A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
106 lines
3.9 KiB
GDScript
106 lines
3.9 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_extractor_income.gd
|
|
# Covers the extractor's automated hauler:
|
|
# 1. income accrues with NOTHING about the route loaded (no scene showing
|
|
# it), because the simulation lives in the GameState autoload
|
|
# 2. ore is delivered exactly when the hauler reaches the mothership -
|
|
# the payout and the drawn arrival are the same event, driven by the
|
|
# same `progress` value, so they cannot drift apart
|
|
# 3. no mothership means no route and therefore no income
|
|
# 4. the hauler's drawn position tracks that progress along the route
|
|
|
|
var game_state: Node
|
|
var stage: int = 0
|
|
var elapsed: float = 0.0
|
|
var mothership_pos: Vector2 = Vector2(4000.0, 0.0)
|
|
var planet_pos: Vector2 = Vector2.ZERO
|
|
var rocks_before_arrival: int = 0
|
|
|
|
|
|
func _initialize() -> void:
|
|
game_state = root.get_node("GameState")
|
|
game_state.rocks = 0
|
|
game_state.buildings.clear()
|
|
game_state.extractors.clear()
|
|
|
|
# An extractor with NO mothership: there is nowhere to deliver, so it
|
|
# must not pay out.
|
|
game_state.add_extractor("Test Planet", planet_pos)
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
elapsed += delta
|
|
match stage:
|
|
0:
|
|
if elapsed < 1.0:
|
|
return false
|
|
if game_state.rocks != 0:
|
|
print("earned %d rocks with no mothership" % game_state.rocks)
|
|
print("TEST_EXTRACTOR_INCOME: FAIL (income without a delivery point)")
|
|
quit(1)
|
|
return true
|
|
print("no mothership -> no income (rocks=%d)" % game_state.rocks)
|
|
|
|
# Give it somewhere to deliver.
|
|
game_state.add_building(GameState.BUILDING_MOTHERSHIP, mothership_pos)
|
|
game_state.extractors[0].progress = 0.0
|
|
elapsed = 0.0
|
|
stage = 1
|
|
return false
|
|
1:
|
|
var e: Dictionary = game_state.extractors[0]
|
|
var cycle: float = game_state.get_hauler_route_time(e)
|
|
if cycle <= 0.0:
|
|
print("TEST_EXTRACTOR_INCOME: FAIL (route never established)")
|
|
quit(1)
|
|
return true
|
|
|
|
# Nothing in this scene tree draws the route at all - no Main
|
|
# scene, no HaulerField, no hauler node. Income must still tick.
|
|
if e.progress < GameState.HAULER_ARRIVAL:
|
|
rocks_before_arrival = game_state.rocks
|
|
# The drawn position must track progress along the route.
|
|
var pos: Variant = game_state.get_hauler_position(e)
|
|
var expected: Vector2 = planet_pos.lerp(mothership_pos, e.progress / GameState.HAULER_ARRIVAL)
|
|
if pos == null or pos.distance_to(expected) > 1.0:
|
|
print("hauler at %s, expected %s" % [pos, expected])
|
|
print("TEST_EXTRACTOR_INCOME: FAIL (drawn position does not follow the simulation)")
|
|
quit(1)
|
|
return true
|
|
return false
|
|
|
|
# Just crossed the arrival point: the payout must have landed on
|
|
# the very same step, and the hauler must be AT the mothership.
|
|
var paid: bool = game_state.rocks == rocks_before_arrival + GameState.HAULER_YIELD
|
|
var at_mothership: Variant = game_state.get_hauler_position(e)
|
|
var arrived: bool = at_mothership != null and at_mothership.distance_to(mothership_pos) < 40.0
|
|
print("arrival: rocks %d -> %d (paid=%s) hauler at %s (arrived=%s)" % [
|
|
rocks_before_arrival, game_state.rocks, paid, at_mothership, arrived
|
|
])
|
|
if not (paid and arrived):
|
|
print("TEST_EXTRACTOR_INCOME: FAIL (payout and arrival did not coincide)")
|
|
quit(1)
|
|
return true
|
|
|
|
rocks_before_arrival = game_state.rocks
|
|
elapsed = 0.0
|
|
stage = 2
|
|
return false
|
|
2:
|
|
# It must not pay again until it has been back and returned.
|
|
var e2: Dictionary = game_state.extractors[0]
|
|
if e2.progress > GameState.HAULER_ARRIVAL:
|
|
if game_state.rocks != rocks_before_arrival:
|
|
print("paid %d extra mid-return" % (game_state.rocks - rocks_before_arrival))
|
|
print("TEST_EXTRACTOR_INCOME: FAIL (paid while returning empty)")
|
|
quit(1)
|
|
return true
|
|
return false
|
|
# Wrapped past the planet and started a new outbound leg.
|
|
print("returned empty without paying again (rocks=%d)" % game_state.rocks)
|
|
print("TEST_EXTRACTOR_INCOME: PASS")
|
|
quit(0)
|
|
return true
|
|
return false
|