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>
150 lines
5.6 KiB
GDScript
150 lines
5.6 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_mothership_replacement.gd
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# Only one mothership may exist. Building another replaces it, which moves
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# where a wiped-out fleet respawns and re-routes every extractor hauler, so
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# it must be confirmed rather than done silently. Verifies:
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# 1. the first mothership's info popup carries no destruction warning, and
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# confirming it builds one
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# 2. with one already up, the popup DOES warn, and builds nothing until
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# confirmed
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# 3. dismissing the popup cancels - confirming afterwards does nothing
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# 4. confirming replaces it: still exactly one, at the new position
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# 5. an unaffordable replacement offers no confirm button at all, and
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# cannot destroy the existing one
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var main_scene: Node
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var fleet: Node
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var game_state: Node
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var controller: Node
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var popup: Control
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var stage: int = 0
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var elapsed: float = 0.0
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var first_pos: Vector2 = Vector2(600.0, 200.0)
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var second_pos: Vector2 = Vector2(-900.0, 400.0)
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 200
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game_state.buildings.clear()
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game_state.extractors.clear()
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main_scene = load("res://world/Main.tscn").instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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controller = main_scene.get_node("BuildController")
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popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
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func _place_fleet(at: Vector2) -> void:
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for ship in fleet.ships:
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ship.position = at
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fleet.move_to(at)
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func _count_motherships() -> int:
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var n: int = 0
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for b in game_state.buildings:
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if b.type == GameState.BUILDING_MOTHERSHIP:
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n += 1
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return n
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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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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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_place_fleet(first_pos)
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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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if elapsed < 0.2:
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return false
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# --- first one: informed, then built -------------------------
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controller._on_build_pressed()
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controller._show_building_info(GameState.BUILDING_MOTHERSHIP)
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var first_text: String = popup.get_node("Panel/MessageLabel").text.to_lower()
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var first_warned: bool = "destroy" in first_text
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print("first: popup=%s warned=%s built_before_confirm=%d" % [
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popup.visible, first_warned, _count_motherships()
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])
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if not popup.visible or first_warned or _count_motherships() != 0:
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print("TEST_MOTHERSHIP_REPLACEMENT: FAIL (first build warned, or built without confirming)")
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quit(1)
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return true
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controller._confirm_build()
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if _count_motherships() != 1:
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print("TEST_MOTHERSHIP_REPLACEMENT: FAIL (confirming the first one did not build it)")
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quit(1)
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return true
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# --- second: warns, builds nothing ---------------------------
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_place_fleet(second_pos)
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controller._on_build_pressed()
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controller._show_building_info(GameState.BUILDING_MOTHERSHIP)
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var warned: bool = popup.visible and "destroy" in popup.get_node("Panel/MessageLabel").text.to_lower()
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print("second press: warned=%s motherships=%d" % [warned, _count_motherships()])
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if not warned or _count_motherships() != 1:
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print("TEST_MOTHERSHIP_REPLACEMENT: FAIL (no warning, or built without confirming)")
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quit(1)
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return true
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# --- dismissing cancels --------------------------------------
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controller._close_info()
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controller._confirm_build()
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print("after cancel, confirm pressed anyway: motherships=%d at %s" % [
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_count_motherships(), game_state.get_mothership_position()
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])
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if _count_motherships() != 1 or game_state.get_mothership_position().distance_to(first_pos) > 60.0:
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print("TEST_MOTHERSHIP_REPLACEMENT: FAIL (cancel did not drop the pending build)")
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quit(1)
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return true
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# --- confirming replaces -------------------------------------
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var rocks_before: int = game_state.rocks
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controller._show_building_info(GameState.BUILDING_MOTHERSHIP)
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controller._confirm_build()
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var only_one: bool = _count_motherships() == 1
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var moved: bool = game_state.get_mothership_position().distance_to(second_pos) < 60.0
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var charged: bool = game_state.rocks == rocks_before - GameState.MOTHERSHIP_COST
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print("confirmed: motherships=%d moved=%s rocks %d->%d charged=%s" % [
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_count_motherships(), moved, rocks_before, game_state.rocks, charged
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])
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if not (only_one and moved and charged):
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print("TEST_MOTHERSHIP_REPLACEMENT: FAIL (replacement did not take effect cleanly)")
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quit(1)
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return true
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# --- unaffordable replacement must not destroy the old one ---
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game_state.rocks = GameState.MOTHERSHIP_COST - 1
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_place_fleet(Vector2(2500.0, -800.0))
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controller._on_build_pressed()
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controller._show_building_info(GameState.BUILDING_MOTHERSHIP)
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# With nothing affordable there is no confirm button to press;
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# pressing it anyway must still do nothing.
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var offered: bool = popup.get_node("Panel/BuildButton").visible
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print("unaffordable: confirm offered=%s" % offered)
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if offered:
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print("TEST_MOTHERSHIP_REPLACEMENT: FAIL (offered a build it cannot pay for)")
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quit(1)
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return true
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controller._confirm_build()
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var survived: bool = _count_motherships() == 1
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var still_there: bool = game_state.get_mothership_position() != null \
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and game_state.get_mothership_position().distance_to(second_pos) < 60.0
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print("unaffordable: motherships=%d kept_old_position=%s" % [
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_count_motherships(), still_there
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])
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if survived and still_there:
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print("TEST_MOTHERSHIP_REPLACEMENT: PASS")
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quit(0)
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else:
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print("TEST_MOTHERSHIP_REPLACEMENT: FAIL (destroyed the old one without affording a new one)")
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quit(1)
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return true
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return false
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