spaceship/tests/test_planet_spawning.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

105 lines
2.9 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_spawning.gd
# Verifies PlanetField spawns a planet once the fleet enters a chunk where
# WorldGen says one belongs, and despawns it again once the fleet moves
# far enough away - mirrors test_asteroid_spawning.gd's lifecycle check.
var main_scene: Node
var fleet: Node
var planet_field: Node
var target_chunk: Vector2i
var spawned_planet: Node = null
var elapsed: float = 0.0
var stage: int = 0
var ok: bool = true
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)
if WorldGen.has_planet_at_chunk(chunk):
target_chunk = chunk
found = true
break
if found:
break
if not found:
print("FAIL: could not find any chunk with a planet to test with")
quit(1)
return
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
var target_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = target_pos
fleet.move_to(target_pos)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < planet_field.check_interval + 0.1:
return false
_check_spawned()
elapsed = 0.0
stage = 2
return false
2:
var far_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2(50000, 50000)
for ship in fleet.ships:
ship.position = far_pos
fleet.move_to(far_pos)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < planet_field.check_interval + 0.1:
return false
_check_despawned()
return true
return false
func _check_spawned() -> void:
var has_chunk: bool = planet_field.populated_chunks.has(target_chunk)
if not has_chunk:
ok = false
print("FAIL: target_chunk %s not populated after check_interval" % target_chunk)
return
var planets: Array = planet_field.populated_chunks[target_chunk]
spawned_planet = planets[0] if planets.size() > 0 else null
var count_ok: bool = planets.size() == 1
var name_ok: bool = spawned_planet != null and spawned_planet.planet_name != ""
ok = ok and count_ok and name_ok
print("spawned_count=%d name_ok=%s planet_name=%s" % [planets.size(), name_ok, spawned_planet.planet_name if spawned_planet else "<none>"])
func _check_despawned() -> void:
var chunk_removed: bool = not planet_field.populated_chunks.has(target_chunk)
var freed: bool = spawned_planet == null or not is_instance_valid(spawned_planet)
ok = ok and chunk_removed and freed
print("chunk_removed=%s freed=%s" % [chunk_removed, freed])
if ok:
print("TEST_PLANET_SPAWNING: PASS")
quit(0)
else:
print("TEST_PLANET_SPAWNING: FAIL")
quit(1)