spaceship/tests/test_crafter_feedback.gd
Loïc Wisniewski 19ac758da1 Typed owed vessels, ship lab building type, shield vessel gate
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>
2026-08-11 23:10:07 +02:00

121 lines
4.1 KiB
GDScript

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