spaceship/tests/test_no_popin_on_load.gd
Loïc Wisniewski 85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).

All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.

Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.

Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00

70 lines
2.5 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_no_popin_on_load.gd
# Verifies AsteroidField/PlanetField populate the area around the fleet's
# STARTING position immediately (synchronously, during Main.tscn's own
# _ready() chain), not only after their ~1s check_interval timer first
# elapses - otherwise the world visibly pops in a beat after the screen
# is already visible (most noticeable right after returning from a
# planet's surface, which is what this simulates via GameState).
var main_scene: Node
var asteroid_field: Node
var planet_field: Node
func _initialize() -> void:
var target_chunk: Vector2i = Vector2i.ZERO
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk):
target_chunk = chunk
found = true
break
if found:
break
if not found:
print("FAIL: could not find any chunk with a planet to test with")
quit(1)
return
# GameState (an autoload) isn't accessible as a bare global identifier
# from a script that extends SceneTree directly - that auto-injection
# only applies to Node-derived scripts (e.g. everything inside
# main_scene). Fetch it explicitly via the tree root instead.
var game_state: Node = root.get_node("GameState")
game_state.has_return_position = true
game_state.surviving_ship_count = 5
game_state.return_world_position = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
game_state.return_camera_zoom = 1.0
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
asteroid_field = main_scene.get_node("AsteroidField")
planet_field = main_scene.get_node("PlanetField")
func _process(_delta: float) -> bool:
# Check on literally the FIRST frame after the scene has entered the
# tree and _ready() chains have run - no waiting for any spawner's
# own check_interval timer.
var asteroids_populated: bool = not asteroid_field.populated_chunks.is_empty()
var planet_populated: bool = not planet_field.populated_chunks.is_empty()
print("asteroids_populated=%s (chunks=%d) planet_populated=%s (chunks=%d)" % [
asteroids_populated, asteroid_field.populated_chunks.size(),
planet_populated, planet_field.populated_chunks.size()
])
if asteroids_populated and planet_populated:
print("TEST_NO_POPIN_ON_LOAD: PASS")
quit(0)
else:
print("TEST_NO_POPIN_ON_LOAD: FAIL")
quit(1)
return true