spaceship/tests/test_cargo_readout.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

129 lines
4.7 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_cargo_readout.gd
# Forgejo #15 (part 2 of #12): what the fleet is carrying has to be visible
# separately from what is banked.
#
# Since #14, ore is cargo until the fleet delivers it to the mothership. The
# banked readout does not move on pickup, so without a second readout mining
# looks broken - you gather ore and no number on screen changes.
#
# --headless has no GPU and draws no pixels, so this asserts on the two
# readouts' state, not on their appearance. tests/screenshot.sh covers
# whether they are legible.
#
# Verifies:
# 1. the banked readout keeps showing the BANK, not the total
# 2. the cargo readout shows the hold, and appears only while carrying
# 3. an empty hold hides it rather than parking a permanent 0 beside the
# real total
# 4. delivering moves the number from one readout to the other
# 5. the two are actually told apart on screen, rather than being the same
# number twice in the same colour at the same place
var game_state: Node
var scene: Node
var banked: Control
var cargo: Control
var stage: int = 0
var mothership_id: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.rocks = 42
game_state.fleet_cargo = 0
# Banking is a transfer TO the mothership now (#24), and a transfer needs
# a building to aim at. Only the record is required - the transfer
# primitives work off GameState, not off the spawned node - so this stays
# a display test rather than becoming one about the building system.
mothership_id = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
# ResourceReadout builds its rows in _ready(), which for a -s
# entry-point script does not fire synchronously inside
# _initialize()'s add_child() - it is deferred to the first
# frame. Looking these up here, after the elapsed wait above,
# instead of right after add_child(), is what makes them non-null.
var readout: Node = scene.get_node("UI/ResourceReadout")
banked = readout.banked_number(GameState.RESOURCE_ORE)
cargo = readout.fleet_number(GameState.RESOURCE_ORE)
# --- 3. nothing carried -> no cargo readout -----------------
if cargo.visible:
print("TEST_CARGO_READOUT: FAIL (cargo readout showing with an empty hold)")
quit(1)
return true
if banked.amount != 42:
print("TEST_CARGO_READOUT: FAIL (banked readout shows %d, bank is 42)" % banked.amount)
quit(1)
return true
print("empty hold -> cargo readout hidden, banked shows %d" % banked.amount)
game_state.collect_cargo(7)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
# --- 1 + 2. carried and banked are separate numbers ---------
if not cargo.visible:
print("TEST_CARGO_READOUT: FAIL (carrying 7 and the cargo readout is hidden)")
quit(1)
return true
if cargo.amount != 7:
print("TEST_CARGO_READOUT: FAIL (cargo readout shows %d, hold is 7)" % cargo.amount)
quit(1)
return true
if banked.amount != 42:
print("TEST_CARGO_READOUT: FAIL (banked readout moved to %d on a pickup - it is showing the total, not the bank)" % banked.amount)
quit(1)
return true
print("carrying 7 -> cargo=%d banked=%d" % [cargo.amount, banked.amount])
# --- 5. genuinely distinguishable ---------------------------
if cargo.glow_color == banked.glow_color:
print("TEST_CARGO_READOUT: FAIL (both readouts drawn in the same colour)")
quit(1)
return true
if cargo.position == banked.position:
print("TEST_CARGO_READOUT: FAIL (both readouts in the same place)")
quit(1)
return true
print("distinct: colours %s vs %s, at %s vs %s" % [
cargo.glow_color, banked.glow_color, cargo.position, banked.position
])
# --- 4. delivery moves it across ----------------------------
game_state.transfer_to_building(mothership_id, game_state.fleet_cargo)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.2:
return false
if cargo.visible:
print("TEST_CARGO_READOUT: FAIL (cargo readout still showing after delivery)")
quit(1)
return true
if banked.amount != 49:
print("TEST_CARGO_READOUT: FAIL (banked shows %d after delivering 7 into 42)" % banked.amount)
quit(1)
return true
print("delivered -> cargo hidden, banked shows %d" % banked.amount)
print("TEST_CARGO_READOUT: PASS")
quit(0)
return true
return false