spaceship/tests/test_manual_supply_route.gd
Loïc Wisniewski 4c920f10b0 #157, #158, #159: pay from the hold you flew in, and nothing is exempt from coming down
#157 was already satisfied - second_hull is quest 7 and extractor is quest
11 - so this pins the property rather than adding a quest: nothing costing
more than a single hold may be asked for before the chain has grown the
fleet or taught banking. It fails if either is ever moved behind it.

#158 - a building's local costs may now be paid out of the fleet's hold.
#12 made production cost resources physically DELIVERED rather than money
out of the bank, and that stands: the bank is still not raided here. The
hold is simply the other place resources physically are, and making the
player park, open the transfer menu and move cargo across by hand was
ceremony rather than a decision.

But only WHERE THE FLEET IS, and that qualifier is the whole design. The
first draft had no range on it and test_manual_supply_route caught it
immediately: a crafter three thousand units away reached into the hold and
spent ore the player had just withdrawn to carry somewhere else - which is
exactly the complaint that got automatic banking removed in #24, arriving
from the other direction. The range is Building.interact_radius, the same
distance that decides whether the transfer button appears, so the rule is
not a hidden one: if you could hand the cargo over, the building can take
it.

#159 - the mothership floored at 1hp, so a battered one sat there reading as
dead and never exploded. That exemption existed to prevent a soft-lock, and
the soft-lock turns out not to exist: the bank is GameState.bank_inventory
and the hangar is stored_vessels, both of which outlive any building; the
mothership is the one structure research never gates; it costs exactly what
a single interceptor's hold carries; and ore comes from asteroids, which do
not run out. So the way back is always mine, fly, rebuild - and that is what
test_building_health now asserts, in place of the exemption that used to
stand in for it.
2026-08-29 15:51:34 +02:00

248 lines
9.3 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_manual_supply_route.gd
# Forgejo #17 (part 4 of #12): the player can supply a building by hand -
# withdraw banked ore into the fleet's hold at the mothership, fly it over,
# and have the building take it.
#
# This is what keeps the game unblockable. #16 lets an order queue waiting
# for ore, and until transporters exist (#19) there is otherwise no way to
# fulfil one - a player with a queued order and no Transport Hub would be
# stuck forever.
#
# Verifies:
# 1. withdrawing moves ore bank -> hold, and conserves the total
# 2. withdrawing is capped by what is actually banked (no overdraft)
# 3. arriving at the mothership does NOT bank the hold. It used to, edge
# triggered on arrival (#14); #24 removed that entirely, because an
# automatic one-way move overrides a player who has just loaded the
# hold in order to carry ore somewhere else
# 4. a building takes the fleet's whole hold when opened - and since #158
# it does not need to be asked: a queued order at a building the fleet
# is PARKED ON pays itself out of the hold, so the hand-off happens on
# arrival rather than through the transfer menu. The manual move still
# works and is still what stocks a building ahead of an order, which is
# checked separately here
# 5. end to end: a queued order the bank cannot reach is fulfilled using
# only the fleet, with no Transport Hub in existence
# 6. nothing is created or destroyed anywhere along the route
var game_state: Node
var scene: Node
var fleet: Node
var field: Node
var controller: Node
var crafter_id: int = 0
var mothership_id: int = 0
var stage: int = 0
var elapsed: float = 0.0
var ships_before: int = 0
var total_before: int = 0
const MOTHERSHIP_AT: Vector2 = Vector2(0.0, 0.0)
const CRAFTER_AT: Vector2 = Vector2(3000.0, 0.0)
func _total() -> int:
var sum: int = game_state.rocks + game_state.fleet_cargo
for b in game_state.buildings:
if b.type != GameState.BUILDING_MOTHERSHIP:
sum += game_state.building_resource(int(b.id), GameState.RESOURCE_ORE)
return sum
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.rocks = 40
game_state.fleet_cargo = 0
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
field = scene.get_node("BuildingField")
controller = scene.get_node("BuildController")
func _park_fleet_on(at: Vector2) -> void:
for ship in fleet.ships:
ship.position = at
fleet.move_to(at)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
_clear_hazards()
fleet.spawn_ships(2, MOTHERSHIP_AT)
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
mothership_id = int(game_state.buildings[-1].id)
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
crafter_id = int(game_state.buildings[-1].id)
total_before = _total()
_park_fleet_on(CRAFTER_AT)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
# --- 5. an order the crafter cannot pay for -----------------
ships_before = fleet.ships.size()
game_state.queue_order(crafter_id)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
if game_state.pending_orders(crafter_id) != 1:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (order did not queue)")
quit(1)
return true
# --- 1 + 2. withdraw at the mothership ----------------------
_park_fleet_on(MOTHERSHIP_AT)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.3:
return false
var bank_before: int = game_state.rocks
var took: int = game_state.transfer_to_fleet(mothership_id, GameState.SHIP_COST)
if took != GameState.SHIP_COST or game_state.fleet_cargo != GameState.SHIP_COST:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (withdrew %d into a hold of %d)" % [took, game_state.fleet_cargo])
quit(1)
return true
if game_state.rocks != bank_before - GameState.SHIP_COST:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (bank did not pay for the withdrawal)")
quit(1)
return true
print("withdrew %d at the mothership -> bank=%d hold=%d" % [
took, game_state.rocks, game_state.fleet_cargo
])
elapsed = 0.0
stage = 4
return false
4:
# --- 3. parked on the mothership, and arriving again --------
if elapsed < 0.5:
return false
if game_state.fleet_cargo != GameState.SHIP_COST:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (ore withdrawn while parked on the mothership was banked again by itself)")
quit(1)
return true
# Leaving and coming back is the case the old edge-triggered
# delivery fired on, so it is the one worth re-entering.
_park_fleet_on(CRAFTER_AT)
_park_fleet_on(MOTHERSHIP_AT)
if game_state.fleet_cargo != GameState.SHIP_COST:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (arriving at the mothership auto-banked the hold - #24 removed that)")
quit(1)
return true
print("hold kept its %d across an arrival (no auto-banking)" % game_state.fleet_cargo)
# --- 4. carry it to the crafter and open it -----------------
_park_fleet_on(CRAFTER_AT)
elapsed = 0.0
stage = 5
return false
5:
if elapsed < 0.6:
return false
# #158: parked on the crafter with the ore aboard, the queued
# order takes it - the flight IS the delivery now, and the hold
# is empty because it has been spent rather than because nothing
# happened.
if game_state.fleet_cargo != 0:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (parked on the crafter with %d still in the hold)" % game_state.fleet_cargo)
quit(1)
return true
# Orders run at build_time_scale 0.02 here, so by now it has not
# only started on the hold's ore but finished.
if game_state.pending_orders(crafter_id) != 0:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (the hold emptied but the order is still queued)")
quit(1)
return true
print("parked on the crafter: the queued order took the hold's %d itself" % GameState.SHIP_COST)
# ...and the manual move still works, which is what stocks a
# building AHEAD of an order rather than paying for one.
game_state.collect_cargo(4)
var moved: int = game_state.transfer_to_building(crafter_id, 4)
if moved != 4 or game_state.fleet_cargo != 0:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (hand-unloaded %d of 4, hold left at %d)" % [moved, game_state.fleet_cargo])
quit(1)
return true
print("and a hand transfer still moves %d into the crafter" % moved)
elapsed = 0.0
stage = 6
return false
6:
# Long enough for both construction and the physical delivery trip
# from this remote crafter to the mothership hangar.
var delivery_time: float = CRAFTER_AT.distance_to(MOTHERSHIP_AT) \
/ GameState.VESSEL_DELIVERY_SPEED
if elapsed < game_state.build_time(GameState.PRODUCT_SHIP) * 3.0 + delivery_time + 0.5:
return false
# --- 5. the queued order completed off the fleet's own ore ---
if game_state.pending_orders(crafter_id) != 0:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (order still queued after a hand delivery)")
quit(1)
return true
# Since #23 a finished vessel waits in the hangar rather than
# crewing itself, so this is where it lands.
if game_state.stored_vessels.size() != 1:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (no vessel built: %d in the hangar)" % game_state.stored_vessels.size())
quit(1)
return true
print("queued order fulfilled by hand, no transport hub: %d vessel in the hangar" % game_state.stored_vessels.size())
# --- 6. conservation ----------------------------------------
# The 4 mined above to exercise the hand transfer are still in
# the crafter's stock, so they are part of the total.
var expected: int = total_before - GameState.SHIP_COST + 4
if _total() != expected:
print("bank=%d hold=%d stocks total=%d, expected %d" % [
game_state.rocks, game_state.fleet_cargo, _total(), expected
])
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (ore created or destroyed along the route)")
quit(1)
return true
print("ore conserved: %d -> %d, exactly the %d the vessel cost" % [
total_before, _total(), GameState.SHIP_COST
])
# --- 2. no overdraft ----------------------------------------
game_state.rocks = 3
var over: int = game_state.transfer_to_fleet(mothership_id, 999)
if over != 3 or game_state.rocks != 0:
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (overdrew: took %d from a bank of 3, leaving %d)" % [over, game_state.rocks])
quit(1)
return true
print("withdrawing 999 from a bank of 3 took %d" % over)
print("TEST_MANUAL_SUPPLY_ROUTE: PASS")
quit(0)
return true
return false
func _clear_hazards() -> void:
# set_process(false) on AsteroidField only stops NEW chunks spawning -
# rocks already in the world keep drifting and can destroy a parked ship,
# which silently changes the fleet size this test asserts on. This is a
# logistics test, not a survival one.
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
for e in get_nodes_in_group("enemies"):
if is_instance_valid(e):
e.queue_free()