spaceship/tests/test_gas_system.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

125 lines
5.2 KiB
GDScript

extends SceneTree
# Forgejo #27: gas giants are deterministic animated gas sources, and the
# existing transporter route carries their gas without converting it to ore.
var game_state: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.gas = 0
game_state.rocks = 0
func _process(delta: float) -> bool:
elapsed += delta
if stage == 0:
# A guaranteed gas source near the spawn is now a DEV MODE guarantee
# rather than something every game gets - a normal game has to go and
# find one. Dev mode is therefore where this premise still holds, and
# where a play-tester reaching gas quickly still matters.
game_state.dev_mode = true
var nearby_chunk: Vector2i = Vector2i.ZERO
for chunk in WorldGen.DEV_PLANET_CHUNKS:
if String(WorldGen.DEV_PLANET_CHUNKS[chunk]) == "gas_giant":
nearby_chunk = chunk
var nearby_data: Dictionary = WorldGen.planet_data_at_chunk(nearby_chunk)
var nearby_position: Vector2 = WorldGen.chunk_origin(nearby_chunk) + nearby_data.local_pos
if not WorldGen.has_planet_at_chunk(nearby_chunk):
return _fail("dev mode's gas giant chunk does not contain a planet")
if String(nearby_data.get("definition_id", "")) != "gas_giant":
return _fail("dev mode's guaranteed planet is not a gas source")
if nearby_position.length() > WorldGen.CHUNK_SIZE * 2.0:
return _fail("nearby gas giant spawned too far away: %s" % nearby_position)
# Gas surfaces have vents only: no deferred ore pickups, and the vent
# emission advances continuously so the source visibly looks active.
game_state.planet_name = "Gas Test"
game_state.planet_definition_id = "gas_giant"
var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(surface)
var gas_field: Node = surface.get_node("SurfaceFeatures/ResourceProvider")
if gas_field.get_script() != load("res://surface/GasVentField.gd"):
surface.free()
return _fail("gas surface did not compose the gas feature scene")
if surface.get_node_or_null("RockField") != null:
surface.free()
return _fail("gas surface tree contains an ore producer")
gas_field._process(0.5)
if gas_field.emission_phase <= 0.0:
surface.free()
return _fail("gas-source emission animation did not advance")
surface.free()
game_state.planet_definition_id = "rocky"
var rocky_surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(rocky_surface)
var rocky_features: Node = rocky_surface.get_node("SurfaceFeatures/ResourceProvider")
if rocky_features.get_script() != load("res://surface/RockField.gd"):
rocky_surface.free()
return _fail("rocky surface did not compose the ore feature scene")
if rocky_surface.get_node_or_null("GasVentField") != null:
rocky_surface.free()
return _fail("rocky surface tree contains a gas producer")
rocky_surface.free()
var found_giant: bool = false
for x in range(-12, 13):
for y in range(-12, 13):
var data: Dictionary = WorldGen.planet_data_at_chunk(Vector2i(x, y))
if String(data.get("definition_id", "")) == "gas_giant":
found_giant = true
break
if found_giant:
break
if not found_giant:
return _fail("world generation produced no deterministic gas giant")
var giant: Node2D = load("res://planets/Planet.tscn").instantiate()
giant.definition_id = "gas_giant"
root.add_child(giant)
giant.visual._process(0.5)
if giant.gas_phase <= 0.0:
return _fail("gas giant animation did not advance")
giant.free()
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(100, 0))
game_state.add_extractor("Aurelia", Vector2(400, 0), "gas")
game_state.extractors[0].stock = game_state.transporter_load_limit()
var transporter: Dictionary = game_state.transporters[0]
transporter.state = GameState.TRANSPORTER_TO_EXTRACTOR
transporter.target_id = 0
transporter.extractor_index = 0
transporter.carrying = 0
transporter.resource_type = "gas"
transporter.progress = 1.0
transporter.from = Vector2(100, 0)
transporter.to = Vector2(400, 0)
game_state._arrive(transporter)
if game_state.transporters[0].state != GameState.TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR:
return _fail("transporter did not collect gas from the extractor")
game_state._arrive(transporter)
if game_state.gas != game_state.transporter_load_limit() or game_state.rocks != 0:
return _fail("gas delivery banked gas=%d ore=%d" % [game_state.gas, game_state.rocks])
var mothership_id: int = int(game_state.buildings[0].id)
if game_state.transfer_gas_to_fleet(mothership_id, 7) != 7 or game_state.fleet_gas_cargo != 7:
return _fail("could not load banked gas into fleet cargo")
if game_state.transfer_gas_to_building(2, 7) != 7 or game_state.building_gas_holdings(2) != 7:
return _fail("could not unload fleet gas into a building")
print("gas giant animated; transporter banked %d gas without creating ore" % game_state.gas)
print("TEST_GAS_SYSTEM: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_GAS_SYSTEM: FAIL (%s)" % message)
quit(1)
return true