Groundwork for #5. vessels_owed carries the VESSEL TYPE rather than a bare count, so a shield vessel finishing while the player is on a planet comes back as a shield vessel. Fleet.add_ship takes a type, and vessels already flying are re-statted when an upgrade is researched. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
121 lines
4.1 KiB
GDScript
121 lines
4.1 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_crafter_feedback.gd
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# Every press in the ship crafter must say what happened. Reported twice from
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# play-testing as "the buttons do nothing".
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#
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# There is no silent-failure path left to press: storing with an empty hold,
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# ordering something the crafter cannot pay for yet, and storing successfully
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# all report. The queue in particular is invisible by nature - an order that
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# cannot be afforded is accepted and waits (#16), which looks exactly like a
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# dead button unless it says so.
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#
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# Verifies:
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# 1. storing with an empty hold explains where ore comes from
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# 2. ordering against an empty stock says it is queued AND how much more
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# ore the building needs
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# 3. a successful store reports the amount
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# 4. the message survives the per-frame status refresh - it used to be
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# overwritten on the very next frame, which is what made a working
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# button look dead
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# 5. the message is the FIRST line, not buried under the standing state
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var game_state: Node
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var scene: Node
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var controller: Node
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var crafter_id: int = 0
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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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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.reset_progression()
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game_state.unlocked = ["shipyards", "coordination", "wing"]
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game_state.rocks = 100
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game_state.fleet_cargo = 0
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game_state.vessels_owed.clear()
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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func _first_line() -> String:
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return controller.craft_status.text.split("\n")[0]
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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("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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scene.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(500.0, 0.0))
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crafter_id = int(game_state.buildings[-1].id)
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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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if elapsed < 0.3:
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return false
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controller.craft_building_id = crafter_id
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controller.craft_menu.visible = true
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controller._refresh_craft_status()
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# --- 1. store with an empty hold ----------------------------
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controller._on_store_ore()
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var empty_msg: String = _first_line()
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if "carrying nothing" not in empty_msg:
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print("got: %s" % empty_msg)
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print("TEST_CRAFTER_FEEDBACK: FAIL (storing with an empty hold said nothing useful)")
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quit(1)
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return true
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print("empty hold -> %s" % empty_msg)
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# --- 2. order against an empty stock ------------------------
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controller._on_craft_interceptor()
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var queued_msg: String = _first_line()
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if "queued" not in queued_msg.to_lower() or "more ore" not in queued_msg:
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print("got: %s" % queued_msg)
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print("TEST_CRAFTER_FEEDBACK: FAIL (a queued order did not say it was queued and what it still needs)")
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quit(1)
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return true
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if game_state.pending_orders(crafter_id) != 1:
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print("TEST_CRAFTER_FEEDBACK: FAIL (the order was not actually queued)")
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quit(1)
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return true
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print("unaffordable order -> %s" % queued_msg)
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# --- 3. a successful store ----------------------------------
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game_state.withdraw_to_fleet(30)
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controller._on_store_ore()
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var stored_msg: String = _first_line()
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if "Stored" not in stored_msg:
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print("got: %s" % stored_msg)
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print("TEST_CRAFTER_FEEDBACK: FAIL (a successful store did not report)")
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quit(1)
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return true
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print("successful store -> %s" % stored_msg)
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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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# --- 4 + 5. it survives the refresh, and stays first --------
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if elapsed < 0.5:
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return false
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controller._refresh_craft_status()
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var still: String = _first_line()
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if "Stored" not in still:
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print("first line half a second later: %s" % still)
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print("TEST_CRAFTER_FEEDBACK: FAIL (the message was overwritten by the per-frame refresh)")
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quit(1)
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return true
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print("half a second later, still first: %s" % still)
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print("TEST_CRAFTER_FEEDBACK: PASS")
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quit(0)
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return true
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return false
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