spaceship/tests/test_build_info_popup.gd
Loïc Wisniewski 1ece202731 #138: structures and doctrines cost more than rocks, and more the deeper they are
Both halves of the ticket, in the shape vessels have used since gas bombers
and laser ships: a definition carries an ore figure and, when it wants more
than ore, a dictionary that IS the price. `building_costs()` and
`skill_costs()` answer it the way `product_costs()` already did, so there is
one question with one answer whatever is being bought, and every payment
path now goes through `spend_resources` rather than `spend`.

Seven of ten structures and thirteen of seventeen doctrines now want gas,
energy or dark matter alongside their rocks, and the totals climb with tree
depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530.

The constraint that shaped the table is REACHABILITY, and it is the reason
some prices stayed ore-only. Energy exists only where a gas burner stands,
and a gas burner needs Power Systems - so nothing at or before that depth
may be priced in energy, or it is a wall with no way through. Dark matter is
rarer still and appears once, on the deepest node in the game. The extractor
stays rocks-only despite its depth allowing gas, because the quest chain
reaches it before it has sent the player for any.

test_progressive_costs checks those as properties rather than transcribing
the numbers, so rebalancing a price costs nothing while breaking the shape
fails: nothing unreachable at its own depth, prices rising with depth, the
ore field agreeing with the dictionary (repairs quote the field alone, since
a repair drone carries ore and nothing else), and the quest chain never
asking for a structure it has not funded.

Two things cleaned up on the way:

- The per-building cost constants in GameState are gone. Nothing but tests
  used them, and they were a second copy of a number the definitions already
  hold - exactly what would drift once a price gained a resource.
- research_for_building() returns a display NAME, and the id-keyed half of
  the tree wants an id. That mix-up is silent - skill_depth() of a name finds
  no node and answers 0, so a deep structure reads as an ungated one, which
  is how the first draft of the test let an unreachable price through.
  research_node_for_building() is the id, and the name is expressed from it.

PriceTag no longer rebuilds its labels when re-told the same price; it
refreshes the held figures instead. The craft menu re-states prices every
frame and the build menu now does too, so that was a dozen Labels being torn
down and rebuilt sixty times a second.
2026-08-28 15:30:30 +02:00

136 lines
4.7 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_build_info_popup.gd
# Every build option explains itself before anything is spent. Picking a
# structure costs ore and, for a mothership, can destroy the one you already
# have, so no option may build straight off the menu press.
#
# Verifies, for EVERY option in the build menu:
# 1. pressing it opens the popup with that building's own title and a
# non-empty description, and shows its price
# 2. nothing is built and no ore is spent until the confirm is pressed
# 3. confirming builds exactly that structure and charges exactly its cost
# 4. closing the popup instead drops the pending build entirely - a later
# confirm press does nothing
var scene: Node
var game_state: Node
var controller: Node
var popup: Control
var title: Label
var message: Label
# Control, not PriceTag: naming a class whose body reads the GameState
# autoload does not compile inside an `extends SceneTree` script.
var cost_number: Control
var build_button: IconButton
var stage: int = 0
var elapsed: float = 0.0
# Extractor is excluded: it needs a planet underneath, which
# test_extractor_building covers in full.
const OPTIONS: Array = [
{"type": "mothership", "title": "Mothership"},
{"type": "ship_crafter", "title": "Ship Crafter"},
{"type": "command_center", "title": "Command Center"},
]
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.rocks = 500
# #138: some structures want gas as well as rocks, and the popup
# only offers a build button for something the player can pay for.
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 500)
game_state.bank_inventory.set_amount(GameState.RESOURCE_ENERGY, 500)
game_state.buildings.clear()
game_state.extractors.clear()
# Structures are gated behind the mothership's research tree. That gate
# is test_skill_tree's subject, not this one's - here every option needs
# to be available so the popup itself can be exercised.
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
controller = scene.get_node("BuildController")
popup = scene.get_node("UI/BuildMenu/InfoPopup")
title = popup.get_node("Panel/TitleLabel")
message = popup.get_node("Panel/MessageLabel")
cost_number = popup.get_node("Panel/CostNumber")
build_button = popup.get_node("Panel/BuildButton")
func _count(type: String) -> int:
var n: int = 0
for b in game_state.buildings:
if b.type == type:
n += 1
return n
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
for option in OPTIONS:
var type: String = option.type
var expected_cost: int = controller.cost_of(type)
var rocks_before: int = game_state.rocks
var built_before: int = _count(type)
controller._on_build_pressed()
controller._show_building_info(type)
var informed: bool = popup.visible \
and title.text == option.title \
and message.text.length() > 40 \
and cost_number.priced(GameState.RESOURCE_ORE) == expected_cost \
and build_button.visible
var untouched: bool = game_state.rocks == rocks_before and _count(type) == built_before
print("%s: popup=%s title='%s' cost=%d offered=%s nothing_spent_yet=%s" % [
type, popup.visible, title.text,
cost_number.priced(GameState.RESOURCE_ORE),
build_button.visible, untouched
])
if not (informed and untouched):
print("TEST_BUILD_INFO_POPUP: FAIL (%s did not explain itself before building)" % type)
quit(1)
return true
# --- closing drops it, it must not build later ------------
controller._close_info()
controller._confirm_build()
if _count(type) != built_before or game_state.rocks != rocks_before:
print("TEST_BUILD_INFO_POPUP: FAIL (%s built after the popup was dismissed)" % type)
quit(1)
return true
# --- reopening and confirming builds it ------------------
controller._on_build_pressed()
controller._show_building_info(type)
controller._confirm_build()
var built: bool = _count(type) == built_before + 1
var charged: bool = game_state.rocks == rocks_before - expected_cost
print("%s: confirmed -> built=%s rocks %d->%d charged=%s" % [
type, built, rocks_before, game_state.rocks, charged
])
if not (built and charged):
print("TEST_BUILD_INFO_POPUP: FAIL (%s did not build on confirmation)" % type)
quit(1)
return true
print("TEST_BUILD_INFO_POPUP: PASS")
quit(0)
return true
return false