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>
152 lines
7.1 KiB
GDScript
152 lines
7.1 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_dev_mode.gd
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# A "Dev Mode" start for play-testing: one of every planet type next to the
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# spawn, every resource banked, and research points to spend. Offered by the
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# main menu only when the game is run from Godot, alongside the map editor.
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#
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# The same change took the training wheels off a NORMAL game: no 500 free
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# ore, and no gas giant guaranteed in the origin chunk. Both of those were
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# play-testing conveniences that had become part of the real game, so this
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# test covers both sides - what dev mode hands you, and what a normal game
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# no longer does.
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#
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# Covers:
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# A. a dev game banks every resource type and research points
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# B. a dev game is a normal game PLUS that, not a separate definition
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# C. one of each planet type sits within a chunk or two of the spawn
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# D. none of that leaks into a normal game, and starting one clears it
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# E. a normal game starts with an empty bank
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# F. the menu gates dev mode and the map editor on the same rule
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var game_state: Node
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var menu: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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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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# --- E. a normal game hands over nothing ----------------------
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game_state.reset_new_game()
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if game_state.rocks != 0:
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return _fail("a normal game started with %d ore banked" % game_state.rocks)
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for resource_type in game_state.resource_types():
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if game_state.banked_resource(resource_type) != 0:
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return _fail("a normal game started with %s banked" % resource_type)
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if game_state.research_points != 0:
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return _fail("a normal game started with research points")
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if game_state.dev_mode:
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return _fail("a normal game started in dev mode")
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print("normal game starts with an empty bank and no research points")
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# --- D. no dev planets in a normal game -----------------------
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# The dev arrangement must not survive into a normal world. Noise
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# could coincidentally place a planet in one of these chunks, so
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# what is asserted is that the ARRANGEMENT is not reproduced, not
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# that each chunk is empty.
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var reproduced: bool = true
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for chunk in WorldGen.DEV_PLANET_CHUNKS:
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var expected: String = String(WorldGen.DEV_PLANET_CHUNKS[chunk])
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var data: Dictionary = WorldGen.planet_data_at_chunk(chunk)
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if not WorldGen.has_planet_at_chunk(chunk) or String(data.get("definition_id", "")) != expected:
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reproduced = false
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if Vector2(data.get("local_pos", Vector2.ZERO)) == WorldGen.DEV_PLANET_LOCAL_POS:
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return _fail("a normal game placed a planet at dev mode's fixed in-chunk position, in chunk %s" % chunk)
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if reproduced:
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return _fail("a normal game reproduced dev mode's whole planet arrangement")
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print("normal game does not carry dev mode's planets")
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# --- A + B. what a dev game hands over ------------------------
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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game_state.planet_capture["chunk:9:9"] = {"captured": [true], "conquered": true}
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game_state.start_dev_game()
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if not game_state.dev_mode:
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return _fail("start_dev_game() did not set dev_mode")
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for resource_type in game_state.resource_types():
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var banked: int = game_state.banked_resource(resource_type)
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if banked != GameState.DEV_RESOURCE_AMOUNT:
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return _fail("dev game banked %d of %s, expected %d" \
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% [banked, resource_type, GameState.DEV_RESOURCE_AMOUNT])
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if game_state.research_points != GameState.DEV_RESEARCH_POINTS:
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return _fail("dev game granted %d research points, expected %d" \
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% [game_state.research_points, GameState.DEV_RESEARCH_POINTS])
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# B: it still went through reset_new_game, so a dirty run is gone.
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if not game_state.buildings.is_empty() or not game_state.planet_capture.is_empty():
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return _fail("a dev game did not reset the previous run - it must be a fresh game plus a stock")
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print("dev game banks %d of each resource and %d research points, from a clean slate" \
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% [GameState.DEV_RESOURCE_AMOUNT, GameState.DEV_RESEARCH_POINTS])
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# --- C. one of each planet type, close by ---------------------
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var found: Dictionary = {}
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for chunk in WorldGen.DEV_PLANET_CHUNKS:
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if not WorldGen.has_planet_at_chunk(chunk):
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return _fail("dev mode chunk %s holds no planet" % chunk)
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var data: Dictionary = WorldGen.planet_data_at_chunk(chunk)
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var definition_id: String = String(data.get("definition_id", ""))
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if definition_id != String(WorldGen.DEV_PLANET_CHUNKS[chunk]):
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return _fail("dev mode chunk %s holds a %s, expected a %s" \
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% [chunk, definition_id, WorldGen.DEV_PLANET_CHUNKS[chunk]])
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found[definition_id] = true
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# "Near the start" is the whole point - a play-tester should
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# reach any of them in seconds, not go exploring.
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var world_pos: Vector2 = WorldGen.chunk_origin(chunk) + Vector2(data.local_pos)
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if world_pos.length() > WorldGen.CHUNK_SIZE * 2.5:
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return _fail("dev mode's %s spawned %.0f units away, too far to be 'near the start'" \
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% [definition_id, world_pos.length()])
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for definition_id in [PlanetDefinitions.ROCKY_ID, PlanetDefinitions.GAS_GIANT_ID,
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PlanetDefinitions.BLACK_HOLE_ID, PlanetDefinitions.RESEARCH_LAB_ID]:
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if not found.has(definition_id):
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return _fail("dev mode is missing a %s - it must plant one of EVERY planet type" % definition_id)
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print("dev mode plants all %d planet types within %.0f units of the spawn" \
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% [found.size(), WorldGen.CHUNK_SIZE * 2.5])
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# --- D. starting a normal game clears it ----------------------
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game_state.reset_new_game()
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if game_state.dev_mode:
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return _fail("starting a normal game after a dev one left dev_mode set")
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if game_state.rocks != 0 or game_state.research_points != 0:
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return _fail("starting a normal game after a dev one kept the dev stock")
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print("starting a normal game afterwards clears dev mode entirely")
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menu = load("res://ui/MainMenu.tscn").instantiate()
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root.add_child(menu)
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current_scene = menu
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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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# --- F. the menu gates both on the same rule ------------------
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if elapsed < 0.1:
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return false
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var developing: bool = menu.is_developer_build()
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if menu.dev_button.visible != developing:
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return _fail("the dev mode button's visibility did not follow is_developer_build()")
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if menu.editor_button.visible != developing:
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return _fail("the map editor button's visibility did not follow is_developer_build()")
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if not menu.play_button.visible:
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return _fail("gating the development entries also hid Play")
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# Hiding is presentation; pressing it anyway must still be refused.
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if not developing:
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menu._on_dev_mode_pressed()
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if game_state.dev_mode:
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return _fail("dev mode started outside a developer build")
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print("dev mode and the map editor are both gated on is_developer_build() (%s here)" % developing)
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print("TEST_DEV_MODE: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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print("TEST_DEV_MODE: FAIL (%s)" % message)
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quit(1)
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return true
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