spaceship/tests/test_resources_and_buildings.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

231 lines
8.9 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_resources_and_buildings.gd
# Covers the resource/building loop end to end:
# 1. flying a ship over a surface rock loads it into the fleet's hold
# (banking it needs a trip to the mothership - see #14 and
# tests/test_fleet_cargo.gd)
# 2. buildings are paid for, persist in GameState, and respawn with the
# space scene (they must survive the trip to a planet and back)
# 3. a ship crafter adds a vessel to the fleet for rocks
# 4. wiping out the fleet rebuilds one vessel at the mothership
var stage: int = 0
var elapsed: float = 0.0
var scene: Node
var fleet: Node
var game_state: Node
var rock: Area2D
var mothership_pos: Vector2 = Vector2(900.0, -400.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.rocks = 0
game_state.fleet_cargo = 0
game_state.buildings.clear()
game_state.has_return_position = false
scene = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(scene)
current_scene = scene
fleet = scene.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# --- gather a rock -------------------------------------------
scene.get_node("SurfaceFeatures/ResourceProvider").set_process(false)
rock = load("res://surface/Rock.tscn").instantiate()
rock.build_shape(1)
# Placed OUTSIDE the pickup shape but inside attract_radius, so
# this also proves the magnetic pull actually reels it in rather
# than the ship simply happening to overlap it on spawn.
rock.position = fleet.ships[0].position + Vector2(150.0, 0.0)
scene.add_child(rock)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 1.5:
return false
# Into the hold, not the bank: since #14 ore is cargo until the
# fleet delivers it to the mothership.
if game_state.fleet_cargo != 1:
print("fleet_cargo=%d after flying a ship onto one" % game_state.fleet_cargo)
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (rock not gathered)")
quit(1)
return true
print("gathered rock -> hold=%d bank=%d" % [game_state.fleet_cargo, game_state.rocks])
# Bank enough to build with, then move to the space scene.
game_state.rocks = 60
change_scene_to_file("res://world/Main.tscn")
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.4:
return false
if current_scene == null or current_scene.name != "Main":
return false
scene = current_scene
fleet = scene.get_node("Fleet")
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# --- place both buildings -------------------------------------
var field: Node = scene.get_node("BuildingField")
var before: int = game_state.rocks
for ship in fleet.ships:
ship.position = mothership_pos
fleet.move_to(mothership_pos)
field.place(GameState.BUILDING_MOTHERSHIP, mothership_pos)
game_state.spend(GameState.MOTHERSHIP_COST)
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(1400.0, 300.0))
game_state.spend(GameState.SHIP_CRAFTER_COST)
var paid: bool = game_state.rocks == before - GameState.MOTHERSHIP_COST - GameState.SHIP_CRAFTER_COST
var stored: bool = game_state.buildings.size() == 2
print("buildings=%d rocks %d->%d paid=%s" % [
game_state.buildings.size(), before, game_state.rocks, paid
])
if not (paid and stored):
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (placing/paying wrong)")
quit(1)
return true
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.3:
return false
# --- crafter adds a ship --------------------------------------
# Crafting adds a FOURTH vessel below, one past the 3 slots a
# new game has, so make room first - the subject here is the
# crafter, not the fleet cap.
game_state.unlocked.append_array(["wing", "squadron", "armada"])
fleet.spawn_ships(3, Vector2.ZERO)
var before_ships: int = fleet.ships.size()
var before_rocks: int = game_state.rocks
game_state.spend(GameState.SHIP_COST)
var added: bool = fleet.add_ship()
print("craft: ships %d->%d rocks %d->%d" % [
before_ships, fleet.ships.size(), before_rocks, game_state.rocks
])
if not (added and fleet.ships.size() == before_ships + 1 and game_state.rocks == before_rocks - GameState.SHIP_COST):
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (crafting a ship)")
quit(1)
return true
# --- command centre: drag a formation slot ---------------------
var editor: Control = scene.get_node("UI/FormationMenu/Editor")
var menu: Control = scene.get_node("UI/FormationMenu")
menu.visible = true
editor.size = Vector2(520, 520)
# The editor is driven from BuildController._unhandled_input,
# which never fires for Controls that consume touches through
# the GUI system first. The menu AND its full-screen backdrop
# must both be IGNORE, or dragging a slot silently does nothing
# on a real device - which is exactly what happened.
for node in [menu, menu.get_node("Backdrop"), editor]:
if node.mouse_filter != Control.MOUSE_FILTER_IGNORE:
print("%s has mouse_filter=%d, needs IGNORE" % [node.name, node.mouse_filter])
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (formation menu would swallow drags)")
quit(1)
return true
var slot_before: Vector2 = game_state.formation[1]
var down: InputEventScreenTouch = InputEventScreenTouch.new()
down.index = 0
down.pressed = true
down.position = editor.global_position + editor._slot_screen_pos(1)
var grabbed: bool = editor.handle_touch(down)
var move: InputEventScreenDrag = InputEventScreenDrag.new()
move.index = 0
move.position = editor.global_position + editor._slot_screen_pos(1) + Vector2(40.0, 25.0)
editor.handle_drag(move)
var slot_after: Vector2 = game_state.formation[1]
menu.visible = false
print("formation slot 1: %s -> %s (grabbed=%s)" % [slot_before, slot_after, grabbed])
if not (grabbed and slot_after != slot_before):
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (formation slot did not drag)")
quit(1)
return true
# Editing must re-seat the ships ALREADY in flight, not just
# ones built later - otherwise the edit reads as doing nothing.
var live_target: Vector2 = fleet.ships[1].move_target
var expected_target: Vector2 = fleet.fleet_target + slot_after
var live_ok: bool = live_target.distance_to(expected_target) < 0.01
print("live ship 1 target %s, expected %s (ok=%s)" % [
live_target, expected_target, live_ok
])
if not live_ok:
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (existing ships ignored the edit)")
quit(1)
return true
# --- pivot the formation --------------------------------------
var before_pivot: Vector2 = game_state.formation[1]
game_state.rotate_formation(PI / 2.0)
fleet.apply_formation()
var after_pivot: Vector2 = game_state.formation[1]
var rotated_ok: bool = after_pivot.distance_to(before_pivot.rotated(PI / 2.0)) < 0.01
var length_kept: bool = abs(after_pivot.length() - before_pivot.length()) < 0.01
var ship_followed: bool = fleet.ships[1].move_target.distance_to(fleet.fleet_target + after_pivot) < 0.01
print("pivot: %s -> %s (rotated=%s shape_kept=%s ship_followed=%s)" % [
before_pivot, after_pivot, rotated_ok, length_kept, ship_followed
])
if not (rotated_ok and length_kept and ship_followed):
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (pivot)")
quit(1)
return true
game_state.rotate_formation(-PI / 2.0)
slot_after = game_state.formation[1]
# A rebuilt fleet must adopt the edited layout, which is the
# whole point of storing the formation in GameState.
fleet.spawn_ships(2, Vector2.ZERO)
var uses_layout: bool = fleet.ships[1].position.distance_to(slot_after) < 0.01
print("respawned ship 1 at %s, formation says %s (matches=%s)" % [
fleet.ships[1].position, slot_after, uses_layout
])
if not uses_layout:
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (fleet ignored the edited formation)")
quit(1)
return true
# --- wipe the fleet -------------------------------------------
for ship in fleet.ships.duplicate():
ship.queue_free()
fleet.ships.clear()
fleet.formation_offsets.clear()
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.5:
return false
# BuildController._process should have rebuilt one vessel, at
# the mothership rather than the origin.
var respawned: bool = fleet.ships.size() == 1
var at_mothership: bool = respawned and fleet.ships[0].position.distance_to(mothership_pos) < 120.0
print("after wipe: ships=%d at_mothership=%s (pos=%s expected~%s)" % [
fleet.ships.size(), at_mothership,
fleet.ships[0].position if respawned else Vector2.ZERO, mothership_pos
])
if respawned and at_mothership:
print("TEST_RESOURCES_AND_BUILDINGS: PASS")
quit(0)
else:
print("TEST_RESOURCES_AND_BUILDINGS: FAIL (fleet not rebuilt at the mothership)")
quit(1)
return true
return false