spaceship/tests/test_desktop_combat.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

174 lines
6.9 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_desktop_combat.gd
# Forgejo #80: on a computer the mouse aims and the left button fires, and the
# number keys pick the weapon - 1 the fleet's guns, 2 and up the abilities.
#
# Covers:
# A. the weapon numbering is FIXED and named, so "2" is the gas bomb in
# every scene rather than whatever node order happens to produce
# B. holding the button with weapon 1 selected points the fleet's guns at
# the cursor, through the same controller the stick uses - not a second
# thing that aims
# C. releasing stops it
# D. the stick WINS while it is held, so a mouse resting somewhere cannot
# override a finger
# E. selecting an ability highlights its button, so what a click will do is
# on screen rather than remembered
# F. it is inert on a touch device. Godot emulates a mouse button from every
# touch, so without that guard a tap on a phone would fire the guns
var game_state: Node
var main: Node
var fleet: Node
var mouse: Node
var fire_stick: Node
var stick: Control
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
mouse = main.get_node("MouseCombatController")
# Checked here rather than at first use: a script that fails to PARSE
# leaves a bare Node2D in the scene, and every call against it becomes a
# per-frame "nonexistent function" error that runs until the harness
# times the test out three minutes later instead of failing in one line.
if not mouse.has_method("weapon_count"):
print("TEST_DESKTOP_COMBAT: FAIL (MouseCombatController.gd did not load - see the parse error above)")
quit(1)
return
fire_stick = main.get_node("FireStickController")
stick = main.get_node("UI/FireStick")
func _weapon_heading() -> Vector2:
return fire_stick.aim_direction
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
# --- A. fixed, named ordering ---------------------------------
if mouse.weapon_count() != mouse.abilities.size() + 1:
return _fail("weapon count %d does not match 1 + %d abilities" \
% [mouse.weapon_count(), mouse.abilities.size()])
if mouse.abilities.is_empty():
return _fail("no ability controllers were resolved, so the number keys address nothing")
if mouse.abilities[0] != main.get_node("GasBombController"):
return _fail("weapon 2 is not the gas bomb - the ticket names it explicitly")
if not mouse.select_weapon(0):
return _fail("could not select the default weapon")
if mouse.select_weapon(mouse.weapon_count()):
return _fail("selecting a weapon past the end was accepted")
print("weapon 1 is the fleet's guns, weapon 2 is the gas bomb, %d in total" \
% mouse.weapon_count())
# --- F. inert where a touchscreen exists -----------------------
# Checked against the real capability rather than forced, so this
# reports what will actually happen on the machine it runs on.
print("touchscreen present: %s -> mouse combat enabled: %s" \
% [DisplayServer.is_touchscreen_available(), mouse.is_enabled()])
if mouse.pointer_mode != mouse.PointerMode.AUTO:
return _fail("the scene ships with an overridden pointer mode, so what a real device does is not what was tested")
if mouse.is_enabled() == DisplayServer.is_touchscreen_available():
return _fail("mouse combat is not gated on the absence of a touchscreen")
print("gated correctly on the display's own answer")
# Everything below is about the AIMING, not the guard. Headless
# reports a touchscreen, so the mode is forced on here - otherwise
# these cases would silently never run and this file would test
# nothing but the line above.
mouse.pointer_mode = mouse.PointerMode.ON
if not mouse.is_enabled():
return _fail("forcing the pointer mode on did not enable it")
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.1:
return false
# --- B. holding the button aims the guns at the cursor ---------
mouse.select_weapon(0)
mouse.aim_world = fleet.get_centroid() + Vector2(0.0, -500.0)
mouse.firing = true
mouse._process(0.0)
fire_stick._process(0.0)
var heading: Vector2 = _weapon_heading().normalized()
if heading.distance_to(Vector2(0.0, -1.0)) > 0.05:
return _fail("holding the button aimed along %s, but the cursor was straight up" % heading)
print("holding the button aims the guns at the cursor")
# --- C. releasing stops -----------------------------------------
mouse.firing = false
mouse._process(0.0)
fire_stick._process(0.0)
if _weapon_heading() != Vector2.ZERO:
return _fail("releasing the button left the guns aimed at %s" % _weapon_heading())
print("releasing stops the guns")
# --- D. a held stick wins ---------------------------------------
var centre: Vector2 = stick.global_position + stick.size * 0.5
var press := InputEventScreenTouch.new()
press.index = 9
press.pressed = true
press.position = centre
stick.handle_touch(press)
var drag := InputEventScreenDrag.new()
drag.index = 9
drag.position = centre + Vector2(stick.max_radius, 0.0)
stick.handle_drag(drag)
mouse.aim_world = fleet.get_centroid() + Vector2(0.0, -500.0)
mouse.firing = true
mouse._process(0.0)
fire_stick._process(0.0)
var contested: Vector2 = _weapon_heading().normalized()
if contested.distance_to(Vector2(1.0, 0.0)) > 0.05:
return _fail("with the stick pushed right and the mouse aiming up, the guns went %s - the stick must win" % contested)
print("a held stick overrides the mouse")
var release := InputEventScreenTouch.new()
release.index = 9
release.pressed = false
release.position = centre
stick.handle_touch(release)
mouse.firing = false
# --- E. the chosen ability is shown ----------------------------
mouse.select_weapon(1)
var bomb_button: Node = mouse.abilities[0].button
if not bomb_button.highlighted:
return _fail("selecting the gas bomb did not highlight its button")
mouse.select_weapon(0)
if bomb_button.highlighted:
return _fail("going back to the guns left the gas bomb still highlighted")
print("the selected ability's own button carries the selection")
print("TEST_DESKTOP_COMBAT: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_DESKTOP_COMBAT: FAIL (%s)" % message)
quit(1)
return true