buildings.clear()
game_state.extractors.clear()
game_state.planet_capture.clear()
# This test is about the planet-proximity/duplicate rules, not conquest
# (see test_planet_conquest_gate), so pre-conquer the target planet.
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
game_state.register_capture_points(target_planet_id, 1)
game_state.mark_point_captured(target_planet_id, 0)
# Extractors are gated behind research (see test_skill_tree). This test
# is about the planet-proximity rule, so grant the research up front.
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
main_scene = load("res://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)
# Far from any planet: greyed, and pressing it explains why.
controller._on_build_pressed()
if button.enabled:
print("TEST_EXTRACTOR_BUILDING: FAIL (enabled with no planet in reach)")
quit(1)
return true
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
var explained: bool = popup.visible and "planet" in popup.get_node("Panel/MessageLabel").text.to_lower()
var offered: bool = popup.get_node("Panel/BuildButton").visible
print("no planet: greyed=%s popup_shown=%s confirm_offered=%s" % [
not button.enabled, explained, offered
])
if not explained or offered:
print("TEST_EXTRACTOR_BUILDING: FAIL (greyed press did not explain itself, or offered a build)")
quit(1)
return true
if not game_state.extractors.is_empty():
print("TEST_EXTRACTOR_BUILDING: FAIL (built one without a planet)")
quit(1)
return true
popup.visible = false
# Fly over the planet.
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):
print("TEST_EXTRACTOR_BUILDING: 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 < 0.3:
return false
controller._on_build_pressed()
if not button.enabled:
print("TEST_EXTRACTOR_BUILDING: FAIL (still greyed while over a planet)")
quit(1)
return true
var rocks_before: int = game_state.rocks
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
var planet_field2: Node = main_scene.get_node("PlanetField")
var planet2: Node2D = planet_field2.populated_chunks[target_chunk][0]
# The popup must name the planet it is about to mine, and nothing
# may be spent until it is confirmed.
var names_planet: bool = planet2.planet_name in popup.get_node("Panel/MessageLabel").text
var spent_early: bool = game_state.rocks != rocks_before
print("popup: names_planet=%s confirm_offered=%s spent_before_confirm=%s" % [
names_planet, popup.get_node("Panel/BuildButton").visible, spent_early
])
if not names_planet or spent_early or not popup.get_node("Panel/BuildButton").visible:
print("TEST_EXTRACTOR_BUILDING: FAIL (popup did not offer an informed build)")
quit(1)
return true
controller._confirm_build()
var built: bool = game_state.has_extractor_at(planet2.planet_id)
var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
print("over planet '%s': enabled=%s built=%s rocks %d->%d charged=%s" % [
planet2.planet_name, button.enabled, built, rocks_before, game_state.rocks, charged
])
if not (built and charged):
print("TEST_EXTRACTOR_BUILDING: FAIL (did not build/charge over a planet)")
quit(1)
return true
# A second one on the same planet must be refused, not charged.
var rocks_now: int = game_state.rocks
controller._on_build_pressed()
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
var re_offered: bool = popup.get_node("Panel/BuildButton").visible
controller._confirm_build() # must do nothing even if pressed
var still_one: bool = game_state.extractors.size() == 1 and not re_offered
var not_charged: bool = game_state.rocks == rocks_now
print("second attempt: extractors=%d rocks=%d confirm_offered=%s refused=%s" % [
game_state.extractors.size(), game_state.rocks, re_offered, still_one and not_charged
])
if still_one and not_charged:
print("TEST_EXTRACTOR_BUILDING: PASS")
quit(0)
else:
print("TEST_EXTRACTOR_BUILDING: FAIL (allowed a duplicate extractor)")
quit(1)
return true
return false