spaceship/tests/test_asteroid_mining.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

166 lines
6.1 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_asteroid_mining.gd
# Asteroids used to be pure hazard - the only thing one could ever do was cost
# you a ship. They can now be shot apart for the ore inside, which is the one
# resource reachable in open space without conquering anything.
#
# Covers:
# A. an asteroid survives a hit it should survive, so "destructible" does
# not mean "evaporates on contact with anything"
# B. enough fire destroys it and leaves ore behind
# C. the ore is fetchable - flying a ship over it loads the fleet's hold,
# which is the whole point of dropping it
# D. ramming destroys the asteroid but yields NOTHING. Without that split a
# shield vessel could farm asteroids by flying into them
# E. dropped ore expires if nobody collects it, so a field that gets shot up
# and abandoned cannot leak nodes for the rest of the session; a
# hand-placed surface rock still lives forever
var game_state: Node
var main: Node
var fleet: Node
var asteroid: Node2D
var stage: int = 0
var elapsed: float = 0.0
var hold_before: int = 0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
func _spawn_asteroid(at: Vector2) -> Node2D:
var rock: Node2D = load("res://world/Asteroid.tscn").instantiate()
rock.position = at
main.add_child(rock)
return rock
func _clear_sky() -> void:
for node in get_nodes_in_group("asteroids") + get_nodes_in_group("rocks") \
+ get_nodes_in_group("enemies") + get_nodes_in_group("player_projectiles"):
if is_instance_valid(node):
node.free()
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
_clear_sky()
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
# --- A/B. it takes real damage, then breaks -------------------
asteroid = _spawn_asteroid(Vector2(4000.0, 0.0))
var hit_points: int = int(asteroid.hp)
if hit_points < 2:
return _fail("an asteroid dies to a single point of damage, so there is nothing to survive")
for i in range(hit_points - 1):
asteroid.take_damage(1)
if not is_instance_valid(asteroid) or asteroid.is_queued_for_deletion():
return _fail("the asteroid broke after %d of its %d hit points" % [hit_points - 1, hit_points])
print("asteroid survived %d of %d hit points" % [hit_points - 1, hit_points])
asteroid.take_damage(1)
if is_instance_valid(asteroid) and not asteroid.is_queued_for_deletion():
return _fail("the asteroid survived its full %d hit points" % hit_points)
stage = 1
elapsed = 0.0
return false
1:
# The drop is deferred - it is created from inside a signal, where
# the physics server refuses a direct add_child.
if elapsed < 0.2:
return false
var dropped: Array = get_nodes_in_group("rocks")
if dropped.is_empty():
return _fail("destroying an asteroid left no ore behind")
print("destroyed asteroid dropped %d ore node(s)" % dropped.size())
# --- C. the ore is fetchable ---------------------------------
hold_before = game_state.fleet_resource(GameState.RESOURCE_ORE)
var ship: Node2D = fleet.ships[0]
# Placed just clear of the ship rather than on top of it, so the
# rock's own drift has to bring it in - that pull is how a player
# actually collects one.
dropped[0].position = ship.global_position + Vector2(80.0, 0.0)
stage = 2
elapsed = 0.0
return false
2:
if elapsed < 1.5:
return false
var gained: int = game_state.fleet_resource(GameState.RESOURCE_ORE) - hold_before
if gained <= 0:
return _fail("flying over the dropped ore put nothing in the hold")
print("dropped ore collected into the fleet hold (+%d)" % gained)
# --- D. ramming yields nothing -------------------------------
_clear_sky()
hold_before = game_state.fleet_resource(GameState.RESOURCE_ORE)
asteroid = _spawn_asteroid(fleet.ships[0].global_position)
stage = 3
elapsed = 0.0
return false
3:
if elapsed < 0.5:
return false
if is_instance_valid(asteroid) and not asteroid.is_queued_for_deletion():
return _fail("an asteroid dropped onto a ship did not shatter against it")
if not get_nodes_in_group("rocks").is_empty():
return _fail("ramming an asteroid yielded ore - a shield vessel could farm them that way")
if game_state.fleet_resource(GameState.RESOURCE_ORE) != hold_before:
return _fail("ramming an asteroid changed the hold")
print("ramming shattered the asteroid and yielded nothing")
# --- E. abandoned ore expires, authored ore does not ----------
_clear_sky()
var abandoned: Node2D = load("res://surface/Rock.tscn").instantiate()
abandoned.build_shape(1)
abandoned.lifetime = 0.4
# Far from every ship, or it would be collected rather than expire.
abandoned.position = fleet.get_centroid() + Vector2(9000.0, 0.0)
main.add_child(abandoned)
var authored: Node2D = load("res://surface/Rock.tscn").instantiate()
authored.build_shape(2)
authored.position = fleet.get_centroid() + Vector2(9600.0, 0.0)
main.add_child(authored)
if authored.lifetime != 0.0:
return _fail("a plain rock has a lifetime of %.1f - surface rocks must live forever" % authored.lifetime)
stage = 4
elapsed = 0.0
return false
4:
if elapsed < 1.0:
return false
var survivors: Array = get_nodes_in_group("rocks")
var names: Array = []
for rock in survivors:
names.append(rock.name)
if survivors.size() != 1:
return _fail("expected only the authored rock to remain, found %d: %s" % [survivors.size(), str(names)])
print("abandoned ore expired; the rock with no lifetime is still there")
print("TEST_ASTEROID_MINING: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_ASTEROID_MINING: FAIL (%s)" % message)
quit(1)
return true