spaceship/tests/test_black_hole.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
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>
2026-08-21 19:44:14 +02:00

222 lines
9.9 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_black_hole.gd
# Forgejo #55: a rare landable body yielding dark matter, obtainable only
# through an extractor - never a surface pickup.
#
# Covers:
# A. WorldGen.planet_data_at_chunk() is a pure, deterministic function of
# chunk coordinates, and black holes are noticeably rarer than gas
# giants across a wide scan
# B. dark matter is fully generic - in resource_types(), its own
# ResourceDefinition/glyph/colour, distinct from every other resource
# C. landing on a black hole spawns no resource provider and no capture
# points at all (void's features_scene is null, and it has no
# authored PlanetSetup) - yet the planet is immediately conquered
# (register_capture_points treats zero required points as vacuous),
# so an extractor is buildable there right away
# D. an extractor on a black hole mines dark matter locally exactly like
# any other extractor, and a hub transporter banks it through the
# normal collection path with no black-hole-specific code
var game_state: Node
var stage: int = 0
var elapsed: float = 0.0
var scene: Node
var extractor_index: int = 0
var load_limit: int = 0
var baseline: Dictionary = {}
const BLACK_HOLE_AT := Vector2(500.0, 0.0)
const MOTHERSHIP_AT := Vector2.ZERO
const HUB_AT := Vector2(150.0, 0.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
# --- A. deterministic and rare -----------------------------------------
var black_hole_count: int = 0
var gas_giant_count: int = 0
var total_planets: int = 0
for x in range(-40, 40):
for y in range(-40, 40):
var chunk: Vector2i = Vector2i(x, y)
if not WorldGen.has_planet_at_chunk(chunk):
continue
total_planets += 1
var first: Dictionary = WorldGen.planet_data_at_chunk(chunk)
var second: Dictionary = WorldGen.planet_data_at_chunk(chunk)
if first.definition_id != second.definition_id or first.local_pos != second.local_pos \
or first.shape_seed != second.shape_seed or first.name != second.name:
_fail("planet_data_at_chunk(%s) is not deterministic" % chunk)
return
if first.definition_id == "black_hole":
black_hole_count += 1
elif first.definition_id == "gas_giant":
gas_giant_count += 1
print("scanned %d planet chunks: %d black holes, %d gas giants" % [
total_planets, black_hole_count, gas_giant_count
])
if black_hole_count == 0:
_fail("no black holes generated across a wide scan - the rare outcome never fires")
return
if black_hole_count >= gas_giant_count:
_fail("black holes (%d) are not rarer than gas giants (%d)" % [black_hole_count, gas_giant_count])
return
# --- B. dark matter is fully generic -----------------------------------
if not game_state.resource_types().has(GameState.RESOURCE_DARK_MATTER):
_fail("dark_matter is not in resource_types() - every resource menu would miss it")
return
var definition: Resource = game_state.resource_definition(GameState.RESOURCE_DARK_MATTER)
if definition == null or definition.glyph_scene == null:
_fail("dark_matter has no ResourceDefinition or glyph_scene")
return
var dm_color: Color = game_state.resource_color(GameState.RESOURCE_DARK_MATTER)
for other in [GameState.RESOURCE_ORE, GameState.RESOURCE_GAS, GameState.RESOURCE_ENERGY]:
if dm_color == game_state.resource_color(other):
_fail("dark_matter shares a colour with %s" % other)
return
print("dark matter is generic: in resource_types(), own definition, own colour %s" % dm_color)
# --- structural: the black hole definition itself -----------------------
var black_hole_def: Resource = load("res://planets/PlanetDefinitions.gd").get_definition("black_hole")
if black_hole_def.resource_id != "dark_matter":
_fail("black_hole planet's resource_id is '%s', expected 'dark_matter'" % black_hole_def.resource_id)
return
if black_hole_def.surface_profile_id != "void":
_fail("black_hole planet's surface_profile_id is '%s', expected 'void'" % black_hole_def.surface_profile_id)
return
var void_profile: Resource = load("res://surface/PlanetSurfaceProfiles.gd").get_profile("void")
if void_profile.features_scene != null:
_fail("void surface profile has a features_scene - dark matter must never be a surface pickup")
return
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.planet_capture.clear()
game_state.planet_id = "test_black_hole"
game_state.planet_name = "Event Zero"
game_state.planet_definition_id = "black_hole"
scene = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(scene)
current_scene = scene
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# --- C. no resource provider, no capture points, yet conquered ---
if elapsed < 0.3:
return false
# What must never appear is a RESOURCE PROVIDER - dark matter is
# not a surface pickup, which is this test's actual subject and is
# guaranteed above by void's features_scene being null.
#
# This used to demand zero children outright, which quietly assumed
# nobody would ever author a PlanetSetup for the void profile. That
# is a fact about the content folder, not a rule about black holes,
# and it stopped being true the moment someone saved a map under
# the void profile in the editor. An authored setup here is legal;
# a resource provider is not.
var feature_host: Node = scene.get_node("SurfaceFeatures")
for child in feature_host.get_children():
if not child.has_method("apply_setup"):
return _fail("black hole surface spawned %s under SurfaceFeatures - only an authored PlanetSetupHost belongs here" % child.name)
# Through the autoload NODE, not the bare GameState identifier: a
# global class-name lookup inside a -s entry-point script is
# resolved at compile time, before autoloads are registered. Same
# hazard the header of test_planet_setups.gd documents.
if not game_state.is_planet_conquered(game_state.planet_id) \
and int(game_state.total_capture_points(game_state.planet_id)) == 0:
return _fail("a black hole with no capture points required is not marked conquered")
print("no resource provider; %d authored feature host(s)" % feature_host.get_child_count())
# Snapshot rather than assert > 0: bank_inventory starts with 500
# ore by default (a fresh game's starting stock), unrelated to
# this planet - "nothing was picked up" has to mean "unchanged",
# not "still zero".
for resource_type in game_state.resource_types():
baseline[resource_type] = game_state.banked_resource(resource_type) + game_state.fleet_resource(resource_type)
var fleet: Node = scene.get_node("Fleet")
for ship in fleet.ships:
ship.position += Vector2(300.0, 200.0)
fleet.move_to(fleet.get_centroid())
elapsed = 0.0
stage = 1
return false
1:
# --- C continued: flying around picks up nothing, ever -----------
if elapsed < 2.0:
return false
for resource_type in game_state.resource_types():
var total: int = game_state.banked_resource(resource_type) + game_state.fleet_resource(resource_type)
if total != baseline.get(resource_type, 0):
return _fail("something (%s) was picked up over a black hole surface" % resource_type)
print("flew around for %.1fs, nothing picked up" % elapsed)
# --- D: extractor mining + transporter banking --------------------
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
game_state.add_extractor("Event Zero", BLACK_HOLE_AT, GameState.RESOURCE_DARK_MATTER, "test_black_hole_extractor")
extractor_index = game_state.extractor_index_at("test_black_hole_extractor")
if extractor_index < 0:
return _fail("add_extractor did not register the black hole extractor")
load_limit = game_state.transporter_load_limit()
elapsed = 0.0
stage = 2
return false
2:
# Mining is local, exactly like ore - no black-hole-specific code.
# DERIVED from the extraction rate, not a fixed 1.2s. That was
# long enough only while an extractor produced 2 a second; the
# rate has since been quartered, and a wait tuned to the old one
# reported a broken extractor that was working perfectly. What is
# under test is that dark matter accumulates LOCALLY rather than
# banking itself - not how quickly it arrives.
if elapsed < 1.0 / GameState.EXTRACTOR_RATE + 0.4:
return false
var mined: int = game_state.extractor_resource(extractor_index, GameState.RESOURCE_DARK_MATTER)
if mined <= 0:
return _fail("extractor mined no dark matter locally after %.1fs" % elapsed)
print("extractor mined %d dark matter locally, bank still %d" % [
mined, game_state.banked_resource(GameState.RESOURCE_DARK_MATTER)
])
# Force a full load directly (bypasses waiting out the real
# mining rate for the rest) so the transporter pickup dispatch
# fires without a long extra wait.
game_state.extractors[extractor_index].inventory.set_amount(GameState.RESOURCE_DARK_MATTER, load_limit)
elapsed = 0.0
stage = 3
return false
3:
# --- a transporter collects the full load and banks it -----------
if game_state.banked_resource(GameState.RESOURCE_DARK_MATTER) >= load_limit:
print("transporter banked %d dark matter" % game_state.banked_resource(GameState.RESOURCE_DARK_MATTER))
print("TEST_BLACK_HOLE: PASS")
quit(0)
return true
if elapsed > 10.0:
return _fail("dark matter was never collected to the bank (extractor=%d bank=%d)" % [
game_state.extractor_resource(extractor_index, GameState.RESOURCE_DARK_MATTER),
game_state.banked_resource(GameState.RESOURCE_DARK_MATTER),
])
return false
return false
func _fail(message: String) -> bool:
print("TEST_BLACK_HOLE: FAIL (%s)" % message)
quit(1)
return true