spaceship/tests/test_asteroid_spawning.gd
Loïc Wisniewski 85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
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>
2026-08-10 18:41:58 +02:00

115 lines
3.3 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_asteroid_spawning.gd
# Verifies AsteroidField spawns moving asteroids once the fleet enters an
# ASTEROID_FIELD biome chunk, and despawns them again once the fleet moves
# far enough away - guards against unbounded node accumulation over a long
# play session while still populating newly-entered regions on the fly.
var main_scene: Node
var fleet: Node
var asteroid_field: Node
var asteroid_chunk: Vector2i
var spawned_asteroids: Array = []
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.biome_at_chunk(chunk) == WorldGen.Biome.ASTEROID_FIELD:
asteroid_chunk = chunk
found = true
break
if found:
break
if not found:
print("FAIL: could not find any ASTEROID_FIELD chunk 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")
asteroid_field = main_scene.get_node("AsteroidField")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# 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 = WorldGen.chunk_origin(asteroid_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 < asteroid_field.check_interval + 0.1:
return false
_check_spawned()
elapsed = 0.0
stage = 2
return false
2:
var far_pos: Vector2 = WorldGen.chunk_origin(asteroid_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 < asteroid_field.check_interval + 0.1:
return false
_check_despawned()
return true
return false
func _check_spawned() -> void:
var has_chunk: bool = asteroid_field.populated_chunks.has(asteroid_chunk)
if not has_chunk:
ok = false
print("FAIL: asteroid_chunk %s not populated after check_interval" % asteroid_chunk)
return
spawned_asteroids = asteroid_field.populated_chunks[asteroid_chunk]
var count_ok: bool = spawned_asteroids.size() == asteroid_field.asteroids_per_chunk
var moving_ok: bool = true
for asteroid in spawned_asteroids:
if asteroid.velocity.length() <= 0.1:
moving_ok = false
ok = ok and count_ok and moving_ok
print("spawned_count=%d expected=%d moving_ok=%s" % [spawned_asteroids.size(), asteroid_field.asteroids_per_chunk, moving_ok])
func _check_despawned() -> void:
var chunk_removed: bool = not asteroid_field.populated_chunks.has(asteroid_chunk)
var all_freed: bool = true
for asteroid in spawned_asteroids:
if is_instance_valid(asteroid):
all_freed = false
ok = ok and chunk_removed and all_freed
print("chunk_removed=%s all_freed=%s" % [chunk_removed, all_freed])
if ok:
print("TEST_ASTEROID_SPAWNING: PASS")
quit(0)
else:
print("TEST_ASTEROID_SPAWNING: FAIL")
quit(1)