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