spaceship/tests/test_enemy_combat.gd
Loïc Wisniewski 85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).

All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.

Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.

Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00

74 lines
2.3 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_combat.gd
# Verifies the fleet auto-fires on an enemy within range and kills it after
# a few hits, without the enemy ever having to touch a ship, and that a
# coherent red light-burst explosion VFX spawns at the moment it dies.
const TEST_DURATION: float = 3.0
const SPAWN_OFFSET: Vector2 = Vector2(220, 0) # inside fire_range, outside collision radius
var main_scene: Node
var fleet: Node
var enemy: Node
var elapsed: float = 0.0
var started: bool = false
func _initialize() -> void:
var packed: PackedScene = load("res://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)
var enemy_scene: PackedScene = load("res://Enemy.tscn")
enemy = enemy_scene.instantiate()
enemy.position = fleet.get_centroid() + SPAWN_OFFSET
main_scene.add_child(enemy)
started = true
return false
elapsed += delta
if not is_instance_valid(enemy):
_finish(true, "enemy destroyed by fleet fire after %.2fs" % elapsed)
return true
if elapsed >= TEST_DURATION:
_finish(false, "enemy still alive after %.2fs (hp=%d)" % [elapsed, enemy.hp])
return true
return false
func _finish(ok: bool, message: String) -> void:
print("ships_remaining=%d" % fleet.ships.size())
print(message)
var vfx_ok: bool = false
for child in root.get_children():
if child is EnemyExplosionVFX:
vfx_ok = true
print("enemy_vfx_ok=%s" % vfx_ok)
if ok and fleet.ships.size() == 5 and vfx_ok:
print("TEST_ENEMY_COMBAT: PASS")
quit(0)
else:
if fleet.ships.size() != 5:
print("FAIL: a ship was lost - enemy must have reached melee range instead of dying to fire")
if not vfx_ok:
print("FAIL: no matching red light-burst explosion VFX found for the destroyed enemy")
print("TEST_ENEMY_COMBAT: FAIL")
quit(1)