spaceship/tests/test_world_map_ui.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

186 lines
6.8 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_world_map_ui.gd
# Verifies the map UI: hidden by default, opening it recenters on the
# fleet, a single-finger drag while the map is open pans the map content
# instead of leaking through to the gameplay fleet-move/zoom controls, and
# closing hides it again.
#
# Open and close are driven by TAPPING THE BUTTONS, not by calling open_map()
# and close_map(). Calling them directly is what let this ship broken: the
# map took over touch input while it was visible and swallowed it in _input(),
# which runs before the GUI system - so the close button never saw the touch
# and the map could not be closed at all on a touch-only device. Every part
# of that was reachable from a test; none of it was reached, because the test
# closed the map by calling the method the button was failing to reach.
#
# The open tap doubles as the harness check: if a synthetic tap could not be
# delivered at all, the close tap would "fail" for a reason that has nothing
# to do with the map.
const POS_TOLERANCE: float = 3.0
var main_scene: Node
var fleet: Node
var camera: Camera2D
var world_map: Control
var content: Node2D
var map_button: Control
var close_button: Control
var fleet_target_before: Vector2
var camera_zoom_before: float
var content_pos_before_drag: Vector2
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
camera = main_scene.get_node("Camera2D")
world_map = main_scene.get_node("UI/WorldMap")
content = main_scene.get_node("UI/WorldMap/MapContent")
map_button = main_scene.get_node("UI/MapButton")
close_button = main_scene.get_node("UI/WorldMap/CloseButton")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.1:
return false
if world_map.visible:
print("TEST_WORLD_MAP_UI: FAIL (map visible by default)")
quit(1)
return true
_tap(map_button)
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.1:
return false
var fleet_local: Vector2 = fleet.get_centroid() * content.WORLD_TO_LOCAL
var viewport_center: Vector2 = main_scene.get_viewport_rect().size / 2.0
var expected_content_pos: Vector2 = viewport_center - fleet_local * content.scale.x
var recenter_ok: bool = content.position.distance_to(expected_content_pos) <= POS_TOLERANCE
print("open_visible=%s content_pos=%s expected=%s recenter_ok=%s" % [
world_map.visible, content.position, expected_content_pos, recenter_ok
])
if not world_map.visible:
print("TEST_WORLD_MAP_UI: FAIL (tapping the map button did not open the map)")
quit(1)
return true
if not (world_map.visible and recenter_ok):
print("TEST_WORLD_MAP_UI: FAIL (open/recenter)")
quit(1)
return true
fleet_target_before = fleet.fleet_target
camera_zoom_before = camera.zoom.x
content_pos_before_drag = content.position
_touch(0, true, Vector2(200, 600))
stage = 2
elapsed = 0.0
return false
2:
if elapsed < 0.1:
return false
_drag(0, Vector2(260, 640))
stage = 3
elapsed = 0.0
return false
3:
if elapsed < 0.1:
return false
_touch(0, false, Vector2(260, 640))
# Headless mode's placeholder window doesn't match the configured
# viewport size, so Godot's own stretch transform rescales raw
# synthetic touch coordinates by some environment-specific factor
# before delivery - checking an exact pixel count here would be
# testing that artifact, not the pan logic. Instead verify the
# drag moved the map in the right DIRECTION and roughly the right
# PROPORTION (dragged twice as far on X as Y, so the pan should
# reflect that same ratio), which the scaling factor cancels out of.
var pan_delta: Vector2 = content.position - content_pos_before_drag
var moved_ok: bool = pan_delta.length() > 1.0
var direction_ok: bool = pan_delta.x > 0.0 and pan_delta.y > 0.0
var ratio_ok: bool = pan_delta.y != 0.0 and abs((pan_delta.x / pan_delta.y) - 1.5) <= 0.1
var pan_ok: bool = moved_ok and direction_ok and ratio_ok
var fleet_untouched: bool = fleet.fleet_target == fleet_target_before
var zoom_untouched: bool = camera.zoom.x == camera_zoom_before
print("pan_delta=%s moved_ok=%s direction_ok=%s ratio_ok=%s fleet_untouched=%s zoom_untouched=%s" % [
pan_delta, moved_ok, direction_ok, ratio_ok, fleet_untouched, zoom_untouched
])
if not (pan_ok and fleet_untouched and zoom_untouched):
print("TEST_WORLD_MAP_UI: FAIL (pan/isolation)")
quit(1)
return true
# The subject: a tap on the close button, delivered exactly the
# way the tap that opened the map was.
_tap(close_button)
stage = 4
elapsed = 0.0
return false
4:
if elapsed < 0.1:
return false
var closed_ok: bool = not world_map.visible
print("closed_by_button=%s map_button_back=%s" % [closed_ok, map_button.visible])
if closed_ok and not map_button.visible:
print("TEST_WORLD_MAP_UI: FAIL (map closed but its open button never came back)")
quit(1)
return true
if closed_ok:
print("TEST_WORLD_MAP_UI: PASS")
quit(0)
else:
print("TEST_WORLD_MAP_UI: FAIL (did not close)")
quit(1)
return true
return false
# Taps a control at the centre of its own rect, pushed straight into the
# viewport in local coordinates. Deliberately NOT Input.parse_input_event with
# a hand-written position: headless rescales those through the stretch
# transform (see the note in stage 3), which is fine for the pan check below -
# it only cares about direction and ratio - but useless for hitting a target.
# Its own touch index, away from the 0 the pan check below uses. push_input()
# is delivered immediately while Input.parse_input_event() is queued for the
# next frame, so the two can arrive out of order - and a release whose index
# the map is still holding belongs to the map, correctly, which would make
# this read as a broken button when nothing is broken. A finger cannot be in
# two places at once, so distinct indices is what really happens anyway.
const TAP_INDEX: int = 7
func _tap(control: Control) -> void:
var at: Vector2 = control.get_global_rect().get_center()
for pressed in [true, false]:
var ev := InputEventScreenTouch.new()
ev.index = TAP_INDEX
ev.pressed = pressed
ev.position = at
control.get_viewport().push_input(ev, true)
func _touch(index: int, pressed: bool, pos: Vector2) -> void:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.index = index
ev.pressed = pressed
ev.position = pos
Input.parse_input_event(ev)
func _drag(index: int, pos: Vector2) -> void:
var ev: InputEventScreenDrag = InputEventScreenDrag.new()
ev.index = index
ev.position = pos
Input.parse_input_event(ev)