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>
114 lines
4.2 KiB
GDScript
114 lines
4.2 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_asteroid_safe_spawn.gd
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# Asteroid chunks are populated around wherever the fleet is - including the
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# chunk it is standing in - and positions used to be uniform within a chunk.
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# So an asteroid could be created directly on top of a ship and destroy it
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# with no chance to react. Worst on the frame a scene loads: coming back from
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# a planet's surface could cost a vessel instantly, which is also what made
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# test_return_position_matches_planet fail intermittently.
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#
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# Verifies:
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# 1. _safe_position never returns a point inside the bubble, for candidates
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# all around and including the exact centre. This is checked directly
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# rather than by looking at where asteroids happened to land: with ~54
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# asteroids spread over 25 chunks, any single run only rarely produces a
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# near miss, so an observational check passes just as happily with the
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# guard removed and proves nothing.
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# 2. candidates already outside the bubble are left exactly where they are,
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# so the field is not distorted away from the fleet
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# 3. the field still spawns a full complement, and a stationary fleet loses
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# no ships
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var scene: Node
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var fleet: Node
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var field: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var ships_at_start: int = 0
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func _initialize() -> void:
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root.get_node("GameState").reset_formation()
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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field = scene.get_node("AsteroidField")
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene.get_node("EnemySpawner").set_process(false)
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ships_at_start = fleet.ships.size()
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elapsed = 0.0
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stage = 1
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return false
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1:
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# Let the field populate around the fleet a few times over.
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if elapsed < 1.5:
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return false
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var centre: Vector2 = fleet.get_centroid()
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var safe: float = field.safe_spawn_radius
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# --- the guard itself, deterministically ----------------------
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var worst_inside: float = 1e9
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var moved_an_outside_one: bool = false
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for i in range(72):
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var a: float = (float(i) / 72.0) * TAU
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var dir: Vector2 = Vector2(cos(a), sin(a))
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# Candidates well inside, just inside, and exactly on centre.
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for d in [0.0, 1.0, safe * 0.25, safe * 0.99]:
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var got: Vector2 = field._safe_position(centre + dir * d, centre)
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worst_inside = minf(worst_inside, got.distance_to(centre))
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# Candidates already outside must be returned untouched.
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var outside: Vector2 = centre + dir * (safe * 1.5)
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if field._safe_position(outside, centre).distance_to(outside) > 0.001:
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moved_an_outside_one = true
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print("closest result for an inside candidate: %.1f (safe radius %.1f)" % [
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worst_inside, safe
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])
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if worst_inside < safe - 0.001:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (guard let a spawn land inside the fleet's bubble)")
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quit(1)
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return true
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if moved_an_outside_one:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (guard displaced an asteroid that was already clear)")
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quit(1)
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return true
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var asteroids: Array = get_nodes_in_group("asteroids")
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var closest: float = 1e9
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for a in asteroids:
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if is_instance_valid(a):
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closest = minf(closest, a.position.distance_to(centre))
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print("%d asteroids, closest is %.1f units from the fleet (safe radius %.1f)" % [
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asteroids.size(), closest, safe
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])
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if asteroids.is_empty():
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (field spawned nothing - test proves nothing)")
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quit(1)
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return true
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# Asteroids drift, so one may have travelled inward since it was
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# created. Allow for that, but nothing should be anywhere near
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# on top of the fleet.
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if closest < safe * 0.5:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (asteroid created on top of the fleet)")
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quit(1)
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return true
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var kept_ships: bool = fleet.ships.size() == ships_at_start
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print("ships %d -> %d (kept=%s)" % [ships_at_start, fleet.ships.size(), kept_ships])
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if not kept_ships:
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print("TEST_ASTEROID_SAFE_SPAWN: FAIL (a stationary fleet lost a ship to a spawn)")
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quit(1)
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return true
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print("TEST_ASTEROID_SAFE_SPAWN: PASS")
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quit(0)
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return true
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return false
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