spaceship/tests/test_planet_scanner.gd
Loïc Wisniewski 10d19a369b Guide the fleet to the nearest unconquered scan target
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-04 21:46:24 +02:00

194 lines
8.5 KiB
GDScript

extends SceneTree
# Focused coverage for #192-#196: the scanner progression, its scene-owned
# menu, the one hostile region and the ambient enemies that inhabit it.
const QUESTS = preload("res://core/Quests.gd")
class FakeFleet:
extends Node2D
var ships: Array = [Node2D.new()]
func get_centroid() -> Vector2:
return position
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
var state: Node = root.get_node("GameState")
state.reset_new_game()
state.intro_active = false
state.reset_quests(false)
# #194: exact, finite hostile geography instead of an endless rare roll.
WorldGen.dev_planets_enabled = false
var boss_count: int = 0
for x in range(-40, 41):
for y in range(-40, 41):
var chunk := Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk) \
and String(WorldGen.planet_data_at_chunk(chunk).definition_id) \
== PlanetDefinitions.BOSS_ID:
boss_count += 1
if boss_count != 1:
return _fail("normal generation contains %d boss planets, expected exactly one" % boss_count)
if WorldGen.biome_at_chunk(WorldGen.OCTOPUS_BIOME_CENTER) \
!= WorldGen.Biome.OCTOPUS:
return _fail("the unique boss is not inside the octopus biome")
if WorldGen.octopus_biome_chunks().size() < 5:
return _fail("the octopus biome is not a multi-chunk region")
for chunk in WorldGen.octopus_biome_chunks():
if WorldGen.biome_at_chunk(chunk) != WorldGen.Biome.OCTOPUS:
return _fail("declared octopus chunk %s has another biome" % chunk)
if chunk != WorldGen.OCTOPUS_BIOME_CENTER \
and WorldGen.has_planet_at_chunk(chunk):
return _fail("the hostile region contains an extra planet at %s" % chunk)
print("one finite nine-chunk octopus biome contains the one normal boss planet")
# #193/#195: research gate, real generated scan results and boss gating.
if state.is_building_unlocked(GameState.BUILDING_PLANET_SCANNER):
return _fail("planet scanner is available without research")
state.unlocked.append("coordination")
state.bank_inventory.deposit(GameState.RESOURCE_ORE, 50)
state.bank_inventory.deposit(GameState.RESOURCE_GAS, 15)
state.research_points = 1
if not state.unlock("deep_space_scanning") \
or not state.is_building_unlocked(GameState.BUILDING_PLANET_SCANNER):
return _fail("Deep-Space Scanning did not unlock its building")
state.add_building(GameState.BUILDING_PLANET_SCANNER, Vector2.ZERO)
var explored_before_scan: Dictionary = state.explored_chunks.duplicate()
var rocky: Dictionary = state.scan_for_planet(PlanetDefinitions.ROCKY_ID,
Vector2.ZERO)
if rocky.is_empty() or String(rocky.definition_id) != PlanetDefinitions.ROCKY_ID:
return _fail("the scanner did not find a real rocky planet")
if explored_before_scan.has(Vector2i(rocky.chunk)):
return _fail("the scanner test's first target was already explored")
if not state.explored_chunks.has(Vector2i(rocky.chunk)):
return _fail("a scan result was not revealed on the persistent map")
if String(state.active_scanner_target().planet_id) != String(rocky.planet_id):
return _fail("the revealed planet was not retained as navigation target")
if not _is_nearest_unconquered(state, rocky, PlanetDefinitions.ROCKY_ID):
return _fail("the scanner did not select the physically closest rocky planet")
# A conquered nearest match must be skipped on the next scan.
state.planet_capture[String(rocky.planet_id)] = {
"captured": [], "conquered": true,
}
var next_rocky: Dictionary = state.scan_for_planet(PlanetDefinitions.ROCKY_ID,
Vector2.ZERO)
if next_rocky.is_empty() or String(next_rocky.planet_id) == String(rocky.planet_id) \
or state.is_planet_conquered(String(next_rocky.planet_id)):
return _fail("scanner reused the nearest conquered rocky planet")
print("scanner found the nearest unvisited world and skipped it after conquest")
if PlanetDefinitions.BOSS_ID in state.scanner_available_planet_types():
return _fail("boss signature is available before the four-world survey")
var menu: Control = load("res://ui/menus/ScannerMenu.tscn").instantiate()
root.add_child(menu)
menu.open_menu()
if menu.get_node("BossButton").visible:
return _fail("scanner menu shows the boss before the survey")
for definition_id in GameState.SCANNER_SURVEY_TYPES:
state.note_planet_visited("scanner:test:%s" % definition_id, definition_id)
menu.refresh()
if not menu.get_node("BossButton").visible \
or not menu.get_node("BossLabel").visible:
return _fail("the fifth scanner option did not appear after four planet types")
var boss: Dictionary = state.scan_for_planet(PlanetDefinitions.BOSS_ID,
Vector2.ZERO)
if boss.is_empty() or Vector2i(boss.chunk) != WorldGen.OCTOPUS_BIOME_CENTER:
return _fail("boss scan did not resolve the unique hostile region")
var map_content: Node2D = load("res://world/WorldMapContent.gd").new()
var marker: Dictionary = map_content.scanner_target_marker()
if marker.is_empty() or String(marker.planet_id) != String(boss.planet_id) \
or Vector2(marker.position).distance_to(
Vector2(boss.world_position) * map_content.WORLD_TO_LOCAL) > 0.01:
return _fail("the active scan has no matching destination point on the map")
map_content.free()
print("researched scanner reveals generated destinations; the fifth option waits for 4/4")
# #192: the scanner is taught immediately before the widened survey.
var scanner_quest_at: int = -1
var worlds_at: int = -1
for i in range(QUESTS.count()):
if String(QUESTS.at(i).id) == "planet_scanner":
scanner_quest_at = i
if String(QUESTS.at(i).id) == "worlds":
worlds_at = i
if scanner_quest_at < 0 or worlds_at != scanner_quest_at + 1:
return _fail("scanner quest is not directly before the world survey")
if int(QUESTS.at(worlds_at).goal.count) != 4:
return _fail("world survey does not require four planet types")
print("the quest chain teaches the scanner immediately before the four-world survey")
# #196: entering/leaving the biome owns a bounded roaming population.
var host := Node2D.new()
root.add_child(host)
var fake_fleet := FakeFleet.new()
fake_fleet.name = "Fleet"
fake_fleet.position = Vector2.ZERO
fake_fleet.add_to_group("player_fleet")
host.add_child(fake_fleet)
menu.close_menu()
var guidance: Control = load("res://ui/ScannerGuidance.tscn").instantiate()
root.add_child(guidance)
guidance._process(0.0)
if not guidance.visible or not guidance.get_node("TargetLabel").text.contains(
String(boss.name).to_upper()):
return _fail("the flight HUD did not point toward the scanned destination")
var indicator: Control = guidance.get_node("Indicator")
var indicator_center: Vector2 = indicator.position + indicator.size * 0.5
var viewport_size: Vector2 = guidance.get_viewport_rect().size
if indicator_center.x < 20.0 or indicator_center.y < 20.0 \
or indicator_center.x > viewport_size.x - 20.0 \
or indicator_center.y > viewport_size.y - 20.0:
return _fail("scanner direction indicator was placed outside the viewport")
guidance.queue_free()
fake_fleet.position = WorldGen.chunk_origin(WorldGen.OCTOPUS_BIOME_CENTER) \
+ Vector2(WorldGen.CHUNK_SIZE * 0.5, WorldGen.CHUNK_SIZE * 0.5)
var field: Node2D = load("res://world/OctopusField.gd").new()
field.name = "OctopusField"
host.add_child(field)
field._process(0.1)
if field.active.size() != 1:
return _fail("entering the octopus biome spawned %d roamers" % field.active.size())
var roamer: Node = field.active[0]
if roamer.max_hp < 7 or not roamer.is_in_group("roaming_octopuses"):
return _fail("ambient octopus lacks its durable roaming composition")
fake_fleet.position = Vector2.ZERO
field._process(0.1)
if not field.active.is_empty():
return _fail("roaming octopuses followed the fleet outside their biome")
print("octopus biome spawns bounded durable roamers and retires them at its edge")
print("TEST_PLANET_SCANNER: PASS")
quit(0)
func _fail(message: String) -> void:
print("FAIL: %s" % message)
quit(1)
func _is_nearest_unconquered(state: Node, result: Dictionary,
definition_id: String) -> bool:
var origin := Vector2.ZERO
var result_distance: float = origin.distance_to(Vector2(result.world_position))
var radius: int = int(result.distance_chunks) + 2
for x in range(-radius, radius + 1):
for y in range(-radius, radius + 1):
var chunk := Vector2i(x, y)
if not WorldGen.has_planet_at_chunk(chunk):
continue
var data: Dictionary = WorldGen.planet_data_at_chunk(chunk)
if String(data.definition_id) != definition_id \
or state.is_planet_conquered(String(data.planet_id)):
continue
var world_position: Vector2 = WorldGen.chunk_origin(chunk) \
+ Vector2(data.local_pos)
if origin.distance_to(world_position) < result_distance - 0.01:
return false
return true