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>
117 lines
3.4 KiB
GDScript
117 lines
3.4 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_planet_prompt_map_interaction.gd
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# Opening the map while standing on a planet must suppress the shared
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# contextual action and planet label, then restore them after closing.
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var main_scene: Node
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var fleet: Node
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var planet_field: Node
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var world_map: Control
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var map_button: IconButton
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var planet_name_label: Label
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var enter_button: IconButton
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var elapsed: float = 0.0
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var stage: int = 0
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var target_chunk: Vector2i
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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if WorldGen.has_planet_at_chunk(chunk):
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("FAIL: could not find any chunk with a planet to test with")
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quit(1)
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return
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var packed: PackedScene = load("res://world/Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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planet_field = main_scene.get_node("PlanetField")
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world_map = main_scene.get_node("UI/WorldMap")
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map_button = main_scene.get_node("UI/MapButton")
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planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
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enter_button = main_scene.get_node("UI/BuildActionButton")
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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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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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var vicinity_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = vicinity_pos
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fleet.move_to(vicinity_pos)
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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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if elapsed < planet_field.check_interval + 0.1:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (planet never spawned)")
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quit(1)
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return true
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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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 < 0.5:
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return false
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var prompt_shown: bool = enter_button.visible and planet_name_label.visible
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print("prompt_shown_on_planet=%s" % prompt_shown)
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if not prompt_shown:
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt never appeared)")
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quit(1)
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return true
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world_map.open_map()
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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 < 0.2:
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return false
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var prompt_suppressed: bool = not enter_button.visible and not planet_name_label.visible
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print("prompt_suppressed_while_map_open=%s enter_visible=%s name_visible=%s" % [
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prompt_suppressed, enter_button.visible, planet_name_label.visible
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])
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if not prompt_suppressed:
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt visible behind map)")
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quit(1)
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return true
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world_map.close_map()
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < 0.2:
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return false
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var prompt_restored: bool = enter_button.visible and planet_name_label.visible
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print("prompt_restored_after_close=%s" % prompt_restored)
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if prompt_restored:
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: PASS")
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quit(0)
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else:
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print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt did not come back)")
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quit(1)
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return true
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return false
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