#74: RESEARCH_LAB_CHANCE raised from 0.08 to 0.16 - research points gate mid/late skill-tree nodes and vessel/lab research now (#63), so 0.08 was too scarce for how central they'd become to progression. #75: an extractor placed on a research_lab planet would sit on an empty resource id forever, since it yields nothing by design. Refused in BuildController's placement confirm, with the same "explain the refusal" idiom every other build gate uses. register_capture_points() gained an optional definition_id parameter so the refusal/reward logic can tell a research_lab planet apart without threading an extra argument through every existing caller. #76: conquering a research_lab awarded a research point with no on-screen acknowledgement beyond a HUD number the player has no reason to be watching at that exact moment. CaptureLabel's existing "CONQUERED" flash now names the reward directly on a research_lab. test_extractor_building.gd and test_planet_conquest_gate.gd both use a "first planet chunk found" scan with no regard for definition_id; in this world's fixed seed that chunk happens to be a research_lab, so #75's new gate started refusing their otherwise-unrelated extractor placement checks. Both now skip a research_lab chunk when picking their target, same as test_research_lab_extractor_gate.gd does on purpose for its own dedicated coverage of that refusal.
162 lines
6.2 KiB
GDScript
162 lines
6.2 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_planet_conquest_gate.gd
|
|
# Verifies:
|
|
# 1. GameState starts every planet unconquered, and register_capture_points
|
|
# is idempotent (a second call with the same total doesn't wipe progress)
|
|
# 2. mark_point_captured only conquers once every point is captured, and
|
|
# the planet_conquered signal fires exactly once
|
|
# 3. over an unconquered planet, the extractor build option is disabled,
|
|
# the info popup explains why, and confirming spends nothing and builds
|
|
# nothing
|
|
# 4. once conquered, the same build flow works and charges the cost
|
|
|
|
var main_scene: Node
|
|
var fleet: Node
|
|
var game_state: Node
|
|
var controller: Node
|
|
var button: IconButton
|
|
var popup: Control
|
|
var target_chunk: Vector2i
|
|
var stage: int = 0
|
|
var elapsed: float = 0.0
|
|
var conquered_signal_count: int = 0
|
|
|
|
|
|
func _initialize() -> void:
|
|
var found: bool = false
|
|
for x in range(-15, 15):
|
|
for y in range(-15, 15):
|
|
var chunk: Vector2i = Vector2i(x, y)
|
|
# #75: this test is about the conquest gate, not resource type -
|
|
# skip a research_lab specifically, since it yields nothing and
|
|
# is correctly refused regardless of conquest (see
|
|
# test_research_lab_extractor_gate.gd for that behaviour).
|
|
if WorldGen.has_planet_at_chunk(chunk) \
|
|
and WorldGen.planet_data_at_chunk(chunk).definition_id != "research_lab":
|
|
target_chunk = chunk
|
|
found = true
|
|
break
|
|
if found:
|
|
break
|
|
if not found:
|
|
return _fail("no planet chunk to test with")
|
|
|
|
game_state = root.get_node("GameState")
|
|
game_state.rocks = 200
|
|
game_state.buildings.clear()
|
|
game_state.extractors.clear()
|
|
game_state.planet_capture.clear()
|
|
game_state.reset_progression()
|
|
for node in GameState.SKILL_TREE:
|
|
game_state.unlocked.append(node.id)
|
|
|
|
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
|
|
|
|
# Unit-level checks on GameState itself, before any scene involvement.
|
|
if game_state.is_planet_conquered(target_planet_id):
|
|
return _fail("a fresh planet reported conquered")
|
|
game_state.register_capture_points(target_planet_id, 3)
|
|
game_state.mark_point_captured(target_planet_id, 0)
|
|
game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration
|
|
if game_state.captured_point_count(target_planet_id) != 1:
|
|
return _fail("re-registering wiped already-captured progress")
|
|
game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1)
|
|
game_state.mark_point_captured(target_planet_id, 1)
|
|
if game_state.is_planet_conquered(target_planet_id):
|
|
return _fail("conquered with points still missing")
|
|
game_state.mark_point_captured(target_planet_id, 2)
|
|
if not game_state.is_planet_conquered(target_planet_id):
|
|
return _fail("all points captured but planet not marked conquered")
|
|
# Marking an already-captured point again must not double-fire the signal.
|
|
game_state.mark_point_captured(target_planet_id, 2)
|
|
if conquered_signal_count != 1:
|
|
return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
|
|
|
|
# Reset conquest for the scene-level gate check below - this run tests
|
|
# the unconquered path first, then conquers it.
|
|
game_state.planet_capture.clear()
|
|
|
|
main_scene = load("res://Main.tscn").instantiate()
|
|
root.add_child(main_scene)
|
|
fleet = main_scene.get_node("Fleet")
|
|
controller = main_scene.get_node("BuildController")
|
|
button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
|
|
popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
elapsed += delta
|
|
match stage:
|
|
0:
|
|
main_scene.get_node("AsteroidField").set_process(false)
|
|
main_scene.get_node("EnemySpawner").set_process(false)
|
|
var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
|
|
for ship in fleet.ships:
|
|
ship.position = near
|
|
fleet.move_to(near)
|
|
elapsed = 0.0
|
|
stage = 1
|
|
return false
|
|
1:
|
|
var planet_field: Node = main_scene.get_node("PlanetField")
|
|
if elapsed < planet_field.check_interval + 0.2:
|
|
return false
|
|
if not planet_field.populated_chunks.has(target_chunk):
|
|
return _fail("planet never spawned")
|
|
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
|
|
for ship in fleet.ships:
|
|
ship.position = planet.position
|
|
fleet.move_to(planet.position)
|
|
elapsed = 0.0
|
|
stage = 2
|
|
return false
|
|
2:
|
|
if elapsed < 0.3:
|
|
return false
|
|
var planet_field: Node = main_scene.get_node("PlanetField")
|
|
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
|
|
|
|
controller._on_build_pressed()
|
|
if button.enabled:
|
|
return _fail("extractor option enabled over an unconquered planet")
|
|
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
|
|
var explains_capture: bool = popup.visible \
|
|
and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
|
|
var offered: bool = popup.get_node("Panel/BuildButton").visible
|
|
if not explains_capture or offered:
|
|
return _fail("unconquered popup did not explain itself, or offered a build")
|
|
var rocks_before: int = game_state.rocks
|
|
controller._confirm_build() # must do nothing even if somehow pressed
|
|
if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
|
|
return _fail("build proceeded over an unconquered planet")
|
|
popup.visible = false
|
|
|
|
# Now conquer it and confirm the same flow succeeds.
|
|
game_state.register_capture_points(planet.planet_id, 2)
|
|
game_state.mark_point_captured(planet.planet_id, 0)
|
|
game_state.mark_point_captured(planet.planet_id, 1)
|
|
|
|
controller._on_build_pressed()
|
|
if not button.enabled:
|
|
return _fail("extractor option stayed disabled after conquest")
|
|
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
|
|
if not popup.get_node("Panel/BuildButton").visible:
|
|
return _fail("conquered planet did not offer a build")
|
|
controller._confirm_build()
|
|
var built: bool = game_state.has_extractor_at(planet.planet_id)
|
|
var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
|
|
if not built or not charged:
|
|
return _fail("conquered planet did not build/charge correctly")
|
|
|
|
print("TEST_PLANET_CONQUEST_GATE: PASS")
|
|
quit(0)
|
|
return true
|
|
return false
|
|
|
|
|
|
func _fail(message: String) -> bool:
|
|
print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
|
|
quit(1)
|
|
return true
|