spaceship/tests/test_enemy_collision.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
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>
2026-08-21 19:44:14 +02:00

78 lines
2.8 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_collision.gd
# Verifies that an enemy touching a ship destroys that ship and takes it out
# of the fleet.
#
# This used to also assert the enemy SURVIVED the touch. #82 reversed that for
# the chaser - which is the enemy this spawns - so a ram now costs both. The
# rule itself, including which enemies it applies to and what a shield does
# about it, is tests/test_chaser_rams.gd; here it is only checked far enough
# to confirm this test is exercising the ramming enemy it thinks it is.
const CHECK_DELAY: float = 0.05
var main_scene: Node
var fleet: Node
var enemy: Node
var target_ship: Node
var elapsed: float = 0.0
var started: bool = false
func _initialize() -> void:
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
func _physics_process(delta: float) -> bool:
if not started:
# Disabling EnemySpawner in _initialize() doesn't reliably stick -
# a node's set_process(false) call made before it has fully
# finished entering the tree can get silently reset once the
# engine's own (deferred) tree-entry finalization runs, which
# happens strictly after _ready(). Here, at the point _ready() is
# already confirmed complete, it's safe.
main_scene.get_node("EnemySpawner").set_process(false)
# Crew the fleet HERE, not in _initialize(), for the same reason the
# set_process(false) call above lives here: work done in _initialize()
# can be undone by the engine's deferred tree-entry finalization. A
# new game flies one vessel into three slots now, and this test needs
# a full one.
root.get_node("GameState").unlocked.append_array(["wing", "squadron", "armada"])
fleet.spawn_ships(5, Vector2.ZERO)
target_ship = fleet.ships[0]
var enemy_scene: PackedScene = load("res://enemies/Enemy.tscn")
enemy = enemy_scene.instantiate()
enemy.position = target_ship.position
main_scene.add_child(enemy)
started = true
return false
elapsed += delta
if elapsed >= CHECK_DELAY:
_finish()
return true
return false
func _finish() -> void:
var ship_destroyed: bool = not is_instance_valid(target_ship)
var ship_removed_from_fleet: bool = fleet.ships.find(target_ship) == -1
var fleet_count_ok: bool = fleet.ships.size() == 4
# The chaser is destroyed by the impact too (#82).
var enemy_died: bool = not is_instance_valid(enemy) or enemy.is_queued_for_deletion()
print("ship_destroyed=%s ship_removed_from_fleet=%s ships_remaining=%d enemy_died=%s" % [
ship_destroyed, ship_removed_from_fleet, fleet.ships.size(), enemy_died
])
if ship_destroyed and ship_removed_from_fleet and fleet_count_ok and enemy_died:
print("TEST_ENEMY_COLLISION: PASS")
quit(0)
else:
print("TEST_ENEMY_COLLISION: FAIL")
quit(1)