spaceship/tests/test_ship_facing.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

104 lines
3.8 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_ship_facing.gd
# Regression test for ships freezing at a fixed heading.
#
# Ships holding formation sit INSIDE arrive_radius of their slot (the fleet
# anchor advances less than that per frame at cruise speed), so they snap
# to it with zero velocity. Facing used to be derived purely from a ship's
# own velocity behind a "> 8.0" gate, which meant a station-keeping ship
# had nothing to face along and stayed pointing whichever way it last
# happened to travel - it would not turn when the fleet changed direction.
var scene: Node
var fleet: Node
var stage: int = 0
var elapsed: float = 0.0
var heading_east: float = 0.0
func _initialize() -> void:
root.get_node("GameState").reset_formation()
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
func _angles_match(a: float, b: float, tolerance: float) -> bool:
return absf(angle_difference(a, b)) <= tolerance
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
fleet.move_in_direction(Vector2.RIGHT)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 1.5:
return false
# Structural check, because the behavioural ones below cannot
# reproduce the actual failure: on a real device at 60fps the
# anchor advances ~4.3 units per frame, LESS than arrive_radius,
# so a station-keeping ship snaps to its slot with zero velocity
# and has no heading of its own to face along. Headless runs
# _process uncapped against 60Hz physics, so ships here always
# pick up real velocity and look fine either way. Asserting the
# imposed heading is wired is what actually guards the fix.
var expected_fleet_velocity: Vector2 = Vector2.RIGHT * fleet.cruise_speed
for ship in fleet.ships:
if not ship.fleet_velocity.is_equal_approx(expected_fleet_velocity):
print("fleet_velocity=%s, expected %s" % [ship.fleet_velocity, expected_fleet_velocity])
print("TEST_SHIP_FACING: FAIL (fleet motion not supplied to ships)")
quit(1)
return true
# Flying east: every ship should point east (sprites are drawn
# nose-up, hence the +PI/2 convention in Ship._physics_process).
heading_east = Vector2.RIGHT.angle() + PI / 2.0
for ship in fleet.ships:
if not _angles_match(ship.rotation, heading_east, 0.25):
print("ship facing %.3f, expected ~%.3f while flying east" % [
ship.rotation, heading_east
])
print("TEST_SHIP_FACING: FAIL (not facing travel direction)")
quit(1)
return true
print("flying east: all ships facing %.3f" % fleet.ships[0].rotation)
# Turn by a SMALL angle. This is the discriminating case: a big
# turn shoves each ship sideways hard enough that its own
# velocity happens to point roughly the new way, so facing looks
# right even when broken. A gentle turn moves each ship only a
# few units, its velocity never clears the "> 8.0" gate, and a
# ship given no fleet motion simply stays pointing the old way.
fleet.move_in_direction(Vector2.RIGHT.rotated(-0.6))
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 1.5:
return false
var heading_north: float = Vector2.RIGHT.rotated(-0.6).angle() + PI / 2.0
for ship in fleet.ships:
if not _angles_match(ship.rotation, heading_north, 0.15):
print("ship stuck at %.3f, expected ~%.3f after the gentle turn" % [
ship.rotation, heading_north
])
print("TEST_SHIP_FACING: FAIL (did not turn with the fleet)")
quit(1)
return true
print("gentle turn: all ships facing %.3f (was %.3f)" % [
fleet.ships[0].rotation, heading_east
])
print("TEST_SHIP_FACING: PASS")
quit(0)
return true
return false