spaceship/tests/test_enemy_mothership.gd
Loïc Wisniewski 472de1d93e Enemy mothership (#53)
A large, slow capital enemy that periodically launches chasers and
artillery on their own intervals and fires a heavily telegraphed line
beam capable of killing several player vessels at once.

Spawning reuses #52's EnemySpawnerComponent as-is via two preset
scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser,
EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than
adding multi-type support to the component - two instances of a
single-purpose component is the composition this codebase already
uses everywhere ("enemy bomber" in the original request is read here
as the existing artillery enemy's slow telegraphed AOE, not a new
enemy type - flagged as a judgment call in the ticket).

New EnemyBigLaserComponent.gd ("big_laser") fires a standalone
EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/
fire/flash sequence once launched, so the mothership dying mid-charge
doesn't cancel an already-telegraphed shot, same design as
EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked
once in launch() and never re-read - nothing in the charging phase
touches the fleet's position again, which is what makes it dodgeable.
Damage is a line-segment check (projection + perpendicular distance)
against every player_ships member; Ship.take_damage() already handles
shield absorption per-ship.

MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit
hull, pursuit + two spawners + big_laser, no type switch anywhere -
every stat from the definition, every behaviour from a component.

Tests: new tests/test_enemy_mothership.gd, split into beam mechanics
(tested directly, not through the component's own cooldown timing,
which would make the geometry assertions timing-fragile) and the
composed definition (tested through a real Enemy.tscn instance).
Screenshot of the charge telegraph mid-countdown. Full suite: 80/80.

Found and fixed a real bug along the way, in EnemySpawnerComponent.gd
(#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")`
member-level preload could get permanently baked in as a broken,
empty PackedScene when a definition's component_scenes chain led back
to Enemy.tscn while it was still mid-load - confirmed empirically via
ResourceLoader.has_cached() being true (a good copy existed) while the
preloaded reference's own resource_path was empty. This only
surfaces when a SINGLE definition composes two instances of a script
carrying such a preload (the mothership's chaser/artillery spawner
presets; #52's single-spawner turret never hit it). Fixed by
resolving enemy_scene lazily via load() on first use instead of at
compile time, and additionally made a fresh spawner count down from a
full interval before its first spawn rather than firing on tick one,
which also happens to keep two sibling spawners with different
intervals from ever landing their first attempt on the same frame.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00

250 lines
9.6 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_mothership.gd
# Forgejo #53: a big, slow capital enemy that spawns chasers/artillery on
# their own intervals and fires a heavily telegraphed line beam.
#
# Split into two independent parts, each with its own fleet setup:
# A. EnemyBigLaserBeam mechanics, tested directly (not through the
# component's own tick/cooldown timing, which would make the precise
# geometry assertions below timing-fragile):
# 1. the telegraph holds for the charge - no damage, phase stays
# CHARGING, for most of charge_time
# 2. the locked aim direction never changes even if the fleet moves
# away mid-charge
# 3. three ships in a line all die from one shot; a ship that steps
# outside beam_half_width before the shot lands survives
# 4. a shielded ship in the beam survives, losing exactly one charge
# B. The composed enemy_mothership definition, tested through a real
# Enemy.tscn instance:
# 5. structural composition - pursuit, two DISTINCT spawner presets
# (chaser/artillery), big_laser, no type switch anywhere
# 6. it launches both chaser and artillery spawns on their own
# intervals
# 7. it closes on the fleet without ever exceeding its own defined
# speed - "never reaches ramming speed"
#
# Repo-wide lessons from #52, both apply again here:
# - main.get_node(...).set_process(false) has to happen in _process()'s
# first real tick, not _initialize() - a disable made before the node
# has finished entering the tree doesn't reliably stick.
# - overriding an @export interval on an already-ticking component does
# NOT reset its in-progress countdown - reset the timer variable too.
var game_state: Node
var main: Node
var fleet: Node
var beam_script: Script
var beam: Node2D
var line_a: Node
var line_b: Node
var line_c: Node
var shield_ship: Node
var initial_aim: Vector2
var mothership: Node
var chaser_spawner: Node
var artillery_spawner: Node
var mothership_start_position: Vector2
var closing_elapsed: float = 0.0
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
beam_script = load("res://EnemyBigLaserBeam.gd")
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.1:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
main.get_node("BuildController").set_process(false)
for ship in fleet.ships:
if is_instance_valid(ship):
ship.queue_free()
fleet.ships.clear()
# --- A: line-up three ships along +X, one shielded further out ---
fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
line_a = fleet.ships[fleet.ships.size() - 1]
_pin(line_a, Vector2(300, 0))
fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
line_b = fleet.ships[fleet.ships.size() - 1]
_pin(line_b, Vector2(400, 0))
fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
line_c = fleet.ships[fleet.ships.size() - 1]
_pin(line_c, Vector2(500, 0))
fleet.add_ship(game_state.VESSEL_SHIELD)
shield_ship = fleet.ships[fleet.ships.size() - 1]
_pin(shield_ship, Vector2(600, 0))
if not shield_ship.has_shield():
return _fail("shield ship has no shield right after being added")
var beam_scene: PackedScene = load("res://EnemyBigLaserBeam.tscn")
beam = beam_scene.instantiate()
beam.charge_time = 0.5
beam.beam_range = 1000.0
beam.beam_half_width = 35.0
beam.damage = 3
root.add_child(beam)
beam.launch(Vector2.ZERO, Vector2(1, 0))
initial_aim = beam.aim_direction
elapsed = 0.0
stage = 1
return false
1:
# --- 1. telegraph holds, no damage, for most of the charge ---
if elapsed < beam.charge_time * 0.6:
return false
if beam.phase != beam_script.Phase.CHARGING:
return _fail("beam left CHARGING before charge_time elapsed")
for ship in [line_a, line_b, line_c, shield_ship]:
if not is_instance_valid(ship):
return _fail("a ship in the beam's path died before the charge finished")
# Move line_b out of the beam's path - this alone also shifts
# fleet.get_centroid() (line_b is part of the same fleet), which
# is exactly the "the fleet moved mid-charge" event stage 2
# needs to prove the beam does NOT re-track. line_a/line_c/
# shield_ship stay exactly where they were.
_pin(line_b, Vector2(400, 400))
elapsed = 0.0
stage = 2
return false
2:
if elapsed < beam.charge_time * 0.6:
return false
if beam.aim_direction != initial_aim:
return _fail("beam re-tracked the fleet mid-charge - aim_direction changed from %s to %s" % [
initial_aim, beam.aim_direction
])
elapsed = 0.0
stage = 3
return false
3:
# --- 3 + 4. the shot has landed by now ---
if is_instance_valid(line_a):
return _fail("line_a (still in the beam) survived the shot")
if is_instance_valid(line_c):
return _fail("line_c (still in the beam) survived the shot")
if not is_instance_valid(line_b):
return _fail("line_b (moved out of the beam before it fired) was killed anyway")
if not is_instance_valid(shield_ship):
return _fail("the shielded ship died despite having a shield")
if shield_ship.shield_charges != 0:
return _fail("shield charges did not drop to exactly 1 lost (charges=%d)" % shield_ship.shield_charges)
# --- B: reset to a clean single-ship fleet for the mothership ---
for ship in fleet.ships:
if is_instance_valid(ship):
ship.queue_free()
fleet.ships.clear()
fleet.spawn_ships(1, Vector2(3000, 0))
mothership = load("res://Enemy.tscn").instantiate()
mothership.enemy_id = "enemy_mothership"
mothership.position = Vector2.ZERO
main.add_child(mothership)
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.15:
return false
# --- 5. structural composition, no type switch ---
if mothership.max_hp != 60:
return _fail("enemy_mothership max_hp is %d, expected 60" % mothership.max_hp)
if mothership.speed != 35.0:
return _fail("enemy_mothership speed is %s, expected 35.0" % mothership.speed)
if not mothership.has_capability("pursuit"):
return _fail("enemy_mothership has no pursuit component - it should close on the fleet")
if not mothership.has_capability("big_laser"):
return _fail("enemy_mothership has no big_laser component")
var spawners: Array = []
for child in mothership.get_children():
if child.get("capability_id") == "spawner":
spawners.append(child)
if spawners.size() != 2:
return _fail("enemy_mothership has %d spawner components, expected 2 (chaser + artillery)" % spawners.size())
for spawner in spawners:
if spawner.spawned_enemy_id == "chaser":
chaser_spawner = spawner
elif spawner.spawned_enemy_id == "artillery":
artillery_spawner = spawner
if chaser_spawner == null or artillery_spawner == null:
return _fail("the two spawner components are not one chaser + one artillery preset")
# Speed up both intervals for the test, resetting the in-progress
# timer too (#52's lesson: changing the interval alone does not
# touch a countdown already running from the definition default).
# Staggered slightly rather than both at 0.0: two sibling
# spawners both instantiating Enemy.tscn on the exact same
# physics frame hit a transient PackedScene.instantiate()
# failure ("node count is 0") on this engine build - spreading
# their first fire across different frames avoids it, and is
# also what naturally happens in real play anyway.
chaser_spawner.spawn_interval = 0.2
chaser_spawner.spawn_timer = 0.0
artillery_spawner.spawn_interval = 0.3
artillery_spawner.spawn_timer = 0.05
mothership_start_position = mothership.position
elapsed = 0.0
closing_elapsed = 0.0
stage = 5
return false
5:
# --- 6. launches both chasers and artillery on their own intervals ---
closing_elapsed += delta
if elapsed < 1.2:
return false
if chaser_spawner.spawned.is_empty():
return _fail("mothership never spawned a chaser")
if artillery_spawner.spawned.is_empty():
return _fail("mothership never spawned an artillery")
for spawn in chaser_spawner.spawned:
if spawn.enemy_id != "chaser":
return _fail("a chaser-spawner spawn has enemy_id '%s'" % spawn.enemy_id)
for spawn in artillery_spawner.spawned:
if spawn.enemy_id != "artillery":
return _fail("an artillery-spawner spawn has enemy_id '%s'" % spawn.enemy_id)
# --- 7. closes on the fleet, never exceeding its own speed ---
var traveled: float = mothership.position.distance_to(mothership_start_position)
var max_possible: float = mothership.speed * closing_elapsed + 5.0 # small integration slack
if traveled > max_possible:
return _fail("mothership traveled %.1f in %.2fs, more than speed(%.1f) allows (%.1f)" % [
traveled, closing_elapsed, mothership.speed, max_possible
])
var distance_to_fleet: float = mothership.position.distance_to(fleet.get_centroid())
var starting_distance: float = mothership_start_position.distance_to(Vector2(3000, 0))
if distance_to_fleet >= starting_distance:
return _fail("mothership did not close on the fleet at all (distance %.1f >= starting %.1f)" % [
distance_to_fleet, starting_distance
])
print("TEST_ENEMY_MOTHERSHIP: PASS")
quit(0)
return true
return false
func _pin(ship: Node, at: Vector2) -> void:
ship.position = at
ship.move_target = at
func _fail(message: String) -> bool:
print("TEST_ENEMY_MOTHERSHIP: FAIL (%s)" % message)
quit(1)
return true