spaceship/tests/test_distorder_stacking.gd
Loïc Wisniewski 54287d27ea Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.

Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.

#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.

#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.

Two Godot traps cost real time here and are now written down where the next
person will hit them:

  - a `#` comment inside a .tres [resource] block is not a comment. It parses
    as part of the preceding value and silently blanks the property after it.
    One in DistorderVesselDefinition.tres left definition_id empty, which
    surfaced as "<blank> did not resolve its definition" in a test far from
    the edit. The note lives in VesselDefinition.gd now.
  - a global class_name is not reliably resolvable, INCLUDING a script's own
    inside its own static function. ResourcePickupVFX.new() failed to compile
    when reached through a preview scene, taking Rock and the gas vents with
    it. It has no class_name now and constructs itself by path.

Suite 114/114.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00

158 lines
7.3 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_distorder_stacking.gd
# Energy Propulsers raise the fleet's speed ceiling together, so a second one
# is worth crewing rather than dead weight - but with DIMINISHING returns
# (#77). Each doubling of them adds 1.0, not each vessel: a flat 1.0 apiece
# meant a fleet that could afford six simply drove at six times cruise and the
# vessel stopped being a choice.
#
# Covers:
# A. one vessel gives the original ceiling, so nothing changed for a fleet
# that carries a single propulser
# B. the ceiling follows log2 of the count - two vessels are worth exactly
# what they were worth before the change, and the growth tapers after
# C. the fader's full travel reaches the WIDENED ceiling, not the old one
# D. losing a vessel mid-boost pulls the fleet back down to the new
# ceiling rather than leaving it faster than its crew can sustain
# E. full boost still costs the same energy per second however wide the
# ceiling is - more vessels buy more speed, not cheaper speed
var game_state: Node
var main: Node
var fleet: Node
var fader: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_progression()
game_state.vessel_levels["unlock_distorder"] = 1
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
fader = main.get_node("UI/SpeedFader")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
# Room for a fleet of distorders.
game_state.unlocked.append_array(["wing", "squadron", "armada"])
# --- A. one vessel is unchanged ------------------------------
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_DISTORDER]))
if not is_equal_approx(game_state.max_fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER):
return _fail("one distorder gives a ceiling of %.1f, expected the unchanged %.1f" \
% [game_state.max_fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER])
print("1 distorder -> ceiling %.1fx" % game_state.max_fleet_speed_multiplier)
# --- B. the ceiling grows with log2 of the count ---------------
var previous_gain: float = 1.0
for extra in range(1, 4):
fleet.add_ship(GameState.VESSEL_DISTORDER)
var count: int = extra + 1
var expected: float = GameState.MAX_FLEET_SPEED_MULTIPLIER \
+ log(float(count)) / log(2.0)
if not is_equal_approx(game_state.max_fleet_speed_multiplier, expected):
return _fail("%d propulsers give a ceiling of %.2f, expected %.2f" \
% [count, game_state.max_fleet_speed_multiplier, expected])
# Each vessel must be worth strictly less than the one before
# it. That is the whole point of the change, and asserting the
# formula alone would pass just as happily on a linear one.
var gain: float = game_state.max_fleet_speed_multiplier \
- (GameState.MAX_FLEET_SPEED_MULTIPLIER + log(float(count - 1)) / log(2.0))
if count > 2 and gain >= previous_gain:
return _fail("propulser %d added %.2f, no less than the %.2f the one before it added - the returns are not diminishing" \
% [count, gain, previous_gain])
previous_gain = gain
print("%d propulsers -> ceiling %.2fx (this one added %.2f)" \
% [count, game_state.max_fleet_speed_multiplier, gain])
# Two propulsers must still be worth exactly what they were before
# the change, or an existing fleet was quietly devalued.
if not is_equal_approx(GameState.MAX_FLEET_SPEED_MULTIPLIER + log(2.0) / log(2.0),
GameState.MAX_FLEET_SPEED_MULTIPLIER + 1.0):
return _fail("two propulsers no longer reach the ceiling they used to")
# --- C. the fader reaches the widened ceiling ----------------
# Dragging the track to its top must mean the CURRENT ceiling, or
# the extra vessels would be unreachable through the only control
# that exists for them.
fader._process(0.0)
if not fader.visible:
return _fail("the fader is hidden with four distorder vessels crewed")
var press := InputEventScreenTouch.new()
press.index = 3
press.position = fader.global_position + Vector2(fader.size.x * 0.5, fader.size.y - 4.0)
press.pressed = true
main._handle_touch(press)
var drag := InputEventScreenDrag.new()
drag.index = 3
drag.position = fader.global_position + Vector2(fader.size.x * 0.5, 0.0)
main._handle_drag(drag)
if not is_equal_approx(game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier):
return _fail("dragging the fader to the top reached %.2fx, not the ceiling %.2fx" \
% [game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier])
print("fader top reaches %.1fx" % game_state.fleet_speed_multiplier)
# --- E. full boost costs the same per second -----------------
# The drain is normalized against the current ceiling, so sitting
# at full boost is the same price whatever the ceiling is.
var wide_energy: int = _energy_spent_over(1.0)
# --- D. losing vessels pulls the boost back down -------------
var boosted_before: float = game_state.fleet_speed_multiplier
for i in range(fleet.ships.size() - 1, -1, -1):
if is_instance_valid(fleet.ships[i]) and fleet.ships[i].vessel_type == GameState.VESSEL_DISTORDER:
fleet.store_ship(i)
break
if game_state.max_fleet_speed_multiplier >= boosted_before:
return _fail("losing a distorder left the ceiling at %.1f, no lower than the %.1f the fleet was already doing" \
% [game_state.max_fleet_speed_multiplier, boosted_before])
if game_state.fleet_speed_multiplier > game_state.max_fleet_speed_multiplier + 0.001:
return _fail("the fleet is still doing %.2fx after its ceiling dropped to %.2fx" \
% [game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier])
print("losing one pulled %.1fx down to the new %.1fx ceiling" \
% [boosted_before, game_state.fleet_speed_multiplier])
# Same measurement at the narrower ceiling, also at full boost.
game_state.set_fleet_speed_multiplier(game_state.max_fleet_speed_multiplier)
var narrow_energy: int = _energy_spent_over(1.0)
if absi(wide_energy - narrow_energy) > 1:
return _fail("full boost cost %d energy with a wide ceiling and %d with a narrow one - extra vessels changed the PRICE, not just the speed" \
% [wide_energy, narrow_energy])
print("full boost costs %d/%d energy per second at either ceiling" % [wide_energy, narrow_energy])
print("TEST_DISTORDER_STACKING: PASS")
quit(0)
return true
return false
# Energy actually consumed by holding the current multiplier for `seconds`,
# driven directly so the measurement does not depend on frame pacing.
func _energy_spent_over(seconds: float) -> int:
var before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
var step: float = 0.05
var t: float = 0.0
while t < seconds:
game_state._advance_distorder_drain(step)
t += step
return before - game_state.fleet_resource(GameState.RESOURCE_ENERGY)
func _fail(message: String) -> bool:
print("TEST_DISTORDER_STACKING: FAIL (%s)" % message)
quit(1)
return true