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>
104 lines
3.7 KiB
GDScript
104 lines
3.7 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_enemy_combat.gd
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# Verifies the fleet kills an enemy it is AIMED at, without the enemy ever
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# having to touch a ship, and that a coherent red light-burst explosion VFX
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# spawns at the moment it dies.
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#
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# The fleet used to fire on its own and this test only had to wait. Firing is
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# now the right-hand stick, so the test holds it toward the enemy - through
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# the real control, not by poking the weapon components, so what it exercises
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# is the path the player uses. See tests/test_fire_stick.gd for the aiming
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# behaviour itself.
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const TEST_DURATION: float = 3.0
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const SPAWN_OFFSET: Vector2 = Vector2(220, 0) # inside fire_range, outside collision radius
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var main_scene: Node
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var fleet: Node
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var enemy: Node
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var elapsed: float = 0.0
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var started: bool = false
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func _initialize() -> void:
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var packed: PackedScene = load("res://world/Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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func _physics_process(delta: float) -> bool:
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if not started:
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# Disabling EnemySpawner in _initialize() doesn't reliably stick -
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# a node's set_process(false) call made before it has fully
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# finished entering the tree can get silently reset once the
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# engine's own (deferred) tree-entry finalization runs, which
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# happens strictly after _ready(). Here, at the point _ready() is
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# already confirmed complete, it's safe.
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main_scene.get_node("EnemySpawner").set_process(false)
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# Crew the fleet HERE, not in _initialize(), for the same reason the
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# set_process(false) call above lives here: work done in _initialize()
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# can be undone by the engine's deferred tree-entry finalization. A
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# new game flies one vessel into three slots now, and this test needs
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# a full one.
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root.get_node("GameState").unlocked.append_array(["wing", "squadron", "armada"])
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fleet.spawn_ships(5, Vector2.ZERO)
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var enemy_scene: PackedScene = load("res://enemies/Enemy.tscn")
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enemy = enemy_scene.instantiate()
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enemy.position = fleet.get_centroid() + SPAWN_OFFSET
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main_scene.add_child(enemy)
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_hold_fire_toward(SPAWN_OFFSET)
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started = true
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return false
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elapsed += delta
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if not is_instance_valid(enemy):
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_finish(true, "enemy destroyed by aimed fleet fire after %.2fs" % elapsed)
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return true
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if elapsed >= TEST_DURATION:
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_finish(false, "enemy still alive after %.2fs (hp=%d)" % [elapsed, enemy.hp])
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return true
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return false
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# Presses the fire stick and holds it on the given heading. The stick keeps
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# reporting that direction until it is released, so this is called once.
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func _hold_fire_toward(heading: Vector2) -> void:
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var stick: Control = main_scene.get_node("UI/FireStick")
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var centre: Vector2 = stick.global_position + stick.size * 0.5
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var press := InputEventScreenTouch.new()
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press.index = 6
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press.pressed = true
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press.position = centre
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stick.handle_touch(press)
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var drag := InputEventScreenDrag.new()
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drag.index = 6
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drag.position = centre + heading.normalized() * stick.max_radius
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stick.handle_drag(drag)
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func _finish(ok: bool, message: String) -> void:
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print("ships_remaining=%d" % fleet.ships.size())
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print(message)
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var vfx_ok: bool = false
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for child in root.get_children():
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if child is EnemyExplosionVFX:
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vfx_ok = true
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print("enemy_vfx_ok=%s" % vfx_ok)
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if ok and fleet.ships.size() == 5 and vfx_ok:
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print("TEST_ENEMY_COMBAT: PASS")
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quit(0)
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else:
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if fleet.ships.size() != 5:
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print("FAIL: a ship was lost - enemy must have reached melee range instead of dying to fire")
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if not vfx_ok:
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print("FAIL: no matching red light-burst explosion VFX found for the destroyed enemy")
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print("TEST_ENEMY_COMBAT: FAIL")
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quit(1)
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