The belt was laid out with its own arithmetic - a centre BELT_AHEAD in front of the fleet, rocks spread BELT_DEPTH either side of it - so its near edge reached back to within a screen of the convoy. At the aspect it was eyeballed on that was just outside the view; at a wider one, or any zoom out, rocks appeared in plain sight. #126 already answered this question for the rest of the game, so the answer is borrowed rather than restated: AsteroidField's keep-out rect and its push-out-through-the-nearest-edge placement are public now, and the belt runs through them. That also means the two cannot drift apart later. The distance moves as well, 2200 to 2900. The clamp alone would work, but it would work by pressing every stray rock onto the boundary line; with the belt properly out in front, the clamp has almost nothing left to do and the belt still looks laid out ahead rather than pinned to the edge of the screen. Measured: nearest rock 1551 units out, against a keep-out that reaches 1100.
139 lines
5.4 KiB
GDScript
139 lines
5.4 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_asteroid_safe_spawn.gd
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# Asteroid chunks are populated around wherever the fleet is - including the
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# chunk it is standing in - and positions used to be uniform within a chunk.
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# So an asteroid could be created directly on top of a ship and destroy it
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# with no chance to react. Worst on the frame a scene loads: coming back from
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# a planet's surface could cost a vessel instantly, which is also what made
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# test_return_position_matches_planet fail intermittently.
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#
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# Verifies:
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# #126 widens the rule from "not on the fleet" to "not IN VIEW": the old
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# bubble was 420px, smaller than the screen, so a rock could and did
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# materialise in plain sight several hundred pixels away.
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#
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# Verifies:
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# 1. safe_position never returns a point inside the keep-out area, for
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# candidates all around it and including its exact centre. Checked
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# directly rather than by looking at where asteroids happened to land:
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# with ~54 asteroids over 25 chunks, any single run only rarely
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# produces a near miss, so an observational check passes just as
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# happily with the guard removed and proves nothing.
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# 2. candidates already outside are left exactly where they are, so the
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# field is not distorted away from the fleet
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# 3. the keep-out area really is the visible rect and not the old bubble
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# 4. nothing the field actually placed is on screen
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# 5. the field still spawns a full complement, and a stationary fleet
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# loses no ships
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var scene: Node
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var fleet: Node
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var field: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var ships_at_start: int = 0
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func _initialize() -> void:
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root.get_node("GameState").reset_formation()
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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field = scene.get_node("AsteroidField")
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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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scene.get_node("EnemySpawner").set_process(false)
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ships_at_start = fleet.ships.size()
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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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# Let the field populate around the fleet a few times over.
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if elapsed < 1.5:
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return false
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var centre: Vector2 = fleet.get_centroid()
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var safe: float = field.safe_spawn_radius
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var keep_out: Rect2 = field.keep_out_rect(centre)
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# --- 3. the keep-out area is the screen, not the old bubble ---
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var on_screen: Rect2 = ViewUtils.get_visible_world_rect(field)
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if not keep_out.encloses(on_screen):
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (the keep-out area does not cover the visible rect)")
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quit(1)
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return true
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if keep_out.size.x < safe * 2.0 or keep_out.size.y < safe * 2.0:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (the keep-out area shrank below the old bubble)")
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quit(1)
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return true
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print("keep-out %.0fx%.0f covers a %.0fx%.0f screen (old bubble was %.0f across)" % [
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keep_out.size.x, keep_out.size.y, on_screen.size.x, on_screen.size.y, safe * 2.0
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])
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# --- 1/2. the guard itself, deterministically -----------------
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var half: Vector2 = keep_out.size * 0.5
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var reach: float = maxf(half.x, half.y)
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var let_one_through: bool = false
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var moved_an_outside_one: bool = false
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for i in range(72):
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var a: float = (float(i) / 72.0) * TAU
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var dir: Vector2 = Vector2(cos(a), sin(a))
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# Candidates well inside, just inside, and exactly on centre.
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for d in [0.0, 1.0, reach * 0.25, reach * 0.7]:
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var candidate: Vector2 = keep_out.get_center() + dir * d
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if not keep_out.has_point(candidate):
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continue
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if keep_out.has_point(field.safe_position(candidate, keep_out)):
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let_one_through = true
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# Candidates already outside must be returned untouched.
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var outside: Vector2 = keep_out.get_center() + dir * (reach * 3.0)
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if field.safe_position(outside, keep_out).distance_to(outside) > 0.001:
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moved_an_outside_one = true
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if let_one_through:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (the guard left a spawn inside the visible area)")
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quit(1)
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return true
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if moved_an_outside_one:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (guard displaced an asteroid that was already clear)")
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quit(1)
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return true
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print("every one of 288 in-view candidates was pushed out; none outside was touched")
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var asteroids: Array = get_nodes_in_group("asteroids")
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var closest: float = 1e9
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for a in asteroids:
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if is_instance_valid(a):
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closest = minf(closest, a.position.distance_to(centre))
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print("%d asteroids, closest is %.1f units from the fleet (safe radius %.1f)" % [
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asteroids.size(), closest, safe
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])
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if asteroids.is_empty():
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (field spawned nothing - test proves nothing)")
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quit(1)
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return true
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# Asteroids drift, so one may have travelled inward since it was
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# created. Allow for that, but nothing should be anywhere near
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# on top of the fleet.
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if closest < safe * 0.5:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (asteroid created on top of the fleet)")
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quit(1)
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return true
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var kept_ships: bool = fleet.ships.size() == ships_at_start
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print("ships %d -> %d (kept=%s)" % [ships_at_start, fleet.ships.size(), kept_ships])
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if not kept_ships:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (a stationary fleet lost a ship to a spawn)")
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quit(1)
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return true
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print("TEST_ASTEROID_SAFE_SPAWN: PASS")
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quit(0)
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return true
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return false
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