spaceship/tests/test_quest_chain.gd
Loïc Wisniewski 970eafc1de #140: the objective moves behind a button next to the map's
The standing tracker #132 put on the HUD sat in the right-hand column, on
top of the dev wave button - and there is no free strip of that edge to move
it to, because everything down it is already something. So the objective
stops living on the HUD: a quest button beside the map's, and a panel when
you press it.

The panel shows the current objective, its progress, and the road behind it.
Deliberately NOT what comes next - the chain is meant to open the game up a
step at a time (#133), and a list of everything still to come is that
discovery given away on the first press.

It owns its own button, the way WorldMap owns the map button rather than
being wired through BuildController, and it hides that button during the
prologue for the same reason and in the same two places (at _ready as well
as in _process, since #128 means a dialog stops the tree before the first
_process frame ever comes).

Both scenes carry it. On a planet surface there is no map button to sit
beside, so it goes under the planet's name.

The test now checks the button is beside the map's and clear of the wave
button by rectangle rather than by eye, which is the bug the ticket reported.
2026-08-28 15:37:13 +02:00

359 lines
15 KiB
GDScript

extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_quest_chain.gd
# Forgejo #129 (#131, #132, #133): the quest chain.
#
# The chain is a campaign, so most of what can go wrong with it is not a
# crash - it is a quest that cannot be finished, one that finishes itself,
# or one that asks for something the player has no way to reach yet. Those
# are what is checked here, against the real catalogue rather than a fixture:
# a chain that passes with test data and strands the player is exactly the
# failure this is for.
#
# Covers:
# A. the model: a fresh game is on the first quest, and every entry in the
# catalogue is well formed and reachable
# B. no quest counts as done before it is done, and every goal kind is
# answerable
# C. progress LATCHES - collecting and then spending does not un-complete
# D. a quest is announced before it can complete, so an already-satisfied
# goal still gets read out
# E. the whole chain can be walked, and the ore quest really is finished by
# collecting ore
# F. #133 - the mothership quest's answer is that the World Ship is out of
# reach, and exploration is what follows
# G. research points only come from conquest, so no quest may ask for a
# doctrine that costs them before the conquest quest
# H. quests do not run during the prologue
# I. lines survive having nobody to say them: a quest finished with no
# banner alive is read out by the next one that is
# J. a planet surface carries the chain too - a quest finished down there
# is announced down there, not on the way back up, and the objective is
# reachable from a button there as well
# K. landing is recorded, both the planet and the kind of world it was
const QUESTS = preload("res://core/Quests.gd")
var game_state: Node
var stage: int = 0
var elapsed: float = 0.0
var scene: Node
var panel: Control
var quest_button: Control
var narration: Control
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.reset_new_game()
game_state.intro_active = false
func _fail(message: String) -> bool:
print("TEST_QUEST_CHAIN: FAIL (%s)" % message)
quit(1)
return true
# Which skill-tree nodes cost research points, which only conquest supplies.
func _costs_research_points(id: String) -> bool:
return int(game_state.skill_node(id).get("research_points", 0)) > 0
func _catalogue_cases() -> bool:
# --- A. the catalogue is well formed ---------------------------------
if QUESTS.count() < 8:
return _fail("a chain of %d is not a campaign" % QUESTS.count())
var seen: Dictionary = {}
for i in range(QUESTS.count()):
var quest: Dictionary = QUESTS.at(i)
for field in ["id", "title", "objective", "goal", "brief", "done"]:
if not quest.has(field):
return _fail("quest %d has no %s" % [i, field])
if field != "goal" and String(quest[field]).strip_edges() == "":
return _fail("quest %s has an empty %s" % [quest.id, field])
if seen.has(quest.id):
return _fail("two quests share the id %s" % quest.id)
seen[quest.id] = true
# Every goal must be one this build can actually answer. An unknown
# kind reads as never-done and would strand the player there.
var progress: Vector2i = game_state.quest_progress(quest)
if progress.y <= 0:
return _fail("quest %s has a goal of zero, so it is already done" % quest.id)
# --- B. and nothing is complete on a fresh game ------------------
if game_state.quest_goal_met(quest):
return _fail("quest %s counts as done on a brand new game" % quest.id)
# The things a goal names must exist.
var goal: Dictionary = quest.goal
match String(goal.kind):
QUESTS.GOAL_BUILDING:
if game_state.building_definition(String(goal.building)) == null:
return _fail("quest %s asks for a building that does not exist: %s" \
% [quest.id, goal.building])
QUESTS.GOAL_FLEET_VESSEL, QUESTS.GOAL_VESSEL_UNLOCKED:
if game_state.vessel_definition(String(goal.vessel)) == null:
return _fail("quest %s asks for a vessel that does not exist: %s" \
% [quest.id, goal.vessel])
QUESTS.GOAL_RESOURCE:
if not (String(goal.resource) in game_state.resource_types()):
return _fail("quest %s asks for a resource that does not exist: %s" \
% [quest.id, goal.resource])
print("catalogue: %d quests, all well formed and none already done" % QUESTS.count())
# --- F. the hinge ----------------------------------------------------
var mothership: Dictionary = QUESTS.by_id("mothership")
if mothership.is_empty():
return _fail("there is no mothership quest - #129 turns on it")
var answer: String = String(mothership.done).to_lower()
if not ("world ship" in answer):
return _fail("the mothership quest's answer never mentions the World Ship")
if not ("further" in answer or "far" in answer or "carry" in answer):
return _fail("the mothership quest does not say the World Ship is out of reach")
# And what follows it is a search.
var after: Dictionary = QUESTS.at(QUESTS.CHAIN.find(mothership) + 1)
if String(after.goal.kind) != QUESTS.GOAL_EXPLORE:
return _fail("the quest after the mothership is %s, not exploration" % after.id)
print("the mothership answers with distance, and exploration follows it")
# --- G. nothing asks for points before conquest ----------------------
var conquest_at: int = -1
for i in range(QUESTS.count()):
if String(QUESTS.at(i).goal.kind) == QUESTS.GOAL_CONQUERED:
conquest_at = i
break
if conquest_at < 0:
return _fail("no quest ever conquers a planet, so research points are unreachable")
for i in range(conquest_at):
var quest: Dictionary = QUESTS.at(i)
if String(quest.goal.kind) != QUESTS.GOAL_BUILDING:
continue
var research: String = game_state.research_for_building(String(quest.goal.building))
if research != "" and _costs_research_points(research):
return _fail("quest %s needs %s, which costs research points, before any planet is taken" \
% [quest.id, research])
print("no quest needs research points before the conquest quest at %d" % conquest_at)
# --- H. not during the prologue --------------------------------------
game_state.reset_new_game()
if not game_state.intro_active:
return _fail("a new game is not in the prologue")
game_state._advance_quests()
if game_state.quest_announced or not game_state.quest_messages.is_empty():
return _fail("a quest spoke up during the prologue")
game_state.intro_active = false
print("the chain holds its tongue while the prologue runs")
# --- D. announced before it can complete -----------------------------
game_state.bank_inventory.deposit(GameState.RESOURCE_ORE, 500)
game_state._advance_quests()
if game_state.quest_index != 0:
return _fail("the first quest completed before it was ever announced")
if game_state.quest_messages.is_empty():
return _fail("the first quest was not announced")
var brief: String = String(game_state.take_quest_messages()[0].line)
if brief != String(QUESTS.at(0).brief):
return _fail("the first quest announced something other than its own brief")
game_state._advance_quests()
if game_state.quest_index != 1:
return _fail("a satisfied quest did not complete on the frame after it was announced")
print("a quest is read out first, then completed: \"%s\"" % brief.substr(0, 48))
# --- C. and it stays complete ----------------------------------------
game_state.bank_inventory.withdraw(GameState.RESOURCE_ORE, 500)
if game_state.available_resource(GameState.RESOURCE_ORE) != 0:
return _fail("the test failed to spend the ore it just banked")
game_state._advance_quests()
if game_state.quest_index < 1:
return _fail("spending the ore put the chain back on the ore quest")
print("spending the ore did not un-complete the quest that asked for it")
# --- E. the whole chain walks ----------------------------------------
var guard: int = 0
while not game_state.quest_chain_complete() and guard < QUESTS.count() * 4:
guard += 1
game_state.complete_active_quest()
if not game_state.quest_chain_complete():
return _fail("the chain would not walk to its end")
if not game_state.active_quest().is_empty():
return _fail("there is still an active quest after the chain ended")
game_state._advance_quests()
print("the chain walks to the end and stops there")
return false
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if _catalogue_cases():
return true
# --- E (second half). the ore quest, really collected --------
game_state.reset_new_game()
game_state.intro_active = false
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
panel = scene.get_node("UI/QuestPanel")
quest_button = scene.get_node("UI/QuestButton")
narration = scene.get_node("UI/NarrationBanner")
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
# The opening brief is up, which has stopped the game (#128).
if not narration.is_speaking():
return _fail("the first quest never reached the banner")
if not paused:
return _fail("a quest line did not stop the game")
print("the first quest arrives as a dialog and stops the game")
while narration.dismiss():
pass
if paused:
return _fail("acknowledging every line left the game stopped")
# --- the HUD ------------------------------------------------
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
# #140: the objective lives behind a button next to the map's,
# not on the HUD - it used to sit on top of the wave button.
if panel.visible:
return _fail("the objective panel is open before anyone pressed anything")
if not quest_button.visible:
return _fail("there is no quest button to press")
var map_button: Control = scene.get_node("UI/MapButton")
if quest_button.get_rect().intersects(map_button.get_rect()):
return _fail("the quest button is drawn on top of the map button")
var wave_button: Control = scene.get_node("UI/DevWaveButton")
if quest_button.get_rect().intersects(wave_button.get_rect()):
return _fail("the quest button is drawn on top of the wave button")
if absf(quest_button.get_rect().get_center().y - map_button.get_rect().get_center().y) > 1.0:
return _fail("the quest button does not sit beside the map button")
panel.open()
if not panel.visible:
return _fail("pressing the quest button opened nothing")
var quest: Dictionary = game_state.active_quest()
if panel.quest_label.text != String(quest.title):
return _fail("the panel shows \"%s\", the quest is \"%s\"" \
% [panel.quest_label.text, quest.title])
if panel.objective_label.text != String(quest.objective):
return _fail("the panel does not show the objective")
if panel.progress != Vector2i(0, 5):
return _fail("the panel reads %s, expected 0 of 5" % panel.progress)
print("quest button beside the map, clear of the wave button; panel: \"%s\" - %s (%d/%d)" \
% [panel.quest_label.text, panel.objective_label.text,
panel.progress.x, panel.progress.y])
panel.close()
# Collect what the quest asked for, the way the game does.
game_state.collect_cargo(5)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.3:
return false
if String(game_state.active_quest().get("id", "")) != "mothership":
return _fail("collecting 5 ore did not finish the ore quest (on %s)" \
% game_state.active_quest().get("id", "<none>"))
if not narration.is_speaking():
return _fail("finishing a quest said nothing")
print("5 ore collected: the chain moved on to \"%s\"" \
% game_state.active_quest().title)
while narration.dismiss():
pass
# --- I. a line said with no banner alive --------------------
scene.free()
scene = null
game_state.complete_active_quest()
if game_state.quest_messages.is_empty():
return _fail("a quest finished with no banner and dropped its line")
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
narration = scene.get_node("UI/NarrationBanner")
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.3:
return false
if not narration.is_speaking():
return _fail("the line queued with no banner alive was never said")
print("a quest finished off-scene is read out by the next banner that exists")
while narration.dismiss():
pass
# --- J. and the same on a planet surface ---------------------
scene.free()
game_state.planet_name = "Quest Test"
game_state.planet_id = "quest:test"
game_state.planet_definition_id = "rocky"
scene = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(scene)
current_scene = scene
narration = scene.get_node_or_null("UI/NarrationBanner")
panel = scene.get_node_or_null("UI/QuestPanel")
quest_button = scene.get_node_or_null("UI/QuestButton")
if narration == null or panel == null or quest_button == null:
return _fail("a planet surface has no banner and no objective panel")
game_state.complete_active_quest()
elapsed = 0.0
stage = 5
return false
5:
if elapsed < 0.3:
return false
if not narration.is_speaking():
return _fail("a quest finished on a surface said nothing down there")
print("a quest finished on a surface is announced on the surface")
# The tracker is an ordinary HUD node, so it is frozen along with
# everything else behind a dialog (#128) and comes up as the line
# closes. Acknowledged first, then looked at.
while narration.dismiss():
pass
elapsed = 0.0
stage = 6
return false
6:
if elapsed < 0.3:
return false
if not quest_button.visible:
return _fail("the objective button is missing on a planet surface")
panel.open()
if not panel.visible or panel.quest_label.text.strip_edges() == "":
return _fail("the objective panel says nothing on a planet surface")
print("the surface carries the objective too: \"%s\"" % panel.quest_label.text)
panel.close()
# --- K. landing is recorded ----------------------------------
game_state.reset_quests()
game_state.note_planet_visited("quest:one", "rocky")
game_state.note_planet_visited("quest:one", "rocky")
game_state.note_planet_visited("quest:two", "gas_giant")
if game_state.visited_planets.size() != 2:
return _fail("landing twice on one planet counted as two worlds")
if game_state.visited_planet_kinds.size() != 2:
return _fail("two kinds of world were not recorded as two kinds")
var kinds: Dictionary = {"kind": QUESTS.GOAL_PLANET_KINDS, "count": 3}
if game_state.quest_goal_met({"goal": kinds}):
return _fail("a three-world survey passed on two worlds")
game_state.note_planet_visited("quest:three", "research_lab")
if not game_state.quest_goal_met({"goal": kinds}):
return _fail("a three-world survey did not pass on three kinds of world")
print("landings recorded: %d planets across %d kinds of world" \
% [game_state.visited_planets.size(), game_state.visited_planet_kinds.size()])
print("TEST_QUEST_CHAIN: PASS")
quit(0)
return true
return false