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>
105 lines
2.9 KiB
GDScript
105 lines
2.9 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_planet_spawning.gd
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# Verifies PlanetField spawns a planet once the fleet enters a chunk where
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# WorldGen says one belongs, and despawns it again once the fleet moves
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# far enough away - mirrors test_asteroid_spawning.gd's lifecycle check.
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var main_scene: Node
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var fleet: Node
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var planet_field: Node
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var target_chunk: Vector2i
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var spawned_planet: Node = null
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var elapsed: float = 0.0
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var stage: int = 0
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var ok: bool = true
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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if WorldGen.has_planet_at_chunk(chunk):
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("FAIL: could not find any chunk with a planet to test with")
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quit(1)
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return
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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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planet_field = main_scene.get_node("PlanetField")
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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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var target_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = target_pos
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fleet.move_to(target_pos)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < planet_field.check_interval + 0.1:
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return false
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_check_spawned()
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elapsed = 0.0
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stage = 2
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return false
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2:
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var far_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2(50000, 50000)
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for ship in fleet.ships:
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ship.position = far_pos
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fleet.move_to(far_pos)
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elapsed = 0.0
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stage = 3
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return false
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3:
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if elapsed < planet_field.check_interval + 0.1:
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return false
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_check_despawned()
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return true
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return false
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func _check_spawned() -> void:
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var has_chunk: bool = planet_field.populated_chunks.has(target_chunk)
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if not has_chunk:
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ok = false
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print("FAIL: target_chunk %s not populated after check_interval" % target_chunk)
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return
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var planets: Array = planet_field.populated_chunks[target_chunk]
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spawned_planet = planets[0] if planets.size() > 0 else null
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var count_ok: bool = planets.size() == 1
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var name_ok: bool = spawned_planet != null and spawned_planet.planet_name != ""
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ok = ok and count_ok and name_ok
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print("spawned_count=%d name_ok=%s planet_name=%s" % [planets.size(), name_ok, spawned_planet.planet_name if spawned_planet else "<none>"])
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func _check_despawned() -> void:
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var chunk_removed: bool = not planet_field.populated_chunks.has(target_chunk)
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var freed: bool = spawned_planet == null or not is_instance_valid(spawned_planet)
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ok = ok and chunk_removed and freed
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print("chunk_removed=%s freed=%s" % [chunk_removed, freed])
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if ok:
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print("TEST_PLANET_SPAWNING: PASS")
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quit(0)
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else:
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print("TEST_PLANET_SPAWNING: FAIL")
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quit(1)
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