spaceship/tests/test_outpost_garrison_patrol.gd
2026-09-03 00:12:08 +02:00

284 lines
11 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_outpost_garrison_patrol.gd
# Forgejo #105 (#97g): "When a vessel is assigned to an outpost, it
# navigates around the outpost by itself, attacking nearby ennemies if any
# are detected."
#
# Covers:
# A. a crewed outpost puts a real vessel in the world, and that vessel is
# NOT in the fleet - it must not follow the formation, must not eat a
# fleet slot, and must not fly off when the player leaves
# B. left alone it WANDERS its post: it visits genuinely different places,
# it is actually travelling rather than sliding, and it faces where it
# is going (#109 - it used to walk a circle in steps shorter than
# Ship's arrive_radius, so every frame it snapped and zeroed its
# velocity, and Ship only turns while it is moving)
# C. an enemy inside its detection range is engaged and shot at
# D. it will not be walked away: an enemy beyond the leash is ignored, and
# an engagement never drags it further than the leash from its post
# E. it goes back to patrolling once the enemy is gone
# F. losing a garrison vessel frees the berth, so it gets crewed again
# G. enemies fight back - a garrison vessel is a target like any other
# H. #186 - with no hostile nearby, the same weapon-target contract lets a
# garrison shoot asteroids for ore
var game_state: Node
var main: Node
var fleet: Node
var field: Node
var outpost_id: int = 0
var guard: Node2D
var component: Node
var enemy: Node2D
var asteroid: Node2D
var stage: int = 0
var elapsed: float = 0.0
var orbit_min: float = INF
var orbit_max: float = 0.0
var visited: Array = []
var top_speed: float = 0.0
var moving_frames: int = 0
var facing_frames: int = 0
var max_from_post: float = 0.0
var dummy_hp_before: int = 0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.vessel_deliveries.clear()
game_state.reset_progression()
game_state.reset_waves()
game_state.unlocked.append("forward_bases")
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
field = main.get_node("GarrisonField")
func _fail(message: String) -> bool:
print("TEST_OUTPOST_GARRISON_PATROL: FAIL (%s)" % message)
quit(1)
return true
# A pinned target that neither shoots back nor dies. The point of these
# stages is where the GARRISON goes and whether it fires, and a sniper that
# killed the guard mid-check, or a chaser that died to it, would end the
# observation before the thing being measured had happened.
func _dummy(at: Vector2) -> Node2D:
var dummy: Node2D = load("res://enemies/Enemy.tscn").instantiate()
dummy.enemy_id = "chaser"
dummy.position = at
main.add_child(dummy)
dummy.speed = 0.0
dummy.hp = 100000
return dummy
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
# The fleet is parked a long way off, so nothing here is the
# fleet's doing.
fleet.spawn_ships(1, Vector2(-9000.0, 0.0),
PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
fleet.ships[0].move_target = fleet.ships[0].position
main.get_node("BuildingField").place(GameState.BUILDING_OUTPOST, Vector2.ZERO)
outpost_id = int(game_state.buildings[-1].id)
game_state.set_garrison_desired(outpost_id, GameState.VESSEL_INTERCEPTOR, 1)
game_state.garrison_crew(outpost_id).append(GameState.VESSEL_INTERCEPTOR)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
# --- A. a real vessel, and not a fleet one -------------------
var here: Array = field.ships_at(outpost_id)
if here.size() != 1:
return _fail("a crewed outpost put %d vessels in the world" % here.size())
guard = here[0]
component = guard.get_component("garrison")
if component == null:
return _fail("the garrison vessel has no garrison component steering it")
if guard in fleet.ships:
return _fail("the garrison vessel joined the fleet")
if fleet.ships.size() != 1:
return _fail("stationing a vessel changed the fleet to %d ships" % fleet.ships.size())
print("outpost crewed with 1 vessel, fleet still %d and untouched" % fleet.ships.size())
elapsed = 0.0
stage = 2
return false
2:
# --- B. it wanders its post ---------------------------------
var from_post: float = guard.global_position.length()
orbit_min = minf(orbit_min, from_post)
orbit_max = maxf(orbit_max, from_post)
visited.append(guard.global_position)
var speed: float = guard.velocity.length()
top_speed = maxf(top_speed, speed)
if speed > 40.0:
# Facing is only meaningful while actually travelling, which
# is the whole of what #109 was about. Measured as a FRACTION
# of the travel rather than as a worst instant: a vessel that
# has just been given a new heading is legitimately still
# swinging onto it at its own rotation_speed, and one frame
# mid-turn says nothing about whether it flies nose-first.
moving_frames += 1
var drift: float = absf(angle_difference(guard.rotation,
guard.velocity.angle() + PI / 2.0))
if drift <= PI / 4.0:
facing_frames += 1
if elapsed < 8.0:
return false
if component.is_engaging():
return _fail("the garrison thinks it is fighting with no enemy on the map")
if orbit_max > component.leash_range:
return _fail("patrolling took it %.0fpx from its post, past the %.0fpx leash" \
% [orbit_max, component.leash_range])
if top_speed < 60.0:
return _fail("the picket never got above %.0fpx/s - it is sliding, not flying" \
% top_speed)
if moving_frames <= 0:
return _fail("it never travelled at all")
var aligned: float = float(facing_frames) / float(moving_frames)
if aligned < 0.7:
return _fail("it was pointing where it was going for only %.0f%% of its travel" \
% (aligned * 100.0))
# Genuinely different places, not one path walked over and over.
var spread: float = 0.0
for a in visited:
for b in visited:
spread = maxf(spread, a.distance_to(b))
if spread < 120.0:
return _fail("everywhere it went was within %.0fpx - that is not wandering" % spread)
print("wandered %.0fpx across, %.0f-%.0fpx from its post, up to %.0fpx/s, nose-first %.0f%% of the way" \
% [spread, orbit_min, orbit_max, top_speed, aligned * 100.0])
# --- D (first half). an enemy beyond the leash is ignored ----
enemy = _dummy(Vector2(component.leash_range + component.engage_distance + 900.0, 0.0))
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 1.0:
return false
if component.is_engaging():
return _fail("the garrison went after an enemy well beyond its leash")
print("an enemy %.0fpx out is left alone" % enemy.global_position.length())
enemy.queue_free()
# --- C. an enemy in reach is engaged and shot at -------------
enemy = _dummy(Vector2(300.0, 0.0))
dummy_hp_before = enemy.hp
max_from_post = 0.0
elapsed = 0.0
stage = 4
return false
4:
if not is_instance_valid(guard):
return _fail("the garrison vessel was destroyed mid-engagement")
max_from_post = maxf(max_from_post, guard.global_position.length())
if elapsed < 2.5:
return false
if not component.is_engaging():
return _fail("an enemy 300px from the outpost was not engaged")
# Damage taken, not projectiles in flight: a bolt that has already
# connected has freed itself, so counting live ones at an instant
# reads zero exactly when the gun is working best.
if enemy.hp >= dummy_hp_before:
return _fail("the garrison engaged but the enemy took no damage")
# --- D (second half). the leash holds during a fight ---------
if max_from_post > component.leash_range + 60.0:
return _fail("the fight pulled it %.0fpx from its post, past a %.0fpx leash" \
% [max_from_post, component.leash_range])
print("engaged, took %d hp off it, and stayed within %.0fpx of its post" \
% [dummy_hp_before - enemy.hp, max_from_post])
# --- G. and it can be fought back ---------------------------
var targets: Script = load("res://enemies/EnemyTargets.gd")
var picked: Node2D = targets.nearest_ship(main, enemy.global_position)
if picked != guard:
return _fail("an enemy beside the garrison picks %s instead of it - it cannot be fought back" \
% ("nothing" if picked == null else str(picked.name)))
print("enemies see the garrison as a target too")
if is_instance_valid(enemy):
enemy.queue_free()
elapsed = 0.0
stage = 5
return false
5:
# --- E. back to the patrol ----------------------------------
if elapsed < 1.5:
return false
if component.is_engaging():
return _fail("the garrison is still fighting an enemy that is gone")
print("stood down and went back to its patrol")
# --- H. asteroids are valid lower-priority targets -----------
asteroid = load("res://world/Asteroid.tscn").instantiate()
asteroid.position = Vector2(300.0, 0.0)
asteroid.velocity = Vector2.ZERO
main.add_child(asteroid)
asteroid.hp = 100000
dummy_hp_before = asteroid.hp
elapsed = 0.0
stage = 6
return false
6:
if elapsed < 2.5:
return false
if not component.is_engaging():
return _fail("an asteroid beside the outpost was not engaged")
if asteroid.hp >= dummy_hp_before:
return _fail("the garrison engaged an asteroid but never shot it")
print("garrison shot a nearby asteroid through the shared target contract")
asteroid.queue_free()
elapsed = 0.0
stage = 7
return false
7:
if elapsed < 0.5:
return false
# --- F. a lost vessel frees its berth ------------------------
if game_state.garrison_crew(outpost_id).size() != 1:
return _fail("the crew is not 1 before the kill")
guard.take_damage(1)
elapsed = 0.0
stage = 8
return false
8:
if elapsed < 0.3:
return false
if not game_state.garrison_crew(outpost_id).is_empty():
return _fail("a destroyed garrison vessel still holds its berth")
if game_state.garrison_desired_of(outpost_id, GameState.VESSEL_INTERCEPTOR) != 1:
return _fail("losing the vessel cancelled the order as well")
if field.ships_at(outpost_id).size() != 0:
return _fail("the dead vessel is still stationed")
print("losing the vessel frees the berth and leaves the order standing")
print("TEST_OUTPOST_GARRISON_PATROL: PASS")
quit(0)
return true
return false