spaceship/tests/test_planet_conquest_gate.gd
Loïc Wisniewski 6e13b6397c Take planets by killing what defends them
#211 conquest is the fight now: a planet registers the garrison its setup
authors, each defender's own death counts against it, and the last one takes
the world. The capture points - stand in a ring, wait out a timer, once per
ring - are gone, along with the editor palette that placed them.
#212 conquest opens a dialog on the surface naming the research points
recovered; the award travels with the signal, after it is banked.
#209 the prologue's charted sectors go with the breach, so the map the
survivors keep is of where they now are - and "chart 30 sectors" is no
longer complete before they have flown anywhere.
#218 enemy variety is gated on the FLEET, not on wave strength: a starting
fleet meets chasers only at any wave number, and each vessel past three
opens one more kind.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 13:31:25 +02:00

190 lines
7.6 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_conquest_gate.gd
# Verifies:
# 1. GameState starts every planet unconquered, and re-registering a
# garrison on a conquered planet cannot un-conquer it
# 2. a planet falls only when its LAST defender does, and the
# planet_conquered signal fires exactly once, carrying what it paid
# 3. over an unconquered planet, the extractor build option is disabled,
# the info popup explains why, and confirming spends nothing and builds
# nothing
# 4. once conquered, the same build flow works and charges the cost
var main_scene: Node
var fleet: Node
var game_state: Node
var controller: Node
var button: IconButton
var popup: Control
var target_chunk: Vector2i
var stage: int = 0
var elapsed: float = 0.0
var conquered_signal_count: int = 0
# #212 needs the award to travel WITH the signal, so whatever announces
# conquest reports a number that was actually paid.
var conquered_signal_points: int = -1
func _initialize() -> void:
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
# #75: this test is about the conquest gate, not resource type -
# skip a research_lab specifically, since it yields nothing and
# is correctly refused regardless of conquest (see
# test_research_lab_extractor_gate.gd for that behaviour).
if WorldGen.has_planet_at_chunk(chunk) \
and WorldGen.planet_data_at_chunk(chunk).definition_id != "research_lab":
target_chunk = chunk
found = true
break
if found:
break
if not found:
return _fail("no planet chunk to test with")
game_state = root.get_node("GameState")
game_state.rocks = 200
game_state.buildings.clear()
game_state.extractors.clear()
game_state.planet_capture.clear()
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
# Unit-level checks on GameState itself, before any scene involvement.
if game_state.is_planet_conquered(target_planet_id):
return _fail("a fresh planet reported conquered")
game_state.register_planet_garrison(target_planet_id, 3)
if game_state.garrison_remaining(target_planet_id) != 3:
return _fail("a garrison of 3 registered as %d" \
% game_state.garrison_remaining(target_planet_id))
game_state.planet_conquered.connect(func(_id, points):
conquered_signal_count += 1
conquered_signal_points = points)
game_state.mark_garrison_enemy_destroyed(target_planet_id)
game_state.mark_garrison_enemy_destroyed(target_planet_id)
if game_state.is_planet_conquered(target_planet_id):
return _fail("conquered with a defender still standing")
game_state.mark_garrison_enemy_destroyed(target_planet_id)
if not game_state.is_planet_conquered(target_planet_id):
return _fail("the whole garrison is down but the planet is not conquered")
# A stray kill reported after the planet has fallen must not fire again.
game_state.mark_garrison_enemy_destroyed(target_planet_id)
# Nor may re-landing hand the planet back: registration is refused
# outright once it is taken.
game_state.register_planet_garrison(target_planet_id, 3)
if not game_state.is_planet_conquered(target_planet_id):
return _fail("re-registering a garrison un-conquered a planet already taken")
if conquered_signal_count != 1:
return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
# This planet was registered with no definition and no override, so the
# conquest paid nothing - and the signal has to say so rather than leave
# the announcement to guess.
if conquered_signal_points != 0:
return _fail("an unrewarded conquest reported %d research points" \
% conquered_signal_points)
# A rewarded one reports what it paid.
var paid_planet_id: String = target_planet_id + ":paid"
var points_before: int = game_state.research_points
game_state.register_planet_garrison(paid_planet_id, 1, "", 4)
conquered_signal_points = -1
game_state.mark_garrison_enemy_destroyed(paid_planet_id)
if conquered_signal_points != 4:
return _fail("a 4-point conquest reported %d" % conquered_signal_points)
if game_state.research_points != points_before + 4:
return _fail("the reported points were not the ones actually banked")
print("conquest reports the research points it paid")
# Reset conquest for the scene-level gate check below - this run tests
# the unconquered path first, then conquers it.
game_state.planet_capture.clear()
main_scene = load("res://world/Main.tscn").instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
controller = main_scene.get_node("BuildController")
button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = near
fleet.move_to(near)
elapsed = 0.0
stage = 1
return false
1:
var planet_field: Node = main_scene.get_node("PlanetField")
if elapsed < planet_field.check_interval + 0.2:
return false
if not planet_field.populated_chunks.has(target_chunk):
return _fail("planet never spawned")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
var planet_field: Node = main_scene.get_node("PlanetField")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
controller._on_build_pressed()
if button.enabled:
return _fail("extractor option enabled over an unconquered planet")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
var explains_capture: bool = popup.visible \
and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
var offered: bool = popup.get_node("Panel/BuildButton").visible
if not explains_capture or offered:
return _fail("unconquered popup did not explain itself, or offered a build")
var rocks_before: int = game_state.rocks
controller._confirm_build() # must do nothing even if somehow pressed
if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
return _fail("build proceeded over an unconquered planet")
popup.visible = false
# Now conquer it and confirm the same flow succeeds.
game_state.register_planet_garrison(planet.planet_id, 2)
game_state.mark_garrison_enemy_destroyed(planet.planet_id)
game_state.mark_garrison_enemy_destroyed(planet.planet_id)
controller._on_build_pressed()
if not button.enabled:
return _fail("extractor option stayed disabled after conquest")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
if not popup.get_node("Panel/BuildButton").visible:
return _fail("conquered planet did not offer a build")
controller._confirm_build()
var built: bool = game_state.has_extractor_at(planet.planet_id)
var charged: bool = game_state.rocks == rocks_before - int(game_state.building_costs(GameState.BUILDING_EXTRACTOR)[GameState.RESOURCE_ORE])
if not built or not charged:
return _fail("conquered planet did not build/charge correctly")
print("TEST_PLANET_CONQUEST_GATE: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
quit(1)
return true