A factory whose cranes swing over an empty cradle reads as working on nothing, and a lab sweeping instruments over a vessel it is not studying reads the same way. The CLOCK stops rather than the drawing. Every moving element is a NeonPiece whose position is pushed from that clock, so a frozen clock leaves the building standing with its cranes parked; stopping apply_animation() instead would leave them wherever the last frame happened to put them, which is not the same thing as idle. The state is read by tree lookup rather than through the bare `GameState` identifier. These visual scripts are reached through a BuildingDefinition's visual_scene, which is preloaded while the definition catalog is still loading - early enough that the autoload is not in the global class table yet, and a bare reference fails to COMPILE the whole file. That failure also hung test_building_redraw_cost, because a visual that never built its pieces left a null crane being dereferenced every frame. Both animation tests now say what they mean: the redraw-cost test queues an order first, because its point is that animating is cheap rather than that it happens unprompted, and the crafter test additionally pins that an idle crafter really is still. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
149 lines
5.5 KiB
GDScript
149 lines
5.5 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_crafter_animation.gd
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# The ship crafter is drawn as a factory with a hull being assembled on the
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# line. Verifies:
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# 1. a crafter spawned the normal way (BuildingField, from GameState)
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# actually animates - the animation is what tells the player what the
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# building does. The mothership animates too (reactor core, orbiting
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# satellites)
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# 2. the command centre stays static, because per-frame redraws of art
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# that never changes were a measurable framerate cost earlier on
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# 3. the hull assembles progressively over the cycle rather than popping
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# in whole, and every piece is on before the assembly phase ends
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# 4. the cycle loops without anim_time growing without bound, WHILE THERE
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# IS SOMETHING ON THE LINE - #117 stops the clock on an idle crafter,
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# because a factory whose cranes swing over an empty cradle reads as
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# working on nothing
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# 5. and an idle crafter really is still
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var scene: Node
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var game_state: Node
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var field: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var crafter: Node2D
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var time_at_start: float = 0.0
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func _initialize() -> void:
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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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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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field = scene.get_node("BuildingField")
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func _find(type: String) -> Node2D:
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for b in field.spawned:
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if is_instance_valid(b) and b.building_type == type:
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return b
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return null
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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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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(500.0, 0.0))
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field.place(GameState.BUILDING_MOTHERSHIP, Vector2(-500.0, 0.0))
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field.place(GameState.BUILDING_COMMAND_CENTER, Vector2(0.0, 500.0))
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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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# Spawning is deferred, so give the tree a frame to attach them.
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if elapsed < 0.2:
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return false
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var crafter_building: Node2D = _find(GameState.BUILDING_SHIP_CRAFTER)
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if crafter_building == null:
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print("TEST_CRAFTER_ANIMATION: FAIL (crafter never spawned)")
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quit(1)
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return true
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crafter = crafter_building.visual
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var animated: bool = crafter.is_processing()
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var mothership_building: Node2D = _find(GameState.BUILDING_MOTHERSHIP)
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var mothership: Node2D = mothership_building.visual if mothership_building != null else null
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var mothership_animates: bool = mothership != null and mothership.is_processing()
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var command_building: Node2D = _find(GameState.BUILDING_COMMAND_CENTER)
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var command: Node2D = command_building.visual if command_building != null else null
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var command_static: bool = command != null and not command.is_processing()
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print("crafter animates=%s mothership animates=%s command centre static=%s" % [
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animated, mothership_animates, command_static
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])
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if not (animated and mothership_animates and command_static):
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print("TEST_CRAFTER_ANIMATION: FAIL (wrong buildings are animating)")
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quit(1)
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return true
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# --- the hull assembles piece by piece ------------------------
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var total: int = crafter.SHIP_PARTS.size()
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var counts: Array = []
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for p in [0.0, 0.1, 0.35, 0.55, 0.9, 1.0]:
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counts.append(crafter.attached_part_count(p))
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var progressive: bool = counts[0] == 0 and counts[-1] == total
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for i in range(1, counts.size()):
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if counts[i] < counts[i - 1]:
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progressive = false
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# Nothing may still be missing when the welding phase ends, or
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# the hull would launch half-built.
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var complete_before_launch: bool = crafter.attached_part_count(1.0) == total
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print("parts attached across the phase: %s (of %d) progressive=%s" % [
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counts, total, progressive
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])
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if not (progressive and complete_before_launch and counts[1] < total):
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print("TEST_CRAFTER_ANIMATION: FAIL (hull does not build up gradually)")
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quit(1)
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return true
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# --- #117: idle means idle --------------------------------
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if crafter.is_working():
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print("TEST_CRAFTER_ANIMATION: FAIL (a crafter with an empty queue calls itself working)")
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quit(1)
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return true
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time_at_start = crafter.anim_time
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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 < 0.4:
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return false
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if crafter.anim_time != time_at_start:
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print("TEST_CRAFTER_ANIMATION: FAIL (an idle crafter kept animating)")
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quit(1)
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return true
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print("idle crafter held its clock at %.3f" % crafter.anim_time)
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# Put something on the line, and it should run again.
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game_state.queue_order(int(_find(GameState.BUILDING_SHIP_CRAFTER).building_id),
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GameState.VESSEL_INTERCEPTOR)
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if not crafter.is_working():
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print("TEST_CRAFTER_ANIMATION: FAIL (an order was queued and the crafter is still idle)")
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quit(1)
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return true
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time_at_start = crafter.anim_time
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elapsed = 0.0
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stage = 3
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return false
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3:
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if elapsed < 0.4:
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return false
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var advanced: bool = crafter.anim_time != time_at_start
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var bounded: bool = crafter.anim_time >= 0.0 and crafter.anim_time < crafter.CYCLE
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print("anim_time %.3f -> %.3f (cycle %.2f) advanced=%s bounded=%s" % [
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time_at_start, crafter.anim_time, crafter.CYCLE, advanced, bounded
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])
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if advanced and bounded:
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print("TEST_CRAFTER_ANIMATION: PASS")
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quit(0)
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else:
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print("TEST_CRAFTER_ANIMATION: FAIL (animation clock stalled or ran away)")
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quit(1)
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return true
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return false
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