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>
107 lines
3.4 KiB
GDScript
107 lines
3.4 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_prompt_debounce.gd
|
|
# Verifies the enter-atmosphere prompt is debounced: rapid flicker in the
|
|
# underlying landing-detection (planet_field.get_planet_fleet_is_on())
|
|
# must NOT cause the prompt to flicker on/off - only a raw signal that
|
|
# stays consistent for prompt_debounce_time in a row should commit a
|
|
# visible change. Simulates the worst-case flicker by teleporting the
|
|
# whole fleet back and forth across the planet's landing_radius boundary
|
|
# every single frame (bypassing actual ship steering, for a fully
|
|
# deterministic repro).
|
|
|
|
var main_scene: Node
|
|
var fleet: Node
|
|
var planet_field: Node
|
|
var enter_button: IconButton
|
|
var target_chunk: Vector2i
|
|
var planet_pos: Vector2
|
|
var landing_radius: float
|
|
var flicker_frames: int = 0
|
|
var visible_toggle_count: int = 0
|
|
var last_visible_state: bool = false
|
|
var stage: int = 0
|
|
var elapsed: float = 0.0
|
|
|
|
|
|
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)
|
|
if WorldGen.has_planet_at_chunk(chunk):
|
|
target_chunk = chunk
|
|
found = true
|
|
break
|
|
if found:
|
|
break
|
|
|
|
if not found:
|
|
print("FAIL: could not find any chunk with a planet to test with")
|
|
quit(1)
|
|
return
|
|
|
|
var packed: PackedScene = load("res://world/Main.tscn")
|
|
main_scene = packed.instantiate()
|
|
root.add_child(main_scene)
|
|
fleet = main_scene.get_node("Fleet")
|
|
planet_field = main_scene.get_node("PlanetField")
|
|
enter_button = main_scene.get_node("UI/BuildActionButton")
|
|
main_scene.get_node("AsteroidField").set_process(false)
|
|
main_scene.get_node("EnemySpawner").set_process(false)
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
elapsed += delta
|
|
match stage:
|
|
0:
|
|
var vicinity_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
|
|
for ship in fleet.ships:
|
|
ship.position = vicinity_pos
|
|
fleet.move_to(vicinity_pos)
|
|
elapsed = 0.0
|
|
stage = 1
|
|
return false
|
|
1:
|
|
if elapsed < planet_field.check_interval + 0.1:
|
|
return false
|
|
if not planet_field.populated_chunks.has(target_chunk):
|
|
print("TEST_PROMPT_DEBOUNCE: FAIL (planet never spawned)")
|
|
quit(1)
|
|
return true
|
|
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
|
|
planet_pos = planet.position
|
|
landing_radius = planet.landing_radius
|
|
last_visible_state = enter_button.visible
|
|
elapsed = 0.0
|
|
stage = 2
|
|
return false
|
|
2:
|
|
# Teleport the fleet's centroid just inside, then just outside,
|
|
# the landing radius every single frame - the raw detection
|
|
# flips every frame, so the debounced prompt must never react
|
|
# to this at all.
|
|
var inside_pos: Vector2 = planet_pos + Vector2(landing_radius - 5.0, 0.0)
|
|
var outside_pos: Vector2 = planet_pos + Vector2(landing_radius + 5.0, 0.0)
|
|
var target_pos: Vector2 = inside_pos if (flicker_frames % 2 == 0) else outside_pos
|
|
for ship in fleet.ships:
|
|
ship.position = target_pos
|
|
flicker_frames += 1
|
|
|
|
if enter_button.visible != last_visible_state:
|
|
visible_toggle_count += 1
|
|
last_visible_state = enter_button.visible
|
|
|
|
if flicker_frames < 20:
|
|
return false
|
|
|
|
print("visible_toggle_count=%d (should be 0)" % visible_toggle_count)
|
|
if visible_toggle_count == 0:
|
|
print("TEST_PROMPT_DEBOUNCE: PASS")
|
|
quit(0)
|
|
else:
|
|
print("TEST_PROMPT_DEBOUNCE: FAIL (prompt flickered despite debounce)")
|
|
quit(1)
|
|
return true
|
|
return false
|