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