spaceship/tests/test_planet_conquest_gate.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

162 lines
6.2 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_conquest_gate.gd
# Verifies:
# 1. GameState starts every planet unconquered, and register_capture_points
# is idempotent (a second call with the same total doesn't wipe progress)
# 2. mark_point_captured only conquers once every point is captured, and
# the planet_conquered signal fires exactly once
# 3. over an unconquered planet, the extractor build option is disabled,
# the info popup explains why, and confirming spends nothing and builds
# nothing
# 4. once conquered, the same build flow works and charges the cost
var main_scene: Node
var fleet: Node
var game_state: Node
var controller: Node
var button: IconButton
var popup: Control
var target_chunk: Vector2i
var stage: int = 0
var elapsed: float = 0.0
var conquered_signal_count: int = 0
func _initialize() -> void:
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
# #75: this test is about the conquest gate, not resource type -
# skip a research_lab specifically, since it yields nothing and
# is correctly refused regardless of conquest (see
# test_research_lab_extractor_gate.gd for that behaviour).
if WorldGen.has_planet_at_chunk(chunk) \
and WorldGen.planet_data_at_chunk(chunk).definition_id != "research_lab":
target_chunk = chunk
found = true
break
if found:
break
if not found:
return _fail("no planet chunk to test with")
game_state = root.get_node("GameState")
game_state.rocks = 200
game_state.buildings.clear()
game_state.extractors.clear()
game_state.planet_capture.clear()
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
# Unit-level checks on GameState itself, before any scene involvement.
if game_state.is_planet_conquered(target_planet_id):
return _fail("a fresh planet reported conquered")
game_state.register_capture_points(target_planet_id, 3)
game_state.mark_point_captured(target_planet_id, 0)
game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration
if game_state.captured_point_count(target_planet_id) != 1:
return _fail("re-registering wiped already-captured progress")
game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1)
game_state.mark_point_captured(target_planet_id, 1)
if game_state.is_planet_conquered(target_planet_id):
return _fail("conquered with points still missing")
game_state.mark_point_captured(target_planet_id, 2)
if not game_state.is_planet_conquered(target_planet_id):
return _fail("all points captured but planet not marked conquered")
# Marking an already-captured point again must not double-fire the signal.
game_state.mark_point_captured(target_planet_id, 2)
if conquered_signal_count != 1:
return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
# Reset conquest for the scene-level gate check below - this run tests
# the unconquered path first, then conquers it.
game_state.planet_capture.clear()
main_scene = load("res://world/Main.tscn").instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
controller = main_scene.get_node("BuildController")
button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = near
fleet.move_to(near)
elapsed = 0.0
stage = 1
return false
1:
var planet_field: Node = main_scene.get_node("PlanetField")
if elapsed < planet_field.check_interval + 0.2:
return false
if not planet_field.populated_chunks.has(target_chunk):
return _fail("planet never spawned")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
var planet_field: Node = main_scene.get_node("PlanetField")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
controller._on_build_pressed()
if button.enabled:
return _fail("extractor option enabled over an unconquered planet")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
var explains_capture: bool = popup.visible \
and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
var offered: bool = popup.get_node("Panel/BuildButton").visible
if not explains_capture or offered:
return _fail("unconquered popup did not explain itself, or offered a build")
var rocks_before: int = game_state.rocks
controller._confirm_build() # must do nothing even if somehow pressed
if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
return _fail("build proceeded over an unconquered planet")
popup.visible = false
# Now conquer it and confirm the same flow succeeds.
game_state.register_capture_points(planet.planet_id, 2)
game_state.mark_point_captured(planet.planet_id, 0)
game_state.mark_point_captured(planet.planet_id, 1)
controller._on_build_pressed()
if not button.enabled:
return _fail("extractor option stayed disabled after conquest")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
if not popup.get_node("Panel/BuildButton").visible:
return _fail("conquered planet did not offer a build")
controller._confirm_build()
var built: bool = game_state.has_extractor_at(planet.planet_id)
var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
if not built or not charged:
return _fail("conquered planet did not build/charge correctly")
print("TEST_PLANET_CONQUEST_GATE: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
quit(1)
return true