spaceship/tests/test_exploration_tracker.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

59 lines
1.8 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_exploration_tracker.gd
# Verifies ExplorationTracker marks the fleet's current chunk as explored
# once the fleet is there, while a distant chunk the fleet never visited
# stays unexplored - this is what lets the world map reveal only chunks
# actually seen instead of the whole generated world at once.
var main_scene: Node
var fleet: Node
var tracker: Node
var elapsed: float = 0.0
var teleported: bool = false
func _initialize() -> void:
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
tracker = main_scene.get_node("ExplorationTracker")
func _process(delta: float) -> bool:
if not teleported:
# Wait one tick so Fleet._ready() has run and fleet.ships is
# populated before we try to teleport them - reposition attempted
# synchronously in _initialize() would silently no-op on an empty
# ships array.
var target_pos: Vector2 = Vector2(5000, -3000)
for ship in fleet.ships:
ship.position = target_pos
fleet.move_to(target_pos)
teleported = true
return false
elapsed += delta
if elapsed < 0.2:
return false
var visited_chunk: Vector2i = WorldGen.chunk_coords(Vector2(5000, -3000))
var far_chunk: Vector2i = Vector2i(9999, 9999)
var explored: Array = tracker.get_explored_chunks()
var visited_ok: bool = explored.has(visited_chunk)
var far_unexplored: bool = not explored.has(far_chunk)
print("visited_chunk=%s in_explored=%s far_chunk=%s in_explored=%s" % [
visited_chunk, visited_ok, far_chunk, not far_unexplored
])
if visited_ok and far_unexplored:
print("TEST_EXPLORATION_TRACKER: PASS")
quit(0)
else:
print("TEST_EXPLORATION_TRACKER: FAIL")
quit(1)
return true