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.
150 lines
5.7 KiB
GDScript
150 lines
5.7 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 - int(game_state.building_costs(GameState.BUILDING_MOTHERSHIP)[GameState.RESOURCE_ORE])
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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 = int(game_state.building_costs(GameState.BUILDING_MOTHERSHIP)[GameState.RESOURCE_ORE]) - 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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