A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
105 lines
2.9 KiB
GDScript
105 lines
2.9 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_planet_spawning.gd
|
|
# Verifies PlanetField spawns a planet once the fleet enters a chunk where
|
|
# WorldGen says one belongs, and despawns it again once the fleet moves
|
|
# far enough away - mirrors test_asteroid_spawning.gd's lifecycle check.
|
|
|
|
var main_scene: Node
|
|
var fleet: Node
|
|
var planet_field: Node
|
|
var target_chunk: Vector2i
|
|
var spawned_planet: Node = null
|
|
var elapsed: float = 0.0
|
|
var stage: int = 0
|
|
var ok: bool = true
|
|
|
|
|
|
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://Main.tscn")
|
|
main_scene = packed.instantiate()
|
|
root.add_child(main_scene)
|
|
fleet = main_scene.get_node("Fleet")
|
|
planet_field = main_scene.get_node("PlanetField")
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
elapsed += delta
|
|
match stage:
|
|
0:
|
|
var target_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
|
|
for ship in fleet.ships:
|
|
ship.position = target_pos
|
|
fleet.move_to(target_pos)
|
|
elapsed = 0.0
|
|
stage = 1
|
|
return false
|
|
1:
|
|
if elapsed < planet_field.check_interval + 0.1:
|
|
return false
|
|
_check_spawned()
|
|
elapsed = 0.0
|
|
stage = 2
|
|
return false
|
|
2:
|
|
var far_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2(50000, 50000)
|
|
for ship in fleet.ships:
|
|
ship.position = far_pos
|
|
fleet.move_to(far_pos)
|
|
elapsed = 0.0
|
|
stage = 3
|
|
return false
|
|
3:
|
|
if elapsed < planet_field.check_interval + 0.1:
|
|
return false
|
|
_check_despawned()
|
|
return true
|
|
return false
|
|
|
|
|
|
func _check_spawned() -> void:
|
|
var has_chunk: bool = planet_field.populated_chunks.has(target_chunk)
|
|
if not has_chunk:
|
|
ok = false
|
|
print("FAIL: target_chunk %s not populated after check_interval" % target_chunk)
|
|
return
|
|
|
|
var planets: Array = planet_field.populated_chunks[target_chunk]
|
|
spawned_planet = planets[0] if planets.size() > 0 else null
|
|
var count_ok: bool = planets.size() == 1
|
|
var name_ok: bool = spawned_planet != null and spawned_planet.planet_name != ""
|
|
|
|
ok = ok and count_ok and name_ok
|
|
print("spawned_count=%d name_ok=%s planet_name=%s" % [planets.size(), name_ok, spawned_planet.planet_name if spawned_planet else "<none>"])
|
|
|
|
|
|
func _check_despawned() -> void:
|
|
var chunk_removed: bool = not planet_field.populated_chunks.has(target_chunk)
|
|
var freed: bool = spawned_planet == null or not is_instance_valid(spawned_planet)
|
|
|
|
ok = ok and chunk_removed and freed
|
|
print("chunk_removed=%s freed=%s" % [chunk_removed, freed])
|
|
|
|
if ok:
|
|
print("TEST_PLANET_SPAWNING: PASS")
|
|
quit(0)
|
|
else:
|
|
print("TEST_PLANET_SPAWNING: FAIL")
|
|
quit(1)
|