spaceship/tests/test_laser_vessel.gd
Loïc Wisniewski 2239235993 Aim the laser by depth, and ease the aim view
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 09:32:42 +02:00

300 lines
13 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_laser_vessel.gd
# Forgejo #58: a manually aimed instant beam, modelled closely on the gas
# bomber's press-drag-release skill shot (GasBombController/
# VesselGasBomberComponent) but firing the instant the touch releases -
# there is no projectile travel time to wait out.
#
# Covers:
# A. the control is absent with no laser ship in the fleet, and appears
# the moment one joins
# B. the beam damages every enemy along its line, within beam_half_width,
# and nothing off it or beyond its range
# C. cooldown is per SHIP, not per fleet: two laser ships fire two shots
# before the control disables (the exact bug fixed in eb79efd for
# bombers)
# D. the camera zooms out while aiming and restores afterward
var game_state: Node
var main: Node
var fleet: Node
var skill: Node
# Mirrors LaserController.BEAM_HALF_WIDTH's value rather than referencing
# the class constant directly - a bare ClassName.CONST reference elsewhere
# in a test script has been observed to corrupt method resolution for the
# WHOLE script. See tests/test_gas_bomber_cooldowns.gd's identical fix (#60).
const BEAM_HALF_WIDTH: float = 38.0
# Mirrored for the same reason, and it bites exactly as documented: a bare
# DRAG_RADIUS here made every method call in this script
# resolve against a plain Node2D.
const DRAG_RADIUS: float = 260.0
var on_line_enemies: Array = []
var off_line_enemy: Node
var beyond_range_enemy: Node
var first_shooter: Node2D
var second_shooter: Node2D
var stage: int = 0
var elapsed: float = 0.0
var original_zoom: float = 2.5
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.reset_progression()
# Direct unlock, same shortcut unlock_vessel() itself uses internally -
# this ticket is about the laser's own behaviour, not re-proving the
# ship-lab research flow (already covered generically elsewhere).
game_state.vessel_levels["unlock_laser"] = 1
# #61: shots draw energy from the fleet hold now - stock enough for two
# fires. Set BEFORE the first spawn_ships() call (inside Main.tscn's own
# _ready(), triggered by instantiate() below): the fleet hold has no
# capacity cap yet at this point (#56's cap is only computed once a
# fleet composition exists), so this deposit can't be clamped by the
# soon-to-exist all-laser fleet having zero "cargo" capability.
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 20)
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
skill = main.get_node("LaserController")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
# Asteroids are shootable now, and the laser and the bomb both
# sweep them alongside enemies - so whatever the field already
# spawned would be counted as a hit. Silencing the spawner is not
# enough; what it placed before that has to go too. Same
# clean-slate idiom as test_ship_lab.gd.
for hazard in get_nodes_in_group("asteroids"):
if is_instance_valid(hazard):
hazard.free()
# --- A. absent, then appears -------------------------------------
if main.get_node("UI/LaserButton").visible:
return _fail_now("laser control appeared without a laser ship")
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_LASER, GameState.VESSEL_LASER]))
main.get_node("Camera2D").zoom = Vector2(original_zoom, original_zoom)
skill._process(0.0)
if not main.get_node("UI/LaserButton").visible:
return _fail_now("a laser ship in the fleet did not reveal the laser control")
print("control hidden with no laser ship, visible once one joins")
# The beam fires FROM the specific ship LaserController picks, not
# the fleet centroid (same discrepancy GasBombController already
# has) - enemies are placed relative to that ship's own position,
# not the centroid, so a non-zero formation offset can't put them
# off the real beam line.
first_shooter = skill._next_ready_laser_ship()
if first_shooter == null:
return _fail_now("no laser ship is ready right after spawning")
if absf(first_shooter.get_component("laser").beam_range - 2900.0) > 0.1:
return _fail_now("laser ship beam range was not doubled to 2900")
# #201 tripled the beam's damage. Read off the COMPONENT rather
# than off the definition, so a stat that stops reaching the hull
# fails here instead of passing on the strength of its own file.
if first_shooter.get_component("laser").damage != 6:
return _fail_now("laser damage is %d, expected the tripled 6" \
% first_shooter.get_component("laser").damage)
var press := InputEventScreenTouch.new()
press.index = 7
var laser_button: Control = main.get_node("UI/LaserButton")
press.position = laser_button.global_position + laser_button.size * 0.5
press.pressed = true
main._handle_touch(press)
if not skill.aiming:
return _fail_now("laser control did not begin aiming")
# --- D. zoom-out while aiming --------------------------------
var drag := InputEventScreenDrag.new()
drag.index = 7
drag.position = press.position + Vector2(300.0, 0.0)
main._handle_drag(drag)
# The aim view eases to its framing rather than cutting to it, so
# the drag alone has not moved the camera yet.
if not is_equal_approx(main.get_node("Camera2D").zoom.x, original_zoom):
return _fail_now("the aim zoom jumped instead of easing")
for _step in range(40):
skill._process(0.05)
if main.get_node("Camera2D").zoom.x >= original_zoom:
return _fail_now("aiming did not zoom out")
print("aiming eased the camera out instead of cutting to it")
# #203: framed to twice the distance of the chosen target, so what
# stands behind it is on screen too. The drag above is horizontal,
# so the screen's narrow half is the binding one.
var half_screen: Vector2 = skill.get_viewport_rect().size * 0.5 \
- Vector2(54.0, 54.0)
var aimed_distance: float = skill._aim_origin().distance_to(skill.aim_target)
var framed: float = (aimed_distance * 2.0 + BEAM_HALF_WIDTH) \
* main.get_node("Camera2D").zoom.x
if framed > half_screen.x + 1.0:
return _fail_now("framed %.0fpx of aim on %.0fpx of screen" \
% [framed, half_screen.x])
print("aiming framed twice the distance to the target")
# --- B. targets: two on the line, one off it, one past range ---
for offset in [Vector2(200.0, 0.0), Vector2(500.0, 0.0)]:
var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
enemy.position = first_shooter.global_position + offset
main.add_child(enemy)
enemy.speed = 0.0
on_line_enemies.append(enemy)
off_line_enemy = load("res://enemies/Enemy.tscn").instantiate()
off_line_enemy.position = first_shooter.global_position \
+ Vector2(200.0, BEAM_HALF_WIDTH + 60.0)
main.add_child(off_line_enemy)
off_line_enemy.speed = 0.0
beyond_range_enemy = load("res://enemies/Enemy.tscn").instantiate()
beyond_range_enemy.position = first_shooter.global_position + Vector2(3400.0, 0.0)
main.add_child(beyond_range_enemy)
beyond_range_enemy.speed = 0.0
var release := InputEventScreenTouch.new()
release.index = 7
release.position = drag.position
release.pressed = false
main._handle_touch(release)
# Instant beam: the hit already landed by the time _handle_touch
# returns, no travel time to wait out like the bomb's projectile.
if skill.last_hit_count != 2:
return _fail_now("beam hit %d enemies, expected 2" % skill.last_hit_count)
for enemy in on_line_enemies:
if not is_instance_valid(enemy) or enemy.hp >= enemy.max_hp:
return _fail_now("an enemy on the beam line was not damaged")
if not is_instance_valid(off_line_enemy) or off_line_enemy.hp != off_line_enemy.max_hp:
return _fail_now("the beam damaged an enemy off its line")
if not is_instance_valid(beyond_range_enemy) or beyond_range_enemy.hp != beyond_range_enemy.max_hp:
return _fail_now("the beam damaged an enemy beyond its range")
print("beam damaged exactly the 2 enemies on its line within range")
# --- C. cooldown is per ship, not per fleet ---------------------
if not main.get_node("UI/LaserButton").enabled:
return _fail_now("firing one laser ship disabled the control with a second ship still ready")
print("one ship fired; control stays enabled with the second ready")
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.3:
return false
second_shooter = skill._next_ready_laser_ship()
if second_shooter == null or second_shooter == first_shooter:
return _fail_now("the second shot was not offered to the other ship")
var press2 := InputEventScreenTouch.new()
press2.index = 8
var laser_button: Control = main.get_node("UI/LaserButton")
press2.position = laser_button.global_position + laser_button.size * 0.5
press2.pressed = true
main._handle_touch(press2)
if not skill.aiming:
return _fail_now("laser control did not re-open aiming for the second shot")
var drag2 := InputEventScreenDrag.new()
drag2.index = 8
drag2.position = press2.position + Vector2(0.0, 300.0)
main._handle_drag(drag2)
var release2 := InputEventScreenTouch.new()
release2.index = 8
release2.position = drag2.position
release2.pressed = false
main._handle_touch(release2)
if main.get_node("UI/LaserButton").enabled:
return _fail_now("both laser ships fired but the control is still enabled")
print("second shot fired from the other ship - two ships, two shots, now disabled")
stage = 2
elapsed = 0.0
return false
2:
# --- D continued: zoom restores after aiming ends ---------------
if elapsed < 1.0:
return false
if absf(main.get_node("Camera2D").zoom.x - original_zoom) > 0.03:
return _fail_now("camera did not restore its pre-aim zoom")
print("camera zoom restored")
# --- E. #201: the beam gets ordinary fire's aim helper ----------
# Checked on the resolution itself rather than by firing again:
# both hulls are still cooling down, and what the ticket asks for
# is exactly that a drag resolves onto a nearby enemy.
for spent in on_line_enemies + [off_line_enemy, beyond_range_enemy]:
if is_instance_valid(spent):
spent.free()
var origin: Vector2 = skill._aim_origin()
var in_cone: Node = load("res://enemies/Enemy.tscn").instantiate()
in_cone.position = origin + Vector2(800.0, 0.0).rotated(deg_to_rad(20.0))
main.add_child(in_cone)
in_cone.speed = 0.0
# Nearer than the one in the cone, and deliberately outside it:
# the assist must not treat "closest" as "aimed at".
var out_of_cone: Node = load("res://enemies/Enemy.tscn").instantiate()
out_of_cone.position = origin + Vector2(600.0, 0.0).rotated(deg_to_rad(60.0))
main.add_child(out_of_cone)
out_of_cone.speed = 0.0
var assisted: Vector2 = skill._calculate_aim_target(Vector2(300.0, 0.0), origin)
if assisted.distance_to(in_cone.global_position) > 1.0:
return _fail_now("a drag past an enemy inside the assist cone did not snap onto it")
print("aiming snapped onto the enemy inside the assist cone")
in_cone.free()
var unassisted: Vector2 = skill._calculate_aim_target(Vector2(300.0, 0.0), origin)
if unassisted.distance_to(origin + Vector2(2900.0, 0.0)) > 1.0:
return _fail_now("the aim bent toward an enemy outside the assist cone")
print("an enemy outside the cone left the aim where it was pointed")
# --- F. the drag names a DEPTH, so the aim can reach past a
# nearer target instead of always settling on the closest one.
var near_enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
near_enemy.position = origin + Vector2(700.0, 0.0)
main.add_child(near_enemy)
near_enemy.speed = 0.0
# Further out and off to one side, but still inside the assist
# cone: without depth this one is unreachable, because the nearer
# enemy wins the cone every time.
var far_enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
far_enemy.position = origin + Vector2(2000.0, 0.0).rotated(deg_to_rad(10.0))
main.add_child(far_enemy)
far_enemy.speed = 0.0
var near_drag := Vector2(700.0 / 2900.0 * DRAG_RADIUS, 0.0)
var near_pick: Vector2 = skill._calculate_aim_target(near_drag, origin)
if near_pick.distance_to(near_enemy.global_position) > 1.0:
return _fail_now("a short drag did not settle on the nearer enemy")
var far_drag := Vector2(2000.0 / 2900.0 * DRAG_RADIUS, 0.0) \
.rotated(deg_to_rad(10.0))
var far_pick: Vector2 = skill._calculate_aim_target(far_drag, origin)
if far_pick.distance_to(far_enemy.global_position) > 1.0:
return _fail_now("dragging further did not reach past the nearer enemy")
print("drag depth selects between a near and a far target in the same cone")
print("TEST_LASER_VESSEL: PASS")
quit(0)
return true
return false
func _fail_now(message: String) -> bool:
print("TEST_LASER_VESSEL: FAIL (%s)" % message)
quit(1)
return true