Adds a Dev Mode entry to the main menu and takes the play-testing
conveniences out of a normal game, which turn out to be the same change
from two directions.
DEV MODE. Banks 2000 of every resource, grants 500 research points, and
plants one of each planet type in the chunks around the spawn. Built ON TOP
of reset_new_game() rather than beside it, so a dev game is a normal game
plus a stock rather than a second definition of "fresh game" to keep in
sync. Offered only when running from Godot - OS.has_feature("editor"), the
tag an export clears - as is the map editor. Hidden AND guarded: pressing
either anyway is refused, because visibility is presentation and the rule is
the rule.
The menu now lays its stack out in code. Hiding two of four entries with
scene-authored offsets would leave holes in a shipped build - the same
failure the HUD columns had - so it measures the entries that actually exist
and centres on them.
A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both
reset_new_game and the autoload's own default, so the two cannot disagree),
and no gas giant guaranteed in the origin chunk. Both were play-testing
conveniences that had become part of the real world's shape: every player
got the same landmark in the same place. Play-testing wanted all four planet
types anyway, and a normal game wanted none of them - different needs, now
different mechanisms.
WorldGen cannot read GameState back (an autoload is not resolvable as a
global identifier that early, the hazard PlanetSetups.gd already works
around), so GameState.dev_mode's setter PUSHES the flag down. World
generation stays static and dependency-free, GameState stays the single
source of truth, and dev planting is applied after every rng draw so a dev
world and a normal one differ only in those four chunks.
FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND
how many ships you start with - which forced a new game to open with a full
fleet, leaving the first ship crafter nothing to do. Split into
BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening
has two empty slots to fill. A third copy of the old value turned up in
PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently
degraded into "however many slots exist" once max_fleet_size() clamped it.
The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron
(70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game
luxury but the ordinary way out of the opening, and pricing them as a luxury
made the early game feel stuck. Armada follows at 90/2. Two new tiers,
Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in
one lane would be a long monotonous chain for a branch that only ever does
one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size()
clamps to its length and a doctrine past that would charge real resources
for nothing; test_fleet_growth.gd asserts that invariant directly.
TEST FALLOUT, all of it from the deliberate change rather than a defect:
- Tests that silently inherited the old 5-ship default now ask for the fleet
they need. Several had to crew it from their first frame rather than
_initialize(), where the engine's deferred tree-entry finalization undoes
it - the same hazard those tests already documented for set_process(false).
- test_planet_landing_proximity and test_return_position_matches_planet take
the FIRST chunk holding a planet and land there. The guaranteed gas giant
had been masking that this can now be a black hole, which destroys ships on
contact. They exclude it, and clear the asteroids the field already placed.
- test_pivot_controls measured rotation with angle_difference, which wraps at
+/-pi, so a hold that turned a full circle read as no rotation. Latent
flakiness that only ever showed under load; it now reads the controller's
unwrapped pivot_hold_amount.
- test_research_points was failing on ore, not points: can_unlock() checks
the ore price too, and a fresh game banks nothing now.
- test_gas_system's "a reachable gas source near the spawn" premise moved to
dev mode, which is where that guarantee now lives.
Full suite green at 97/97.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
139 lines
6.1 KiB
GDScript
139 lines
6.1 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_fleet_growth.gd
|
|
# A new game opens with a SINGLE vessel and three slots, and the fleet grows
|
|
# from there through the doctrine branch of the skill tree.
|
|
#
|
|
# BASE_FLEET_SIZE used to be both "how many slots exist" and "how many ships
|
|
# you start with", which forced a new game to open with a full fleet - there
|
|
# was nowhere to put a vessel until a doctrine was researched, so the first
|
|
# ship crafter had nothing to do. The two are now separate constants, and
|
|
# this test pins the distinction.
|
|
#
|
|
# Covers:
|
|
# A. a new game starts with one vessel and three slots
|
|
# B. the fleet really spawns one ship, and can be grown into its slots
|
|
# C. every doctrine raises the ceiling by its own stated bonus
|
|
# D. the doctrine branch is a chain, in increasing cost order
|
|
# E. the tree cannot promise a slot the formation has no room for - the
|
|
# invariant that made extra doctrines silently worthless
|
|
|
|
const DOCTRINE_CHAIN: Array = ["wing", "squadron", "armada", "battlegroup", "grand_fleet"]
|
|
|
|
var game_state: Node
|
|
var scene: Node
|
|
var fleet: Node
|
|
var stage: int = 0
|
|
var elapsed: float = 0.0
|
|
|
|
|
|
func _initialize() -> void:
|
|
game_state = root.get_node("GameState")
|
|
game_state.reset_new_game()
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
elapsed += delta
|
|
match stage:
|
|
0:
|
|
# --- A. the opening position ---------------------------------
|
|
if GameState.STARTING_SHIP_COUNT != 1:
|
|
return _fail("a new game starts with %d vessels, expected 1" % GameState.STARTING_SHIP_COUNT)
|
|
if GameState.BASE_FLEET_SIZE != 3:
|
|
return _fail("the fleet has %d slots by default, expected 3" % GameState.BASE_FLEET_SIZE)
|
|
if game_state.surviving_ship_count != GameState.STARTING_SHIP_COUNT:
|
|
return _fail("reset_new_game left %d surviving ships" % game_state.surviving_ship_count)
|
|
if game_state.max_fleet_size() != GameState.BASE_FLEET_SIZE:
|
|
return _fail("an unresearched fleet caps at %d, expected %d" \
|
|
% [game_state.max_fleet_size(), GameState.BASE_FLEET_SIZE])
|
|
print("new game: %d vessel, %d slots" % [GameState.STARTING_SHIP_COUNT, GameState.BASE_FLEET_SIZE])
|
|
|
|
# --- C + D. the doctrine chain -------------------------------
|
|
var expected: int = GameState.BASE_FLEET_SIZE
|
|
var previous_cost: int = -1
|
|
var previous_points: int = -1
|
|
var previous_id: String = "coordination"
|
|
for id in DOCTRINE_CHAIN:
|
|
var node: Dictionary = game_state.skill_node(id)
|
|
if node.is_empty():
|
|
return _fail("no skill node '%s' - the doctrine chain is broken" % id)
|
|
var bonus: int = int(node.get("fleet_bonus", 0))
|
|
if bonus <= 0:
|
|
return _fail("'%s' is in the doctrine chain but grants no fleet_bonus" % id)
|
|
if String(node.get("requires", "")) != previous_id:
|
|
return _fail("'%s' requires '%s', expected it to follow '%s' - the branch is not one chain" \
|
|
% [id, node.get("requires", ""), previous_id])
|
|
# Later tiers must not be cheaper than earlier ones, or the
|
|
# order the player meets them stops matching what they cost.
|
|
var cost: int = int(node.get("cost", 0))
|
|
var points: int = int(node.get("research_points", 0))
|
|
if cost <= previous_cost:
|
|
return _fail("'%s' costs %d ore, not more than the tier before it (%d)" % [id, cost, previous_cost])
|
|
if points < previous_points:
|
|
return _fail("'%s' costs %d research points, fewer than the tier before it (%d)" \
|
|
% [id, points, previous_points])
|
|
previous_cost = cost
|
|
previous_points = points
|
|
previous_id = id
|
|
|
|
game_state.unlocked.append(id)
|
|
expected += bonus
|
|
if game_state.max_fleet_size() != expected:
|
|
return _fail("after researching '%s' the fleet caps at %d, expected %d" \
|
|
% [id, game_state.max_fleet_size(), expected])
|
|
print(" %-12s +%d -> %2d slots (%d ore, %d research)" % [id, bonus, expected, cost, points])
|
|
|
|
# --- E. no doctrine may be swallowed by the formation ---------
|
|
# max_fleet_size() clamps to the formation's length, so a doctrine
|
|
# added without extending DEFAULT_FORMATION would cost the player
|
|
# real resources and grant nothing.
|
|
if expected > GameState.DEFAULT_FORMATION.size():
|
|
return _fail("the doctrines promise %d slots but DEFAULT_FORMATION only defines %d - the last ones buy nothing" \
|
|
% [expected, GameState.DEFAULT_FORMATION.size()])
|
|
print("full doctrine chain reaches %d slots, with %d formation positions defined" \
|
|
% [expected, GameState.DEFAULT_FORMATION.size()])
|
|
|
|
# --- B. what actually flies ----------------------------------
|
|
game_state.reset_new_game()
|
|
scene = load("res://Main.tscn").instantiate()
|
|
root.add_child(scene)
|
|
fleet = scene.get_node("Fleet")
|
|
elapsed = 0.0
|
|
stage = 1
|
|
return false
|
|
1:
|
|
if elapsed < 0.3:
|
|
return false
|
|
scene.get_node("AsteroidField").set_process(false)
|
|
scene.get_node("EnemySpawner").set_process(false)
|
|
if fleet.ships.size() != GameState.STARTING_SHIP_COUNT:
|
|
return _fail("a fresh scene spawned %d vessels, expected %d" \
|
|
% [fleet.ships.size(), GameState.STARTING_SHIP_COUNT])
|
|
print("a fresh game really flies %d vessel" % fleet.ships.size())
|
|
|
|
# The two empty slots are what the opening is for, so they have to
|
|
# be fillable without researching anything.
|
|
for i in range(GameState.BASE_FLEET_SIZE - GameState.STARTING_SHIP_COUNT):
|
|
if not fleet.add_ship(GameState.VESSEL_INTERCEPTOR):
|
|
return _fail("could not crew slot %d of the starting fleet" % (i + 2))
|
|
if fleet.ships.size() != GameState.BASE_FLEET_SIZE:
|
|
return _fail("the fleet holds %d after filling its slots, expected %d" \
|
|
% [fleet.ships.size(), GameState.BASE_FLEET_SIZE])
|
|
# And the cap has to actually bite past that.
|
|
if fleet.add_ship(GameState.VESSEL_INTERCEPTOR):
|
|
return _fail("a %dth vessel joined an unresearched fleet of %d slots" \
|
|
% [fleet.ships.size(), GameState.BASE_FLEET_SIZE])
|
|
print("the starting slots fill to %d and refuse a %dth" \
|
|
% [GameState.BASE_FLEET_SIZE, GameState.BASE_FLEET_SIZE + 1])
|
|
|
|
print("TEST_FLEET_GROWTH: PASS")
|
|
quit(0)
|
|
return true
|
|
return false
|
|
|
|
|
|
func _fail(message: String) -> bool:
|
|
print("TEST_FLEET_GROWTH: FAIL (%s)" % message)
|
|
quit(1)
|
|
return true
|