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