spaceship/tests/test_transport_hub_building.gd
Loïc Wisniewski 265e121cb0 Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.

Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.

#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 19:09:35 +02:00

187 lines
7.3 KiB
GDScript

extends SceneTree
const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
# Headless gameplay test: run with
# godot --headless -s res://tests/test_transport_hub_building.gd
# Forgejo #18 (part 5 of #12): the Transport Hub is a placeable building of
# its own. Only the building here - the vessels that do the hauling are #19.
#
# Verifies:
# 1. it is gated behind its research node, like every other structure
# 2. researching it makes it buildable, and placing it charges its cost
# 3. it is drawn as ITSELF, not as the crafter - Building._draw()'s match
# has a catch-all that renders anything unrecognised as a ship crafter,
# so a missing case is silent and looks almost right
# 4. its geometry is rasterised ONCE however long it animates (#10), and
# its stationed transports really do move
# 5. it has its own build-menu icon and its own map marker rather than
# borrowing another building's - the menu was once unreadable because
# two buildings shared a glyph
var game_state: Node
var scene: Node
var field: Node
var controller: Node
var map_content: Node2D
var hub_building: Node2D
var hub: Node2D
var stage: int = 0
var elapsed: float = 0.0
var spin_at_start: float = 0.0
const HUB_AT: Vector2 = Vector2(700.0, 0.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.rocks = 500
game_state.fleet_cargo = 0
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
field = scene.get_node("BuildingField")
controller = scene.get_node("BuildController")
map_content = scene.get_node("UI/WorldMap/MapContent")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# --- 1. locked until researched ------------------------------
if game_state.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB):
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (buildable with no research at all)")
quit(1)
return true
var gate: String = game_state.research_for_building(GameState.BUILDING_TRANSPORT_HUB)
if gate == "":
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (no research node gates it)")
quit(1)
return true
print("locked behind research: '%s'" % gate)
# --- 5. its own icon, distinct from every other building -----
var icons: Dictionary = {}
for type in [GameState.BUILDING_MOTHERSHIP, GameState.BUILDING_SHIP_CRAFTER,
GameState.BUILDING_COMMAND_CENTER, GameState.BUILDING_TRANSPORT_HUB]:
var icon: int = BUILDING_DEFINITIONS.get_definition(type).action_icon
if icons.has(icon):
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (%s and %s share an icon)" % [type, icons[icon]])
quit(1)
return true
icons[icon] = type
print("action icons distinct across %d buildings" % icons.size())
# --- 2. research it, then build it ---------------------------
game_state.unlocked = ["shipyards", "logistics", "freight"]
if not game_state.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB):
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (still locked after researching '%s')" % gate)
quit(1)
return true
var hub_cost: int = int(game_state.building_costs(GameState.BUILDING_TRANSPORT_HUB)[GameState.RESOURCE_ORE])
var before: int = game_state.rocks
field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
game_state.spend(controller.cost_of(GameState.BUILDING_TRANSPORT_HUB))
if game_state.rocks != before - hub_cost:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (cost %d charged, expected %d)" % [
before - game_state.rocks, hub_cost
])
quit(1)
return true
print("researched and placed for %d ore" % hub_cost)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
for b in field.spawned:
if is_instance_valid(b) and b.building_type == GameState.BUILDING_TRANSPORT_HUB:
hub_building = b
hub = b.visual
if hub == null:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (never spawned)")
quit(1)
return true
# #216 gave the hub one action, and only one: saying how many
# transporters to keep here. Its ROUTES are still automatic -
# there is nothing to hand-carry - so a transfer action would put
# back exactly what this check was written to keep out.
if hub_building.available_actions() != PackedStringArray(["staff"]):
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (offers %s, expected only the crew menu)" \
% [hub_building.available_actions()])
quit(1)
return true
for ship in scene.get_node("Fleet").ships:
ship.position = HUB_AT
scene.get_node("Fleet").move_to(HUB_AT)
# --- 3. drawn as itself, not via the crafter catch-all -------
# _hub_traffic only exists if _ready() took the transport-hub
# branch; a missing case falls through to the crafter and would
# leave it null while still rendering something plausible.
if hub._hub_traffic == null:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (rendered through the crafter catch-all, not as a hub)")
quit(1)
return true
# --- 5. its own map marker ----------------------------------
var markers: Array = map_content.building_markers()
var found: bool = false
for m in markers:
if m.type == GameState.BUILDING_TRANSPORT_HUB:
found = true
if m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_SHIP_CRAFTER).map_color \
or m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_MOTHERSHIP).map_color \
or m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_COMMAND_CENTER).map_color:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (map marker reuses another building's colour)")
quit(1)
return true
if not found:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (no map marker - see #11)")
quit(1)
return true
print("has its own map marker")
spin_at_start = hub._hub_traffic.rotation
elapsed = 0.0
stage = 2
return false
2:
# --- 4. animates without ever redrawing (#10) ----------------
if elapsed < 2.0:
return false
# #216 gave the hub one button - how many transporters to keep
# here. The TRANSFER button stays absent: its routes are still
# automatic, and hand-carrying to a hub is what this check was
# written to keep out.
if controller.current_building != hub_building \
or not controller.action_button.visible \
or controller.transfer_button.visible:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (hub context current=%s expected=%s action=%s transfer=%s)" % [
controller.current_building, hub_building, controller.action_button.visible,
controller.transfer_button.visible,
])
quit(1)
return true
print("rasterisations after %.1fs: %d" % [elapsed, hub.draw_count])
if hub.draw_count != 1:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (redrew its geometry %d times to animate)" % hub.draw_count)
quit(1)
return true
var spun: float = absf(hub._hub_traffic.rotation - spin_at_start)
print("stationed transports turned %.3f rad" % spun)
if spun < 0.05:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (nothing moved - a frozen hub trivially passes the redraw check)")
quit(1)
return true
print("TEST_TRANSPORT_HUB_BUILDING: PASS")
quit(0)
return true
return false