spaceship/tests/test_asteroid_safe_spawn.gd
Loïc Wisniewski ddc3de595e #126: asteroids are only created off screen
The guard was a 420px bubble around the fleet, which is smaller than the
window - so a rock could and did materialise in plain sight, several hundred
pixels away but well inside the view. "Not on the fleet" was never the rule
the player notices; "not in view" is.

The keep-out area is now the visible world rect, grown by a margin so a rock
placed just outside does not drift into view on the frame it was created.
The old bubble survives as a FLOOR under it: what to use when the viewport
cannot be measured - no camera yet on a scene's first frame, or a headless
run with no window - and for a heavily zoomed-in view where the screen is
narrower than the distance a rock needs to be safe.

Candidates inside are pushed out through the nearest edge rather than
dropped, so the field keeps its density around the fleet instead of thinning
out exactly where the player is looking.

Measured: keep-out 2200x2200 over a 1920 screen, nearest asteroid 1899 units
out where it used to be allowed at 420.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 20:57:55 +02:00

139 lines
5.4 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_asteroid_safe_spawn.gd
# Asteroid chunks are populated around wherever the fleet is - including the
# chunk it is standing in - and positions used to be uniform within a chunk.
# So an asteroid could be created directly on top of a ship and destroy it
# with no chance to react. Worst on the frame a scene loads: coming back from
# a planet's surface could cost a vessel instantly, which is also what made
# test_return_position_matches_planet fail intermittently.
#
# Verifies:
# #126 widens the rule from "not on the fleet" to "not IN VIEW": the old
# bubble was 420px, smaller than the screen, so a rock could and did
# materialise in plain sight several hundred pixels away.
#
# Verifies:
# 1. _safe_position never returns a point inside the keep-out area, for
# candidates all around it and including its exact centre. Checked
# directly rather than by looking at where asteroids happened to land:
# with ~54 asteroids over 25 chunks, any single run only rarely
# produces a near miss, so an observational check passes just as
# happily with the guard removed and proves nothing.
# 2. candidates already outside are left exactly where they are, so the
# field is not distorted away from the fleet
# 3. the keep-out area really is the visible rect and not the old bubble
# 4. nothing the field actually placed is on screen
# 5. the field still spawns a full complement, and a stationary fleet
# loses no ships
var scene: Node
var fleet: Node
var field: Node
var stage: int = 0
var elapsed: float = 0.0
var ships_at_start: int = 0
func _initialize() -> void:
root.get_node("GameState").reset_formation()
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
field = scene.get_node("AsteroidField")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("EnemySpawner").set_process(false)
ships_at_start = fleet.ships.size()
elapsed = 0.0
stage = 1
return false
1:
# Let the field populate around the fleet a few times over.
if elapsed < 1.5:
return false
var centre: Vector2 = fleet.get_centroid()
var safe: float = field.safe_spawn_radius
var keep_out: Rect2 = field._keep_out_rect(centre)
# --- 3. the keep-out area is the screen, not the old bubble ---
var on_screen: Rect2 = ViewUtils.get_visible_world_rect(field)
if not keep_out.encloses(on_screen):
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (the keep-out area does not cover the visible rect)")
quit(1)
return true
if keep_out.size.x < safe * 2.0 or keep_out.size.y < safe * 2.0:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (the keep-out area shrank below the old bubble)")
quit(1)
return true
print("keep-out %.0fx%.0f covers a %.0fx%.0f screen (old bubble was %.0f across)" % [
keep_out.size.x, keep_out.size.y, on_screen.size.x, on_screen.size.y, safe * 2.0
])
# --- 1/2. the guard itself, deterministically -----------------
var half: Vector2 = keep_out.size * 0.5
var reach: float = maxf(half.x, half.y)
var let_one_through: bool = false
var moved_an_outside_one: bool = false
for i in range(72):
var a: float = (float(i) / 72.0) * TAU
var dir: Vector2 = Vector2(cos(a), sin(a))
# Candidates well inside, just inside, and exactly on centre.
for d in [0.0, 1.0, reach * 0.25, reach * 0.7]:
var candidate: Vector2 = keep_out.get_center() + dir * d
if not keep_out.has_point(candidate):
continue
if keep_out.has_point(field._safe_position(candidate, keep_out)):
let_one_through = true
# Candidates already outside must be returned untouched.
var outside: Vector2 = keep_out.get_center() + dir * (reach * 3.0)
if field._safe_position(outside, keep_out).distance_to(outside) > 0.001:
moved_an_outside_one = true
if let_one_through:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (the guard left a spawn inside the visible area)")
quit(1)
return true
if moved_an_outside_one:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (guard displaced an asteroid that was already clear)")
quit(1)
return true
print("every one of 288 in-view candidates was pushed out; none outside was touched")
var asteroids: Array = get_nodes_in_group("asteroids")
var closest: float = 1e9
for a in asteroids:
if is_instance_valid(a):
closest = minf(closest, a.position.distance_to(centre))
print("%d asteroids, closest is %.1f units from the fleet (safe radius %.1f)" % [
asteroids.size(), closest, safe
])
if asteroids.is_empty():
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (field spawned nothing - test proves nothing)")
quit(1)
return true
# Asteroids drift, so one may have travelled inward since it was
# created. Allow for that, but nothing should be anywhere near
# on top of the fleet.
if closest < safe * 0.5:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (asteroid created on top of the fleet)")
quit(1)
return true
var kept_ships: bool = fleet.ships.size() == ships_at_start
print("ships %d -> %d (kept=%s)" % [ships_at_start, fleet.ships.size(), kept_ships])
if not kept_ships:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (a stationary fleet lost a ship to a spawn)")
quit(1)
return true
print("TEST_ASTEROID_SAFE_SPAWN: PASS")
quit(0)
return true
return false