spaceship/tests/test_intro_scene.gd
Loïc Wisniewski d455361328 #125: slow the prologue down, and give the breach a real black hole
Five things, all of them "this happens too fast or looks too thin".

PACING. Every beat had a completion test that could be satisfied while the
guide was still mid-sentence, which is why everything landed seconds after
the thing before it. Beats now have a FLOOR as well as a deadline - a
minimum length - and a beat whose point is the guide talking will not end
while a line is still on screen. One rule in one place rather than tuning
each condition. The run is 3400px instead of 1500, which at cruise was about
four seconds, and a held line is 6.5s instead of 4.5.

THE CONVOY. Escorts at the four corners of a box, holds packed in the middle
of it, roughly three times the spread of the fleet's own wedge - this is
freight under guard, not a fighting formation. CONVOY and CONVOY_FORMATION
pair index-for-index, which is all it takes for spawn_ships to seat the guns
on the outside, and the test pins that every hold sits further in than the
furthest-out escort.

THE DIALOG. Cut corners, brackets holding the short edges open, a tick strip
along the bottom and a caret in the corner - geometry rather than art, so it
scales with the banner and costs nothing.

THE BREACH. It was a few lines turning around a point. It is now two halves
driven by one number: DimensionalBreach, a growing black hole out in the
world built on BlackHoleVisual's idiom - empty core, counter-rotating arc
segments hotter toward the centre - with infalling streamers it does not
have, because a planet's disc is steady and this one has to say "now"; and
breach.gdshader over the top, bending the ACTUAL SCENE around it. Ships,
rocks and the starfield all get dragged in, which is most of what makes a
hole in space read as a hole rather than as a decal drawn on one.

Inside the horizon the shader samples nothing at all - the same decision
BlackHoleVisual makes, for the same reason: a black hole with something
visible in the middle stops being one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 13:25:10 +02:00

371 lines
15 KiB
GDScript

extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_intro_scene.gd
# Forgejo #108 (#122, #123, #124): the prologue.
#
# The director drives the REAL scene rather than being a scene of its own, so
# everything below is checked against the real fleet, the real enemies and
# the real asteroid field.
#
# Covers:
# A. it runs on a NEW game and not on a resumed one
# B. "no action button available, only movements" - every pressable
# affordance is gone, and the joystick is not
# C. the convoy: bigger than the player's own ceiling, and mostly holds
# D. the guide speaks, and the banner never shows a line nobody set
# E. the ambush is easy: chasers only, and clearing them advances the beat
# F. the belt is dense, and it is across the lane rather than beside it
# G. the breach takes the wheel: player input stops moving the fleet
# H. the vortex leaves exactly one vessel, and it is the default interceptor
# I. the handover: the flag clears, the buttons come back, the spawner and
# the asteroid field are running again, and the fleet is a new game's
# J. skipping lands in the same state as playing it through
# K. #125 - no beat ends before its own floor, and a beat whose point is
# the guide talking does not end mid-sentence
# L. #125 - the convoy is spread out, with its holds surrounded by escorts
# M. #125 - the breach is a growing black hole with a lens over it, not a
# few lines turning around a point
var game_state: Node
var scene: Node
var director: Node
var fleet: Node
var narration: Control
var stage: int = 0
var elapsed: float = 0.0
var convoy_size: int = 0
var skipped_props: Array = []
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.rocks = 0
func _fail(message: String) -> bool:
print("TEST_INTRO_SCENE: FAIL (%s)" % message)
quit(1)
return true
func _load_scene() -> void:
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
fleet = scene.get_node("Fleet")
director = scene.get_node_or_null("IntroDirector")
narration = scene.get_node("UI/NarrationBanner")
func _drop_scene() -> void:
scene.queue_free()
scene = null
func _hidden(path: String) -> bool:
var node: Control = scene.get_node_or_null(path)
return node == null or not node.visible
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# --- A. a new game gets one ------------------------------
if not game_state.intro_active:
return _fail("reset_new_game() did not arm the prologue")
_load_scene()
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.4:
return false
if director == null:
return _fail("no IntroDirector in the scene")
if not director.running:
return _fail("the director did not start on a new game")
# --- K. nothing ends before its floor --------------------
# The floors are what #125 bought: every beat had a condition
# that could be satisfied while the guide was still talking.
for b in range(director.Beat.AFTERMATH + 1):
if director._floor_time() <= 0.0 and b != director.Beat.RUN:
return _fail("beat %d has no minimum length" % b)
if director.beat != director.Beat.BRIEF:
return _fail("the opening beat was over before the first line finished")
if not narration.is_speaking():
return _fail("the opening beat is silent, so waiting for it proves nothing")
print("opening beat still running at %.1fs, guide still talking" % director.beat_time)
# --- C. the convoy --------------------------------------
convoy_size = fleet.ships.size()
if convoy_size <= GameState.BASE_FLEET_SIZE:
return _fail("the convoy is %d vessels, no more than a new game's %d slots" \
% [convoy_size, GameState.BASE_FLEET_SIZE])
var holds: int = 0
var escorts: int = 0
for ship in fleet.ships:
if String(ship.vessel_type) == GameState.VESSEL_INTERCEPTOR:
escorts += 1
else:
holds += 1
if holds <= escorts:
return _fail("the convoy is %d holds to %d escorts - it should be mostly cargo" \
% [holds, escorts])
if escorts <= 0:
return _fail("the convoy has no escorts at all")
print("convoy: %d vessels, %d holds and %d escorts" % [convoy_size, holds, escorts])
# --- L. spread out, and the holds are on the inside -------
var spread: float = 0.0
var closest: float = 1.0e9
for a in fleet.ships:
for b in fleet.ships:
if a == b:
continue
spread = maxf(spread, a.position.distance_to(b.position))
closest = minf(closest, a.position.distance_to(b.position))
if spread < 400.0:
return _fail("the whole convoy fits in %.0fpx - that is a wedge, not a convoy" % spread)
if closest < 80.0:
return _fail("two convoy vessels are %.0fpx apart" % closest)
# Every hold must be further in than the furthest-out escort is,
# which is what "surrounded by the default vessels" means.
var escort_reach: float = 0.0
var hold_reach: float = 0.0
for ship in fleet.ships:
var from_centre: float = ship.position.length()
if String(ship.vessel_type) == GameState.VESSEL_INTERCEPTOR:
escort_reach = maxf(escort_reach, from_centre)
else:
hold_reach = maxf(hold_reach, from_centre)
if hold_reach >= escort_reach:
return _fail("a hold sits %.0fpx out, past the escorts at %.0f - they are not screened" \
% [hold_reach, escort_reach])
print("convoy %.0fpx across, holds within %.0f and escorts out at %.0f" \
% [spread, hold_reach, escort_reach])
# --- B. movement and nothing else -----------------------
for pressable in ["UI/BuildButton", "UI/MapButton", "UI/BuildActionButton",
"UI/BuildingActionButton", "UI/EnterAtmosphereButton",
"UI/TransferButton", "UI/HangarButton", "UI/LaserButton",
"UI/GasBombButton"]:
if not _hidden(pressable):
return _fail("%s is offered during the prologue" % pressable)
var joystick: Control = scene.get_node("UI/Joystick")
if not joystick.visible:
return _fail("the joystick is hidden - the player cannot even fly")
print("every action button is away; the joystick is not")
# --- D. the guide speaks --------------------------------
if not narration.is_speaking():
return _fail("the prologue opened without a word from the guide")
if narration.label.text.strip_edges() == "":
return _fail("the banner is up with nothing on it")
print("guide: \"%s\"" % narration.label.text)
# --- E. the ambush --------------------------------------
director._begin(director.Beat.AMBUSH)
if director.ambush.is_empty():
return _fail("the ambush beat spawned nothing")
for enemy in director.ambush:
if String(enemy.enemy_id) != "chaser":
return _fail("the ambush includes a %s - it is meant to be easy" % enemy.enemy_id)
if director._beat_complete():
return _fail("the ambush counts as cleared while its raiders are alive")
for enemy in director.ambush:
enemy.queue_free()
elapsed = 0.0
stage = 2
return false
2:
# Past the ambush beat's own floor (#125): clearing it is what
# ENDS it, but no beat may end before its floor, so watching for
# the advance means waiting that long.
if elapsed < director._floor_time() + 0.5:
return false
# The director advances itself, so the evidence that clearing the
# ambush ended the beat is that it has MOVED ON - asking
# _beat_complete() again would be asking about a beat it left.
if director.beat <= director.Beat.AMBUSH:
return _fail("killing every raider did not end the ambush beat")
print("%d raiders, all chasers, and clearing them ends the beat" % director.AMBUSH_COUNT)
# --- F. the belt ----------------------------------------
director._begin(director.Beat.GAUNTLET)
# Only the rocks still standing: the convoy flies into them, and
# a rock it has already broken is not evidence about the belt.
var standing: Array = []
for rock in director.rocks:
if is_instance_valid(rock) and not rock.is_queued_for_deletion():
standing.append(rock)
if standing.size() < 40:
return _fail("the \"pretty dense\" belt is %d rocks" % standing.size())
var ahead: int = 0
for rock in standing:
if rock.global_position.y < fleet.get_centroid().y:
ahead += 1
if ahead < standing.size() / 2:
return _fail("only %d of %d rocks are on the lane ahead" \
% [ahead, standing.size()])
print("belt: %d rocks, %d of them across the lane ahead" % [standing.size(), ahead])
# --- G. the breach takes the wheel ----------------------
director._begin(director.Beat.BREACH)
if not game_state.intro_locks_movement:
return _fail("the breach beat left the player in control")
# GameController.gd is the script on Main itself, not a child.
var before: Vector2 = fleet.fleet_target
scene._process(0.1)
if fleet.fleet_target != before:
return _fail("player steering still moved the fleet during the breach")
print("the breach has the wheel: steering input moves nothing")
# --- M. the breach is a black hole ----------------------
var hole: Node2D = director.breach
if hole == null or not is_instance_valid(hole):
return _fail("the breach beat opened no black hole")
if hole.horizon_radius() > 1.0:
return _fail("the hole was already open the moment the beat began")
director._drive_breach(0.5)
var half_open: float = hole.horizon_radius()
director._drive_breach(1.0)
if hole.horizon_radius() <= half_open:
return _fail("the hole does not grow - %.1f at half, %.1f at full" \
% [half_open, hole.horizon_radius()])
if hole.disc_radius() <= hole.horizon_radius():
return _fail("the accretion disc is inside the horizon")
var lens: ColorRect = scene.get_node("UI/BreachOverlay")
if not lens.visible:
return _fail("the screen-space lens never came up")
if lens.material == null or lens.material.shader == null:
return _fail("the lens has no shader on it")
print("breach: horizon %.0f -> %.0f, disc %.0f, lens up" \
% [half_open, hole.horizon_radius(), hole.disc_radius()])
# --- H. the vortex --------------------------------------
director._begin(director.Beat.VORTEX)
elapsed = 0.0
stage = 3
return false
3:
# Left to the director's own clock rather than ticked by hand:
# the vortex is a timed animation and driving it twice would not
# be the thing that ships.
if elapsed < 4.2:
return false
var alive: int = 0
for ship in fleet.ships:
if is_instance_valid(ship) and not ship.is_queued_for_deletion():
alive += 1
if alive != 1:
return _fail("the vortex left %d vessels, expected 1" % alive)
if String(fleet.ships[0].vessel_type) != GameState.VESSEL_INTERCEPTOR:
return _fail("the survivor is a %s, not the default interceptor" \
% fleet.ships[0].vessel_type)
print("the vortex took %d vessels and left one interceptor" % (convoy_size - 1))
# --- I. the handover ------------------------------------
director.finish()
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.3:
return false
if game_state.intro_active or game_state.intro_locks_movement:
return _fail("the prologue finished without clearing its own flags")
if game_state.intro_fleet_size != 0:
return _fail("the convoy's fleet-size override outlived the prologue")
if game_state.max_fleet_size() != GameState.BASE_FLEET_SIZE:
return _fail("the fleet still holds %d slots after the prologue" \
% game_state.max_fleet_size())
if fleet.ships.size() != GameState.STARTING_SHIP_COUNT:
return _fail("the game starts with %d vessels, expected %d" \
% [fleet.ships.size(), GameState.STARTING_SHIP_COUNT])
if not scene.get_node("EnemySpawner").is_processing():
return _fail("waves are still switched off after the prologue")
if not scene.get_node("AsteroidField").is_processing():
return _fail("the asteroid field is still switched off after the prologue")
scene.get_node("BuildController")._process(0.1)
if _hidden("UI/BuildButton"):
return _fail("the build button never came back")
if narration.is_speaking():
return _fail("the guide is still talking after the handover")
if scene.get_node("UI/BreachOverlay").visible:
return _fail("the breach lens is still over the screen after the handover")
if is_instance_valid(director) and director.breach != null:
return _fail("the black hole outlived the prologue")
print("handover: flags clear, 1 interceptor, waves and rocks running, buttons back")
_drop_scene()
elapsed = 0.0
stage = 5
return false
5:
if elapsed < 0.3:
return false
# --- A (second half). a resumed game gets no prologue ----
game_state.intro_active = false
_load_scene()
elapsed = 0.0
stage = 6
return false
6:
if elapsed < 0.4:
return false
if director != null and is_instance_valid(director) and director.running:
return _fail("the prologue ran again on a game that is past it")
if fleet.ships.size() > GameState.BASE_FLEET_SIZE:
return _fail("a resumed game opened with a convoy")
print("a game already past the prologue does not replay it")
_drop_scene()
elapsed = 0.0
stage = 7
return false
7:
if elapsed < 0.3:
return false
# --- J. skipping lands where playing it through does -----
game_state.reset_new_game()
_load_scene()
elapsed = 0.0
stage = 8
return false
8:
if elapsed < 0.4:
return false
# Skipped mid-prologue, with props on the board, so the check
# below is about clearing them rather than about an empty stage.
director._begin(director.Beat.AMBUSH)
director._begin(director.Beat.GAUNTLET)
skipped_props = director.ambush + director.rocks
if skipped_props.size() < 40:
return _fail("nothing was on the board to skip past")
director.skip()
elapsed = 0.0
stage = 9
return false
9:
if elapsed < 0.3:
return false
if game_state.intro_active or game_state.intro_locks_movement:
return _fail("skipping left the prologue's flags set")
if game_state.max_fleet_size() != GameState.BASE_FLEET_SIZE:
return _fail("skipping left the convoy's fleet size behind")
if fleet.ships.size() != GameState.STARTING_SHIP_COUNT:
return _fail("skipping left %d vessels flying" % fleet.ships.size())
for prop in skipped_props:
if is_instance_valid(prop) and not prop.is_queued_for_deletion():
return _fail("skipping left the prologue's own props on the board")
print("skipping clears %d props and lands where playing it through does" \
% skipped_props.size())
print("TEST_INTRO_SCENE: PASS")
quit(0)
return true
return false