spaceship/tests/test_asteroid_safe_spawn.gd
Loïc Wisniewski b641fa5891 Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
  grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
  SkillTreeView). Node depth is derived from prerequisites, so the layout
  cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
  and description.
- Ship crafter redrawn as a space factory with an assembly animation;
  mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
  gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
  the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
  fleet_velocity). Ship zeroes its velocity when seated in its slot even
  while the anchor drags that slot forward, so braking from velocity alone
  stopped the fleet dead instead of coasting - and whether it did depended
  on the frame rate.

Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
  Static geometry is rasterised once in _draw(); moving parts are NeonPiece
  children animated through node properties, which reuse the cached
  geometry. Every NeonDraw call expands into four antialiased polylines, so
  redrawing to move something re-tessellated all of it.

Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
  Android's FUSE bridge, read through proot, where load("res://Main.tscn")
  alone cost 8.5s per test against ~2s natively - and nearly every test
  loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
  buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
  result no longer depends on how busy the machine is. Without it,
  parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.

Bundles Carrois Gothic SC (Apache 2.0) with its licence text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00

114 lines
4.2 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_asteroid_safe_spawn.gd
# Asteroid chunks are populated around wherever the fleet is - including the
# chunk it is standing in - and positions used to be uniform within a chunk.
# So an asteroid could be created directly on top of a ship and destroy it
# with no chance to react. Worst on the frame a scene loads: coming back from
# a planet's surface could cost a vessel instantly, which is also what made
# test_return_position_matches_planet fail intermittently.
#
# Verifies:
# 1. _safe_position never returns a point inside the bubble, for candidates
# all around and including the exact centre. This is checked directly
# rather than by looking at where asteroids happened to land: with ~54
# asteroids spread over 25 chunks, any single run only rarely produces a
# near miss, so an observational check passes just as happily with the
# guard removed and proves nothing.
# 2. candidates already outside the bubble are left exactly where they are,
# so the field is not distorted away from the fleet
# 3. the field still spawns a full complement, and a stationary fleet loses
# no ships
var scene: Node
var fleet: Node
var field: Node
var stage: int = 0
var elapsed: float = 0.0
var ships_at_start: int = 0
func _initialize() -> void:
root.get_node("GameState").reset_formation()
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
field = scene.get_node("AsteroidField")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("EnemySpawner").set_process(false)
ships_at_start = fleet.ships.size()
elapsed = 0.0
stage = 1
return false
1:
# Let the field populate around the fleet a few times over.
if elapsed < 1.5:
return false
var centre: Vector2 = fleet.get_centroid()
var safe: float = field.safe_spawn_radius
# --- the guard itself, deterministically ----------------------
var worst_inside: float = 1e9
var moved_an_outside_one: bool = false
for i in range(72):
var a: float = (float(i) / 72.0) * TAU
var dir: Vector2 = Vector2(cos(a), sin(a))
# Candidates well inside, just inside, and exactly on centre.
for d in [0.0, 1.0, safe * 0.25, safe * 0.99]:
var got: Vector2 = field._safe_position(centre + dir * d, centre)
worst_inside = minf(worst_inside, got.distance_to(centre))
# Candidates already outside must be returned untouched.
var outside: Vector2 = centre + dir * (safe * 1.5)
if field._safe_position(outside, centre).distance_to(outside) > 0.001:
moved_an_outside_one = true
print("closest result for an inside candidate: %.1f (safe radius %.1f)" % [
worst_inside, safe
])
if worst_inside < safe - 0.001:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (guard let a spawn land inside the fleet's bubble)")
quit(1)
return true
if moved_an_outside_one:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (guard displaced an asteroid that was already clear)")
quit(1)
return true
var asteroids: Array = get_nodes_in_group("asteroids")
var closest: float = 1e9
for a in asteroids:
if is_instance_valid(a):
closest = minf(closest, a.position.distance_to(centre))
print("%d asteroids, closest is %.1f units from the fleet (safe radius %.1f)" % [
asteroids.size(), closest, safe
])
if asteroids.is_empty():
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (field spawned nothing - test proves nothing)")
quit(1)
return true
# Asteroids drift, so one may have travelled inward since it was
# created. Allow for that, but nothing should be anywhere near
# on top of the fleet.
if closest < safe * 0.5:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (asteroid created on top of the fleet)")
quit(1)
return true
var kept_ships: bool = fleet.ships.size() == ships_at_start
print("ships %d -> %d (kept=%s)" % [ships_at_start, fleet.ships.size(), kept_ships])
if not kept_ships:
print("TEST_ASTEROID_SAFE_SPAWN: FAIL (a stationary fleet lost a ship to a spawn)")
quit(1)
return true
print("TEST_ASTEROID_SAFE_SPAWN: PASS")
quit(0)
return true
return false