spaceship/tests/test_chaser_rams.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

138 lines
4.9 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_chaser_rams.gd
# Forgejo #82: a chaser is destroyed by the impact when it reaches a player
# vessel. It used to pass straight through the wreck untouched and line up
# another pass, which made a ramming enemy strictly better than any other.
#
# Covers:
# A. the chaser dies on contact, and dies the same way it dies to gunfire -
# through take_damage, so the explosion and the destroyed signal happen
# B. the vessel it hit still dies too. Trading one for one is the point;
# the chaser must not become harmless
# C. an enemy NOT marked dies_on_contact survives the same collision, so
# this is a per-enemy decision and not a blanket rule about touching
# D. a SHIELDED vessel survives, and still destroys the chaser
var game_state: Node
var main: Node
var fleet: Node
var stage: int = 0
var elapsed: float = 0.0
var chaser: Node2D
var sniper: Node2D
var victim: Node2D
var destroyed_fired: bool = false
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.vessel_levels["unlock_shield"] = 1
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
func _spawn_enemy(enemy_id: String, at: Vector2) -> Node2D:
var enemy: Node2D = load("res://enemies/Enemy.tscn").instantiate()
enemy.enemy_id = enemy_id
enemy.position = at
main.add_child(enemy)
enemy.speed = 0.0
return enemy
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)
for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
var definitions: Script = load("res://enemies/EnemyDefinitions.gd")
if not bool(definitions.get_definition("chaser").dies_on_contact):
return _fail("the chaser is not marked dies_on_contact")
if bool(definitions.get_definition("sniper").dies_on_contact):
return _fail("the sniper is marked dies_on_contact, so case C proves nothing")
# Held as an instance, not read back off fleet.ships: the
# wiped-out-fleet safety net rebuilds a vessel within a frame, so
# "the fleet is empty" is never true for long enough to observe.
victim = fleet.ships[0]
chaser = _spawn_enemy("chaser", victim.global_position)
chaser.destroyed.connect(func(): destroyed_fired = true)
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.5:
return false
# --- A/B. one for one ------------------------------------------
if is_instance_valid(chaser) and not chaser.is_queued_for_deletion():
return _fail("the chaser survived ramming a vessel")
if not destroyed_fired:
return _fail("the chaser vanished without firing `destroyed` - it was not routed through take_damage")
if is_instance_valid(victim) and not victim.is_queued_for_deletion():
return _fail("the rammed vessel survived, so the chaser cost nothing to stop")
print("chaser and vessel destroyed each other, through the normal death path")
# --- C. not a blanket rule -------------------------------------
fleet.spawn_ships(1, Vector2(3000.0, 0.0), PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
sniper = _spawn_enemy("sniper", fleet.ships[0].global_position)
stage = 2
elapsed = 0.0
return false
2:
if elapsed < 0.5:
return false
if not is_instance_valid(sniper) or sniper.is_queued_for_deletion():
return _fail("a sniper died on contact too - the rule is meant to be per-enemy")
print("a sniper survives the same collision")
sniper.queue_free()
# --- D. a shield saves the vessel, not the chaser --------------
fleet.spawn_ships(1, Vector2(-3000.0, 0.0), PackedStringArray([GameState.VESSEL_SHIELD]))
stage = 3
elapsed = 0.0
return false
3:
if elapsed < 0.3:
return false
victim = fleet.ships[0]
var shielded: Node2D = victim
if not shielded.has_shield():
return _fail("the shield vessel spawned with no shield, so this case proves nothing")
chaser = _spawn_enemy("chaser", shielded.global_position)
stage = 4
elapsed = 0.0
return false
4:
if elapsed < 0.5:
return false
if is_instance_valid(chaser) and not chaser.is_queued_for_deletion():
return _fail("the chaser survived ramming a shielded vessel")
if not is_instance_valid(victim) or victim.is_queued_for_deletion():
return _fail("the shielded vessel died anyway")
print("a shielded vessel absorbs the ram and the chaser still dies")
print("TEST_CHASER_RAMS: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_CHASER_RAMS: FAIL (%s)" % message)
quit(1)
return true