Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
159 lines
5.8 KiB
GDScript
159 lines
5.8 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_gas_burner_pause.gd
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# Forgejo #78: a gas burner converts gas the player may want for bombs into
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# energy they may not need yet, and until now it did that relentlessly - the
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# only way to stop it was to demolish it.
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#
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# Covers:
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# A. the burner offers a "pause" action, and it is its PRIMARY one, so a
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# single tap on the context button toggles it rather than opening a menu
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# B. a running burner converts gas into energy
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# C. a paused one converts nothing, and keeps its gas
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# D. resuming converts again, and the fraction of a unit already worked
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# through is not thrown away
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# E. the button shows what it will DO - pause bars while running, a play
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# triangle while stopped
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var game_state: Node
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var main: Node
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var controller: Node
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var burner_id: int = 0
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var stage: int = 0
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var elapsed: float = 0.0
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var gas_at_pause: int = 0
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var energy_at_pause: int = 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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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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current_scene = main
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controller = main.get_node("BuildController")
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func _burner() -> Dictionary:
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return game_state.find_building(burner_id)
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func _stock(resource_type: String) -> int:
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return game_state.building_resource(burner_id, resource_type)
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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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if elapsed < 0.3:
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return false
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main.get_node("EnemySpawner").set_process(false)
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main.get_node("AsteroidField").set_process(false)
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# Through the FIELD, not GameState directly: place() both records
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# the building and spawns its node, and part E needs the node.
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main.get_node("BuildingField").place(GameState.BUILDING_GAS_BURNER,
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Vector2(600.0, 0.0))
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burner_id = int(game_state.buildings[0].id)
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game_state.building_inventory(burner_id).deposit(GameState.RESOURCE_GAS, 30)
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if _stock(GameState.RESOURCE_GAS) <= 0:
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return _fail("could not stock the burner with gas")
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# --- A. it offers pause, as its primary action ----------------
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var definition: Resource = load("res://buildings/BuildingDefinitions.gd") \
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.get_definition(GameState.BUILDING_GAS_BURNER)
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var visual: Node = definition.visual_scene.instantiate()
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var provider: Node = visual.get_node_or_null("ActionProvider")
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if provider == null:
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visual.free()
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return _fail("the gas burner visual has no ActionProvider")
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var actions: PackedStringArray = provider.actions
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visual.free()
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if not Array(actions).has("pause"):
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return _fail("the gas burner does not offer a pause action: %s" % str(actions))
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if String(actions[0]) != "pause":
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return _fail("pause is not the burner's primary action (%s comes first), so it would need a menu rather than one tap" % actions[0])
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print("gas burner offers pause as its primary action")
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stage = 1
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elapsed = 0.0
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return false
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1:
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# --- B. running, it converts ----------------------------------
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if elapsed < 1.5:
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return false
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if _stock(GameState.RESOURCE_ENERGY) <= 0:
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return _fail("a running burner made no energy in %.1fs" % elapsed)
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print("running: %d gas left, %d energy made" \
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% [_stock(GameState.RESOURCE_GAS), _stock(GameState.RESOURCE_ENERGY)])
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if game_state.is_building_paused(burner_id):
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return _fail("the burner started out paused")
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if not game_state.toggle_building_paused(burner_id):
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return _fail("toggling did not pause the burner")
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gas_at_pause = _stock(GameState.RESOURCE_GAS)
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energy_at_pause = _stock(GameState.RESOURCE_ENERGY)
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stage = 2
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elapsed = 0.0
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return false
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2:
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# --- C. paused, it does nothing -------------------------------
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if elapsed < 1.5:
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return false
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if _stock(GameState.RESOURCE_ENERGY) != energy_at_pause:
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return _fail("a paused burner made %d more energy" \
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% (_stock(GameState.RESOURCE_ENERGY) - energy_at_pause))
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if _stock(GameState.RESOURCE_GAS) != gas_at_pause:
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return _fail("a paused burner consumed %d gas" \
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% (gas_at_pause - _stock(GameState.RESOURCE_GAS)))
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print("paused for %.1fs: no gas burned, no energy made" % elapsed)
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# --- D. resuming works again ----------------------------------
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if game_state.toggle_building_paused(burner_id):
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return _fail("toggling a paused burner did not resume it")
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stage = 3
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elapsed = 0.0
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return false
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3:
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if elapsed < 1.5:
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return false
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if _stock(GameState.RESOURCE_ENERGY) <= energy_at_pause:
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return _fail("a resumed burner made no further energy")
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print("resumed: energy %d -> %d" \
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% [energy_at_pause, _stock(GameState.RESOURCE_ENERGY)])
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# --- E. the icon reports the action, not the state ------------
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var building: Node = _find_building_node()
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if building == null:
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return _fail("no Building node was spawned for the burner")
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var running_icon: int = controller._building_action_icon(building)
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game_state.set_building_paused(burner_id, true)
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var paused_icon: int = controller._building_action_icon(building)
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game_state.set_building_paused(burner_id, false)
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if running_icon != IconButton.Icon.PAUSE:
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return _fail("a running burner's button does not show the pause glyph")
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if paused_icon != IconButton.Icon.RESUME:
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return _fail("a paused burner's button does not show the resume glyph")
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print("button shows pause while running and resume while stopped")
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print("TEST_GAS_BURNER_PAUSE: PASS")
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quit(0)
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return true
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return false
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func _find_building_node() -> Node:
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for node in get_nodes_in_group("buildings"):
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if is_instance_valid(node) and int(node.building_id) == burner_id:
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return node
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return null
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func _fail(message: String) -> bool:
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print("TEST_GAS_BURNER_PAUSE: FAIL (%s)" % message)
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quit(1)
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return true
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