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>
177 lines
6.7 KiB
GDScript
177 lines
6.7 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_extractor_building.gd
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# Extractors are built from SPACE, over a planet - not from the planet's
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# surface. Verifies:
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# 1. the option is greyed out when no planet is in reach, but still
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# pressable, and explains itself instead of silently failing
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# 2. it lights up once the fleet is over a planet
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# 3. its info popup names the planet and offers a confirm, and confirming
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# charges the cost and registers the extractor against that planet
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# 4. a second one on the same planet is refused, with no confirm offered
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var main_scene: Node
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var fleet: Node
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var game_state: Node
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var controller: Node
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var button: IconButton
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var popup: Control
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var target_chunk: Vector2i
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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# #75: this test is about the planet-proximity/duplicate rules,
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# not resource type - skip a research_lab specifically, since it
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# yields nothing and is correctly refused (see
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# test_research_lab_extractor_gate.gd for that behaviour).
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if WorldGen.has_planet_at_chunk(chunk) \
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and WorldGen.planet_data_at_chunk(chunk).definition_id != "research_lab":
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("FAIL: no planet chunk to test with")
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quit(1)
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return
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game_state = root.get_node("GameState")
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game_state.rocks = 200
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.planet_capture.clear()
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# This test is about the planet-proximity/duplicate rules, not conquest
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# (see test_planet_conquest_gate), so pre-conquer the target planet.
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var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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game_state.register_capture_points(target_planet_id, 1)
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game_state.mark_point_captured(target_planet_id, 0)
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# Extractors are gated behind research (see test_skill_tree). This test
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# is about the planet-proximity rule, so grant the research up front.
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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main_scene = load("res://world/Main.tscn").instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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controller = main_scene.get_node("BuildController")
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button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
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popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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# Far from any planet: greyed, and pressing it explains why.
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controller._on_build_pressed()
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if button.enabled:
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print("TEST_EXTRACTOR_BUILDING: FAIL (enabled with no planet in reach)")
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quit(1)
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return true
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var explained: bool = popup.visible and "planet" in popup.get_node("Panel/MessageLabel").text.to_lower()
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var offered: bool = popup.get_node("Panel/BuildButton").visible
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print("no planet: greyed=%s popup_shown=%s confirm_offered=%s" % [
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not button.enabled, explained, offered
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])
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if not explained or offered:
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print("TEST_EXTRACTOR_BUILDING: FAIL (greyed press did not explain itself, or offered a build)")
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quit(1)
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return true
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if not game_state.extractors.is_empty():
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print("TEST_EXTRACTOR_BUILDING: FAIL (built one without a planet)")
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quit(1)
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return true
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popup.visible = false
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# Fly over the planet.
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var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near
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fleet.move_to(near)
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elapsed = 0.0
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stage = 1
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return false
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1:
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var planet_field: Node = main_scene.get_node("PlanetField")
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if elapsed < planet_field.check_interval + 0.2:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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print("TEST_EXTRACTOR_BUILDING: FAIL (planet never spawned)")
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quit(1)
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return true
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.3:
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return false
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controller._on_build_pressed()
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if not button.enabled:
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print("TEST_EXTRACTOR_BUILDING: FAIL (still greyed while over a planet)")
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quit(1)
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return true
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var rocks_before: int = game_state.rocks
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var planet_field2: Node = main_scene.get_node("PlanetField")
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var planet2: Node2D = planet_field2.populated_chunks[target_chunk][0]
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# The popup must name the planet it is about to mine, and nothing
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# may be spent until it is confirmed.
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var names_planet: bool = planet2.planet_name in popup.get_node("Panel/MessageLabel").text
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var spent_early: bool = game_state.rocks != rocks_before
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print("popup: names_planet=%s confirm_offered=%s spent_before_confirm=%s" % [
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names_planet, popup.get_node("Panel/BuildButton").visible, spent_early
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])
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if not names_planet or spent_early or not popup.get_node("Panel/BuildButton").visible:
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print("TEST_EXTRACTOR_BUILDING: FAIL (popup did not offer an informed build)")
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quit(1)
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return true
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controller._confirm_build()
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var built: bool = game_state.has_extractor_at(planet2.planet_id)
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var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
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print("over planet '%s': enabled=%s built=%s rocks %d->%d charged=%s" % [
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planet2.planet_name, button.enabled, built, rocks_before, game_state.rocks, charged
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])
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if not (built and charged):
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print("TEST_EXTRACTOR_BUILDING: FAIL (did not build/charge over a planet)")
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quit(1)
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return true
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# A second one on the same planet must be refused, not charged.
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var rocks_now: int = game_state.rocks
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controller._on_build_pressed()
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var re_offered: bool = popup.get_node("Panel/BuildButton").visible
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controller._confirm_build() # must do nothing even if pressed
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var still_one: bool = game_state.extractors.size() == 1 and not re_offered
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var not_charged: bool = game_state.rocks == rocks_now
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print("second attempt: extractors=%d rocks=%d confirm_offered=%s refused=%s" % [
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game_state.extractors.size(), game_state.rocks, re_offered, still_one and not_charged
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])
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if still_one and not_charged:
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print("TEST_EXTRACTOR_BUILDING: PASS")
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quit(0)
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else:
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print("TEST_EXTRACTOR_BUILDING: FAIL (allowed a duplicate extractor)")
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quit(1)
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return true
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return false
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