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>
99 lines
3.7 KiB
GDScript
99 lines
3.7 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_map_building_markers.gd
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# Forgejo issue #11: a building the player has placed must appear on the
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# world map. Without it the map showed explored chunks, planets and the
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# fleet, but nothing the player had actually built - so there was no way to
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# find your own base again once you had flown away from it.
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#
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# Buildings are not tied to a chunk (they are placed freely in space), so
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# they cannot ride along with the chunk markers and need their own pass.
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#
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# --headless has no GPU and draws no pixels, so this cannot assert on what
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# was rendered. It asserts on building_markers(), the step that turns
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# GameState.buildings into map-local marker data, which is the part that
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# _draw() then simply stamps out.
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#
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# Verifies:
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# 1. no buildings -> no markers (so a passing count is not just "always 3")
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# 2. every placed building produces exactly one marker
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# 3. markers land at the building's world position scaled into map space
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# 4. the three building types are told apart by colour, rather than all
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# being drawn as the same anonymous dot
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var scene: Node
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var game_state: Node
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var map_content: Node2D
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var stage: int = 0
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const MOTHERSHIP_AT: Vector2 = Vector2(2000.0, -1200.0)
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const CRAFTER_AT: Vector2 = Vector2(-800.0, 400.0)
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const COMMAND_AT: Vector2 = Vector2(150.0, 3000.0)
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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map_content = scene.get_node("UI/WorldMap/MapContent")
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func _process(_delta: float) -> bool:
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match stage:
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0:
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# Nothing built yet: the map must show no building markers at all.
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var empty: Array = map_content.building_markers()
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if not empty.is_empty():
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print("TEST_MAP_BUILDING_MARKERS: FAIL (%d markers with nothing built)" % empty.size())
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quit(1)
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return true
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
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game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
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game_state.add_building(GameState.BUILDING_COMMAND_CENTER, COMMAND_AT)
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stage = 1
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return false
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1:
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var markers: Array = map_content.building_markers()
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print("markers=%d for %d buildings" % [markers.size(), game_state.buildings.size()])
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if markers.size() != 3:
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print("TEST_MAP_BUILDING_MARKERS: FAIL (expected one marker per building)")
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quit(1)
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return true
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var scale: float = map_content.WORLD_TO_LOCAL
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var expected: Dictionary = {
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GameState.BUILDING_MOTHERSHIP: MOTHERSHIP_AT * scale,
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GameState.BUILDING_SHIP_CRAFTER: CRAFTER_AT * scale,
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GameState.BUILDING_COMMAND_CENTER: COMMAND_AT * scale,
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}
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var colours: Array = []
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for m in markers:
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if not expected.has(m.type):
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print("TEST_MAP_BUILDING_MARKERS: FAIL (unexpected marker type %s)" % m.type)
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quit(1)
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return true
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var want: Vector2 = expected[m.type]
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if m.position.distance_to(want) > 0.001:
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print("%s marker at %s, expected %s" % [m.type, m.position, want])
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print("TEST_MAP_BUILDING_MARKERS: FAIL (marker is not where the building is)")
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quit(1)
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return true
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colours.append(m.color)
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# Three buildings drawn in one indistinguishable colour would
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# satisfy every check above and still be useless to read.
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if colours[0] == colours[1] or colours[1] == colours[2] or colours[0] == colours[2]:
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print("colours=%s" % [colours])
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print("TEST_MAP_BUILDING_MARKERS: FAIL (building types are not visually distinct)")
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quit(1)
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return true
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print("all 3 markers positioned correctly, colours distinct: %s" % [colours])
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print("TEST_MAP_BUILDING_MARKERS: PASS")
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quit(0)
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return true
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return false
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