spaceship/tests/test_building_redraw_cost.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
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>
2026-08-21 19:44:14 +02:00

110 lines
3.7 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_building_redraw_cost.gd
# Animated buildings must not re-run _draw() to animate (Forgejo issues #6
# and #10).
#
# Every NeonDraw call expands into four antialiased polylines, so redrawing
# a whole shipyard each frame to advance a crane re-tessellates all of it.
# The moving elements are now separate NeonPiece children, rasterised once
# and thereafter only moved, scaled, faded or hidden - operations that reuse
# the cached geometry. Ship.gd and Asteroid.gd already worked this way.
#
# Verifies:
# 1. an animated building's geometry is rasterised exactly ONCE, however
# long it animates
# 2. it is genuinely still animating (so this cannot be "passed" by
# freezing the animation)
# 3. the moving parts really do move - the crane travels and the
# mothership's satellites orbit - proving the animation reaches the
# nodes rather than being silently dropped
# 4. the static command centre needs no per-frame work either
var scene: Node
var field: Node
var crafter: Node2D
var mothership: Node2D
var command: Node2D
var stage: int = 0
var elapsed: float = 0.0
var crane_x_start: float = 0.0
var satellite_rotation_start: float = 0.0
func _initialize() -> void:
var game_state: Node = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
field = scene.get_node("BuildingField")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(600.0, 0.0))
field.place(GameState.BUILDING_MOTHERSHIP, Vector2(-600.0, 0.0))
field.place(GameState.BUILDING_COMMAND_CENTER, Vector2(0.0, 600.0))
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
for b in field.spawned:
if not is_instance_valid(b):
continue
match b.building_type:
GameState.BUILDING_SHIP_CRAFTER:
crafter = b.visual
GameState.BUILDING_MOTHERSHIP:
mothership = b.visual
GameState.BUILDING_COMMAND_CENTER:
command = b.visual
if crafter == null or mothership == null or command == null:
print("TEST_BUILDING_REDRAW_COST: FAIL (buildings never spawned)")
quit(1)
return true
crane_x_start = crafter._crane.position.x
satellite_rotation_start = mothership._satellites.rotation
elapsed = 0.0
stage = 2
return false
2:
# Long enough to cross several assembly phases and a good arc of
# the satellites' orbit.
if elapsed < 2.5:
return false
print("rasterisations after %.1fs of animation - crafter:%d mothership:%d command:%d" % [
elapsed, crafter.draw_count, mothership.draw_count, command.draw_count
])
for b in [crafter, mothership, command]:
if b.draw_count != 1:
print("TEST_BUILDING_REDRAW_COST: FAIL (%s redrew its geometry %d times)" % [
b.name, b.draw_count
])
quit(1)
return true
var animating: bool = crafter.anim_time > 0.0 and mothership.phase_time > 0.0
var crane_moved: bool = absf(crafter._crane.position.x - crane_x_start) > 1.0
var orbit_moved: bool = absf(mothership._satellites.rotation - satellite_rotation_start) > 0.05
print("still animating=%s crane travelled=%s satellites orbited=%s" % [
animating, crane_moved, orbit_moved
])
if not (animating and crane_moved and orbit_moved):
print("TEST_BUILDING_REDRAW_COST: FAIL (nothing actually moved - not a fix)")
quit(1)
return true
print("TEST_BUILDING_REDRAW_COST: PASS")
quit(0)
return true
return false