spaceship/tests/test_ship_lab.gd
Loïc Wisniewski 3fcc26c8bc Implement #160, #161, #162, #163, #164 and #165
#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.

What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.

#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.

The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.

#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.

#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.

#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.

#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.

Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.

Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00

227 lines
9 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_ship_lab.gd
# Forgejo #5: the ship lab researches upgrades per vessel type and unlocks
# new vessel types. The shield vessel is the first of those.
#
# Verifies:
# 1. the lab is gated behind its own research node, like every structure
# 2. upgrades cannot be bought without a lab built - it is a place you go,
# not a menu that exists once researched
# 3. buying raises the level, charges the escalating price, and stops at
# max
# 4. an upgrade improves the ships ALREADY FLYING, not just the next one
# built
# 5. the shield vessel is unlocked at the lab, and only then can the
# crafter build one
# 6. a shield vessel is what comes back from production - a typed order
# must not decay into an interceptor
# 7. upgrades are per vessel type: an interceptor upgrade does not tune
# the transporter
var game_state: Node
var scene: Node
var fleet: Node
var field: Node
var controller: Node
var crafter_id: int = 0
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.transporters.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.reset_progression()
game_state.rocks = 1200
game_state.fleet_cargo = 0
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 _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
# --- 1. gated behind research -------------------------------
if game_state.is_building_unlocked(GameState.BUILDING_SHIP_LAB):
print("TEST_SHIP_LAB: FAIL (lab buildable with no research)")
quit(1)
return true
var gate: String = game_state.research_for_building(GameState.BUILDING_SHIP_LAB)
if gate == "":
print("TEST_SHIP_LAB: FAIL (no research node gates the lab)")
quit(1)
return true
print("lab gated behind '%s'" % gate)
# --- 2. no lab, no upgrades ---------------------------------
if game_state.can_buy_upgrade("int_damage"):
print("TEST_SHIP_LAB: FAIL (upgrades purchasable with no lab built)")
quit(1)
return true
if game_state.buy_upgrade("int_damage"):
print("TEST_SHIP_LAB: FAIL (bought an upgrade with no lab built)")
quit(1)
return true
print("no lab -> no upgrades")
game_state.unlocked = ["shipyards", "vessel_science", "coordination", "wing", "squadron"]
game_state.research_points = 10
field.place(GameState.BUILDING_SHIP_LAB, Vector2(-700.0, 0.0))
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(700.0, 0.0))
crafter_id = int(game_state.buildings[-1].id)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
# The lab is a direct vessel -> upgrade flow: tapping a vessel
# shows its own upgrade cards, and tapping a card changes the
# purchase detail. A locked vessel must show its unlock alone.
var lab_menu: Control = controller.get_node("../UI/LabMenu")
var lab_card_0: Control = controller.get_node("../UI/LabMenu/Upgrade0")
var lab_card_1: Control = controller.get_node("../UI/LabMenu/Upgrade1")
var lab_card_2: Control = controller.get_node("../UI/LabMenu/Upgrade2")
var lab_card_3: Control = controller.get_node("../UI/LabMenu/Upgrade3")
var lab_detail: Label = controller.get_node("../UI/LabMenu/DetailLabel")
lab_menu.visible = true
controller.call("_on_lab_vessel", 1)
if not lab_card_0.visible or lab_card_1.visible:
print("TEST_SHIP_LAB: FAIL (locked shield page did not show only its unlock)")
quit(1)
return true
controller.call("_on_lab_upgrade", 0)
# lab_can_buy, not a button's `enabled`: #164 removed the separate
# buy button, so the option itself is the control and a second tap
# on it is the purchase. What is being checked is unchanged -
# selecting the unlock card offers something actually buyable.
if not "Unlock Shield Vessel" in lab_detail.text or not controller.lab_can_buy:
print("TEST_SHIP_LAB: FAIL (unlock card did not select a purchasable detail)")
quit(1)
return true
controller.call("_on_lab_vessel", 0)
# #73: the interceptor's Thrusters upgrade was removed (global
# fleet speed now belongs to the distorder fader, #59/#62)
# leaving 3 upgrade cards, not 4 - card 3 is correctly hidden now.
if not lab_card_0.visible or not lab_card_2.visible or lab_card_3.visible:
print("TEST_SHIP_LAB: FAIL (interceptor upgrade cards were not shown)")
quit(1)
return true
controller.call("_on_lab_upgrade", 2)
if not "Targeting Array" in lab_detail.text or not lab_card_2.highlighted or lab_card_0.highlighted:
print("TEST_SHIP_LAB: FAIL (tapping an upgrade did not update its detail)")
quit(1)
return true
print("lab cards are vessel-specific and selectable")
# --- 3. buying raises the level and charges ------------------
var before_rocks: int = game_state.rocks
var first_cost: int = game_state.upgrade_cost("int_damage")
if not game_state.buy_upgrade("int_damage"):
print("TEST_SHIP_LAB: FAIL (could not buy an upgrade with a lab built)")
quit(1)
return true
if game_state.upgrade_level("int_damage") != 1:
print("TEST_SHIP_LAB: FAIL (level did not rise)")
quit(1)
return true
if game_state.rocks != before_rocks - first_cost:
print("TEST_SHIP_LAB: FAIL (wrong price charged)")
quit(1)
return true
var second_cost: int = game_state.upgrade_cost("int_damage")
if second_cost <= first_cost:
print("TEST_SHIP_LAB: FAIL (level 2 costs %d, no more than level 1 at %d)" % [second_cost, first_cost])
quit(1)
return true
print("bought level 1 for %d, level 2 now costs %d" % [first_cost, second_cost])
# --- 4. it reaches ships already flying ----------------------
var flying: Node = fleet.ships[0]
if flying.projectile_damage != GameState.SHIP_BASE_DAMAGE + 1:
print("TEST_SHIP_LAB: FAIL (a ship already flying still does %d damage)" % flying.projectile_damage)
quit(1)
return true
print("ship already flying now does %d damage" % flying.projectile_damage)
# --- 7. per vessel type --------------------------------------
var trn_speed_before: float = game_state.transporter_speed()
game_state.buy_upgrade("int_range")
if game_state.transporter_speed() != trn_speed_before:
print("TEST_SHIP_LAB: FAIL (an interceptor upgrade changed the transporter)")
quit(1)
return true
print("interceptor upgrades leave the transporter alone")
# --- 5. the shield vessel is unlocked at the lab -------------
if game_state.shield_vessel_unlocked():
print("TEST_SHIP_LAB: FAIL (shield vessel available before it was unlocked)")
quit(1)
return true
if game_state.queue_order(crafter_id, GameState.VESSEL_SHIELD):
print("TEST_SHIP_LAB: FAIL (crafter took a shield order before the type was unlocked)")
quit(1)
return true
if not game_state.unlock_shield_vessel():
print("TEST_SHIP_LAB: FAIL (could not unlock the shield vessel at the lab)")
quit(1)
return true
print("shield vessel unlocked at the lab")
# --- 6. a typed order comes back as that type ----------------
fleet.spawn_ships(1, Vector2.ZERO)
if not game_state.queue_order(crafter_id, GameState.VESSEL_SHIELD):
print("TEST_SHIP_LAB: FAIL (crafter refused a shield order after unlocking)")
quit(1)
return true
game_state.deposit_to_building(crafter_id, GameState.SHIELD_COST)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < game_state.build_time(GameState.VESSEL_SHIELD) * 3.0:
return false
# Finished vessels wait at the mothership (#23); crew it here so
# the rest of the checks can look at a real ship.
if game_state.stored_vessels.size() != 1:
print("TEST_SHIP_LAB: FAIL (the shield order produced nothing: %s)" % [game_state.stored_vessels])
quit(1)
return true
if String(game_state.stored_vessels[0]) != GameState.VESSEL_SHIELD:
print("TEST_SHIP_LAB: FAIL (a shield order came back as %s)" % game_state.stored_vessels[0])
quit(1)
return true
fleet.add_ship(game_state.take_stored_vessel(0))
var shield_ship: Node = null
for ship in fleet.ships:
if is_instance_valid(ship) and ship.vessel_type == GameState.VESSEL_SHIELD:
shield_ship = ship
if shield_ship == null:
print("TEST_SHIP_LAB: FAIL (crewing the stored shield vessel produced none: %d ships)" % fleet.ships.size())
quit(1)
return true
if not shield_ship.has_shield():
print("TEST_SHIP_LAB: FAIL (the shield vessel arrived with no shield up)")
quit(1)
return true
print("shield vessel built, shield up with %d charge(s)" % shield_ship.shield_charges)
print("TEST_SHIP_LAB: PASS")
quit(0)
return true
return false