spaceship/tests/test_planet_conquest_gate.gd
Loïc Wisniewski 1ece202731 #138: structures and doctrines cost more than rocks, and more the deeper they are
Both halves of the ticket, in the shape vessels have used since gas bombers
and laser ships: a definition carries an ore figure and, when it wants more
than ore, a dictionary that IS the price. `building_costs()` and
`skill_costs()` answer it the way `product_costs()` already did, so there is
one question with one answer whatever is being bought, and every payment
path now goes through `spend_resources` rather than `spend`.

Seven of ten structures and thirteen of seventeen doctrines now want gas,
energy or dark matter alongside their rocks, and the totals climb with tree
depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530.

The constraint that shaped the table is REACHABILITY, and it is the reason
some prices stayed ore-only. Energy exists only where a gas burner stands,
and a gas burner needs Power Systems - so nothing at or before that depth
may be priced in energy, or it is a wall with no way through. Dark matter is
rarer still and appears once, on the deepest node in the game. The extractor
stays rocks-only despite its depth allowing gas, because the quest chain
reaches it before it has sent the player for any.

test_progressive_costs checks those as properties rather than transcribing
the numbers, so rebalancing a price costs nothing while breaking the shape
fails: nothing unreachable at its own depth, prices rising with depth, the
ore field agreeing with the dictionary (repairs quote the field alone, since
a repair drone carries ore and nothing else), and the quest chain never
asking for a structure it has not funded.

Two things cleaned up on the way:

- The per-building cost constants in GameState are gone. Nothing but tests
  used them, and they were a second copy of a number the definitions already
  hold - exactly what would drift once a price gained a resource.
- research_for_building() returns a display NAME, and the id-keyed half of
  the tree wants an id. That mix-up is silent - skill_depth() of a name finds
  no node and answers 0, so a deep structure reads as an ungated one, which
  is how the first draft of the test let an unreachable price through.
  research_node_for_building() is the id, and the name is expressed from it.

PriceTag no longer rebuilds its labels when re-told the same price; it
refreshes the held figures instead. The craft menu re-states prices every
frame and the build menu now does too, so that was a dozen Labels being torn
down and rebuilt sixty times a second.
2026-08-28 15:30:30 +02:00

162 lines
6.3 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_conquest_gate.gd
# Verifies:
# 1. GameState starts every planet unconquered, and register_capture_points
# is idempotent (a second call with the same total doesn't wipe progress)
# 2. mark_point_captured only conquers once every point is captured, and
# the planet_conquered signal fires exactly once
# 3. over an unconquered planet, the extractor build option is disabled,
# the info popup explains why, and confirming spends nothing and builds
# nothing
# 4. once conquered, the same build flow works and charges the cost
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
var conquered_signal_count: int = 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 conquest gate, not resource type -
# skip a research_lab specifically, since it yields nothing and
# is correctly refused regardless of conquest (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:
return _fail("no planet chunk to test with")
game_state = root.get_node("GameState")
game_state.rocks = 200
game_state.buildings.clear()
game_state.extractors.clear()
game_state.planet_capture.clear()
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
# Unit-level checks on GameState itself, before any scene involvement.
if game_state.is_planet_conquered(target_planet_id):
return _fail("a fresh planet reported conquered")
game_state.register_capture_points(target_planet_id, 3)
game_state.mark_point_captured(target_planet_id, 0)
game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration
if game_state.captured_point_count(target_planet_id) != 1:
return _fail("re-registering wiped already-captured progress")
game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1)
game_state.mark_point_captured(target_planet_id, 1)
if game_state.is_planet_conquered(target_planet_id):
return _fail("conquered with points still missing")
game_state.mark_point_captured(target_planet_id, 2)
if not game_state.is_planet_conquered(target_planet_id):
return _fail("all points captured but planet not marked conquered")
# Marking an already-captured point again must not double-fire the signal.
game_state.mark_point_captured(target_planet_id, 2)
if conquered_signal_count != 1:
return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
# Reset conquest for the scene-level gate check below - this run tests
# the unconquered path first, then conquers it.
game_state.planet_capture.clear()
main_scene = load("res://world/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)
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):
return _fail("planet never spawned")
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
var planet_field: Node = main_scene.get_node("PlanetField")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
controller._on_build_pressed()
if button.enabled:
return _fail("extractor option enabled over an unconquered planet")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
var explains_capture: bool = popup.visible \
and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
var offered: bool = popup.get_node("Panel/BuildButton").visible
if not explains_capture or offered:
return _fail("unconquered popup did not explain itself, or offered a build")
var rocks_before: int = game_state.rocks
controller._confirm_build() # must do nothing even if somehow pressed
if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
return _fail("build proceeded over an unconquered planet")
popup.visible = false
# Now conquer it and confirm the same flow succeeds.
game_state.register_capture_points(planet.planet_id, 2)
game_state.mark_point_captured(planet.planet_id, 0)
game_state.mark_point_captured(planet.planet_id, 1)
controller._on_build_pressed()
if not button.enabled:
return _fail("extractor option stayed disabled after conquest")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
if not popup.get_node("Panel/BuildButton").visible:
return _fail("conquered planet did not offer a build")
controller._confirm_build()
var built: bool = game_state.has_extractor_at(planet.planet_id)
var charged: bool = game_state.rocks == rocks_before - int(game_state.building_costs(GameState.BUILDING_EXTRACTOR)[GameState.RESOURCE_ORE])
if not built or not charged:
return _fail("conquered planet did not build/charge correctly")
print("TEST_PLANET_CONQUEST_GATE: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
quit(1)
return true