Both halves of the ticket, in the shape vessels have used since gas bombers and laser ships: a definition carries an ore figure and, when it wants more than ore, a dictionary that IS the price. `building_costs()` and `skill_costs()` answer it the way `product_costs()` already did, so there is one question with one answer whatever is being bought, and every payment path now goes through `spend_resources` rather than `spend`. Seven of ten structures and thirteen of seventeen doctrines now want gas, energy or dark matter alongside their rocks, and the totals climb with tree depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530. The constraint that shaped the table is REACHABILITY, and it is the reason some prices stayed ore-only. Energy exists only where a gas burner stands, and a gas burner needs Power Systems - so nothing at or before that depth may be priced in energy, or it is a wall with no way through. Dark matter is rarer still and appears once, on the deepest node in the game. The extractor stays rocks-only despite its depth allowing gas, because the quest chain reaches it before it has sent the player for any. test_progressive_costs checks those as properties rather than transcribing the numbers, so rebalancing a price costs nothing while breaking the shape fails: nothing unreachable at its own depth, prices rising with depth, the ore field agreeing with the dictionary (repairs quote the field alone, since a repair drone carries ore and nothing else), and the quest chain never asking for a structure it has not funded. Two things cleaned up on the way: - The per-building cost constants in GameState are gone. Nothing but tests used them, and they were a second copy of a number the definitions already hold - exactly what would drift once a price gained a resource. - research_for_building() returns a display NAME, and the id-keyed half of the tree wants an id. That mix-up is silent - skill_depth() of a name finds no node and answers 0, so a deep structure reads as an ungated one, which is how the first draft of the test let an unreachable price through. research_node_for_building() is the id, and the name is expressed from it. PriceTag no longer rebuilds its labels when re-told the same price; it refreshes the held figures instead. The craft menu re-states prices every frame and the build menu now does too, so that was a dozen Labels being torn down and rebuilt sixty times a second.
162 lines
6.3 KiB
GDScript
162 lines
6.3 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_planet_conquest_gate.gd
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# Verifies:
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# 1. GameState starts every planet unconquered, and register_capture_points
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# is idempotent (a second call with the same total doesn't wipe progress)
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# 2. mark_point_captured only conquers once every point is captured, and
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# the planet_conquered signal fires exactly once
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# 3. over an unconquered planet, the extractor build option is disabled,
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# the info popup explains why, and confirming spends nothing and builds
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# nothing
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# 4. once conquered, the same build flow works and charges the cost
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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 button: IconButton
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var popup: Control
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var target_chunk: Vector2i
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var stage: int = 0
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var elapsed: float = 0.0
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var conquered_signal_count: int = 0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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# #75: this test is about the conquest gate, not resource type -
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# skip a research_lab specifically, since it yields nothing and
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# is correctly refused regardless of conquest (see
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# test_research_lab_extractor_gate.gd for that behaviour).
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if WorldGen.has_planet_at_chunk(chunk) \
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and WorldGen.planet_data_at_chunk(chunk).definition_id != "research_lab":
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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return _fail("no planet chunk to test with")
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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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game_state.planet_capture.clear()
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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# Unit-level checks on GameState itself, before any scene involvement.
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if game_state.is_planet_conquered(target_planet_id):
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return _fail("a fresh planet reported conquered")
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game_state.register_capture_points(target_planet_id, 3)
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game_state.mark_point_captured(target_planet_id, 0)
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game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration
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if game_state.captured_point_count(target_planet_id) != 1:
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return _fail("re-registering wiped already-captured progress")
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game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1)
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game_state.mark_point_captured(target_planet_id, 1)
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if game_state.is_planet_conquered(target_planet_id):
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return _fail("conquered with points still missing")
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game_state.mark_point_captured(target_planet_id, 2)
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if not game_state.is_planet_conquered(target_planet_id):
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return _fail("all points captured but planet not marked conquered")
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# Marking an already-captured point again must not double-fire the signal.
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game_state.mark_point_captured(target_planet_id, 2)
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if conquered_signal_count != 1:
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return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
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# Reset conquest for the scene-level gate check below - this run tests
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# the unconquered path first, then conquers it.
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game_state.planet_capture.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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button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
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popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
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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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var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near
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fleet.move_to(near)
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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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var planet_field: Node = main_scene.get_node("PlanetField")
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if elapsed < planet_field.check_interval + 0.2:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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return _fail("planet never spawned")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.3:
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return false
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var planet_field: Node = main_scene.get_node("PlanetField")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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controller._on_build_pressed()
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if button.enabled:
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return _fail("extractor option enabled over an unconquered planet")
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var explains_capture: bool = popup.visible \
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and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
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var offered: bool = popup.get_node("Panel/BuildButton").visible
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if not explains_capture or offered:
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return _fail("unconquered popup did not explain itself, or offered a build")
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var rocks_before: int = game_state.rocks
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controller._confirm_build() # must do nothing even if somehow pressed
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if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
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return _fail("build proceeded over an unconquered planet")
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popup.visible = false
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# Now conquer it and confirm the same flow succeeds.
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game_state.register_capture_points(planet.planet_id, 2)
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game_state.mark_point_captured(planet.planet_id, 0)
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game_state.mark_point_captured(planet.planet_id, 1)
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controller._on_build_pressed()
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if not button.enabled:
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return _fail("extractor option stayed disabled after conquest")
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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if not popup.get_node("Panel/BuildButton").visible:
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return _fail("conquered planet did not offer a build")
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controller._confirm_build()
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var built: bool = game_state.has_extractor_at(planet.planet_id)
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var charged: bool = game_state.rocks == rocks_before - int(game_state.building_costs(GameState.BUILDING_EXTRACTOR)[GameState.RESOURCE_ORE])
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if not built or not charged:
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return _fail("conquered planet did not build/charge correctly")
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print("TEST_PLANET_CONQUEST_GATE: 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_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
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quit(1)
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return true
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