spaceship/tests/test_aim_converges.gd
Loïc Wisniewski 1f5fecd371 Buy fleet berths with Fleet Offices
#219: fleet capacity is a built, supplied thing rather than a researched
one. The eight fleet-size doctrines are gone; capacity is one berth free
plus one per Fleet Office standing. An office charges every 25s for the
vessel in its berth, priced off that vessel's own build cost so an expensive
hull is expensive to keep, and drawn from its own store the way a gas burner
draws gas. An office that cannot pay goes dark, its vessel is scuttled, and
the player is told through the same queue quest lines use - which reaches
them on a planet surface too.

An empty berth is idle rather than starved: an office is only failing while
there is something in it to fail, and holding it disabled would leave a
berth that could never be crewed and so could never be paid for again.

Ships have no hit points and a shield absorbs a hit wholesale, so the lost
vessel is scuttled rather than damaged - otherwise a shielded hull would
survive its own eviction.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 17:09:27 +02:00

236 lines
10 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_aim_converges.gd
# Forgejo #172: "when aiming, whether with mouse or touch controls, we should
# aim for a given point on the space (still using mouse or the joystick). As
# it's now a point and not a direction, it lets the player try to get the
# fleet's shot converge and not go in parallel. The auto aim when trying to
# aim for an enemy vessel should still work."
#
# The failure this replaces is worth stating, because it is invisible in a
# fleet of one and gets worse with every hull added: every gun was handed the
# SAME direction, so a fleet firing at something threw a sheet of parallel
# bolts and only the ship that happened to be lined up could hit. The wider
# the formation, the further the fire missed by.
#
# Covers:
# A. two hulls either side of a target aim at IT, not along one shared
# heading - and each one's line actually arrives at the point
# B. the mouse hands over a place: the cursor's world position, distance
# included, rather than a bearing from the fleet's centre
# C. stick displacement controls convergence distance: a partial push aims
# nearby and a full push reaches the guns' maximum range
# D. the assist (#89) still bends a shot onto an enemy, now per hull and
# around each hull's own heading to the point
# E. releasing stops every gun in the fleet
# F. range belongs to the gun, not to the aim: a point past reach is fired
# toward rather than refused or clamped into a different heading
const WEAPON = preload("res://vessels/VesselWeaponComponent.gd")
var game_state: Node
var main: Node
var fleet: Node
var controller: Node
var mouse: Node
var stage: int = 0
var elapsed: float = 0.0
var left_ship: Node2D
var right_ship: Node2D
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.intro_active = false
game_state.reset_quests()
# #219: fleet capacity is built now - one berth free, one per Fleet
# Office. This test flies more than one vessel, so it needs the offices
# standing before the fleet spawns into them.
load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
controller = main.get_node("FireStickController")
mouse = main.get_node("MouseCombatController")
func _fail(message: String) -> bool:
print("TEST_AIM_CONVERGES: FAIL (%s)" % message)
quit(1)
return true
func _clear() -> void:
for node in get_nodes_in_group("enemies") + get_nodes_in_group("asteroids") \
+ get_nodes_in_group("player_projectiles"):
if is_instance_valid(node):
node.free()
func _weapon(ship: Node2D) -> Node:
return ship.get_component("weapon")
# Where a shot from this hull would arrive if it flew far enough: the hull,
# plus its own heading, times the distance to the aimed point. The whole of
# "converging" is that this comes out the same for every hull.
func _lands_at(ship: Node2D, point: Vector2) -> Vector2:
var weapon: Node = _weapon(ship)
return ship.global_position \
+ weapon.firing_heading() * ship.global_position.distance_to(point)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
_clear()
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray(
[GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_INTERCEPTOR]))
if fleet.ships.size() != 2:
return _fail("wanted two hulls, got %d" % fleet.ships.size())
# Placed by hand, wide apart and level, so the geometry the test
# talks about is the geometry it set up rather than whatever the
# current default formation happens to be.
left_ship = fleet.ships[0]
right_ship = fleet.ships[1]
left_ship.global_position = Vector2(-400.0, 0.0)
right_ship.global_position = Vector2(400.0, 0.0)
if _weapon(left_ship) == null or _weapon(right_ship) == null:
return _fail("an interceptor has no weapon component")
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.1:
return false
# --- A. two hulls, one point --------------------------------
var point := Vector2(0.0, -900.0)
controller.aim_at(point)
var left: Vector2 = _weapon(left_ship).firing_heading()
var right: Vector2 = _weapon(right_ship).firing_heading()
if left == Vector2.ZERO or right == Vector2.ZERO:
return _fail("aiming at a point left a gun with no heading")
if left.distance_to(right) < 0.1:
return _fail("both hulls fire along %s - that is a direction, not a point" % left)
for ship in [left_ship, right_ship]:
var lands: Vector2 = _lands_at(ship, point)
if lands.distance_to(point) > 1.0:
return _fail("a hull at %s fires at %s, %.0f from the point it was given" \
% [ship.global_position, lands, lands.distance_to(point)])
print("hulls %.0f apart fire on headings %.0f degrees apart, and both arrive at the point" \
% [left_ship.global_position.distance_to(right_ship.global_position),
rad_to_deg(left.angle_to(right))])
# --- B. the mouse hands over a place ------------------------
mouse.pointer_mode = mouse.PointerMode.ON
mouse.select_weapon(0)
# Deliberately NOT on the line from the fleet's centre through
# anything: a bearing-from-the-centre implementation would still
# pass a point straight ahead.
var cursor := Vector2(650.0, -300.0)
mouse.aim_world = cursor
mouse.firing = true
mouse._process(0.0)
controller._process(0.0)
for ship in [left_ship, right_ship]:
if _weapon(ship).fire_target.distance_to(cursor) > 0.5:
return _fail("the mouse aimed a hull at %s, the cursor was at %s" \
% [_weapon(ship).fire_target, cursor])
if _lands_at(left_ship, cursor).distance_to(_lands_at(right_ship, cursor)) > 1.0:
return _fail("the two hulls' fire does not meet at the cursor")
print("holding the button aims every hull at the cursor's own position")
# --- E. and releasing stops all of them ---------------------
mouse.firing = false
mouse._process(0.0)
controller._process(0.0)
for ship in [left_ship, right_ship]:
if _weapon(ship).is_firing():
return _fail("releasing the button left a gun firing")
print("releasing stops every gun")
# --- C. a stick still resolves to a point -------------------
var reach: float = controller.guide_range()
if reach <= 0.0:
return _fail("the fleet reports no gun range")
var pushed := Vector2(0.0, -1.0)
var resolved: Vector2 = controller.stick_point(pushed)
var wanted: Vector2 = fleet.get_centroid() + pushed * reach
if resolved.distance_to(wanted) > 1.0:
return _fail("a stick pushed up resolved to %s, expected %s" % [resolved, wanted])
controller.aim(pushed)
for ship in [left_ship, right_ship]:
if not _weapon(ship).is_firing():
return _fail("a pushed stick did not fire a gun")
if _weapon(ship).fire_target.distance_to(wanted) > 1.0:
return _fail("a pushed stick aimed a hull somewhere other than the point it names")
print("a pushed stick names the point at the guns' reach (%.0f) along it" % reach)
# A half push must keep its magnitude. TouchJoystick already reports
# displacement in the 0..1 range; normalizing it here used to turn
# every nonzero push into a maximum-range aim.
var partial := Vector2(0.0, -0.45)
var partial_point: Vector2 = controller.stick_point(partial)
var partial_wanted: Vector2 = fleet.get_centroid() + partial * reach
if partial_point.distance_to(partial_wanted) > 1.0:
return _fail("a 45%% stick push resolved to %s, expected nearby point %s" \
% [partial_point, partial_wanted])
controller.aim(partial)
for ship in [left_ship, right_ship]:
if _weapon(ship).fire_target.distance_to(partial_wanted) > 1.0:
return _fail("a partial stick push did not aim the fleet at its nearer point")
print("a 45%% stick push aims at 45%% range (%.0f), not maximum range" \
% fleet.get_centroid().distance_to(partial_point))
# --- F. reach is the gun's, not the aim's -------------------
var far_point: Vector2 = fleet.get_centroid() + Vector2(0.0, -reach * 3.0)
controller.aim_at(far_point)
var to_far: Vector2 = (far_point - left_ship.global_position).normalized()
if _weapon(left_ship).firing_heading().distance_to(to_far) > 0.01:
return _fail("a point past the guns' reach bent the heading to %s, expected %s" \
% [_weapon(left_ship).firing_heading(), to_far])
print("a point beyond reach is still fired toward - the bolt falls short, the aim does not bend")
# --- D. the assist still works, per hull --------------------
# Each hull asks its own question now - "is anything within MY
# reach, near MY heading to the point" - so the case worth
# checking is one where the two hulls answer differently. The
# right hull is moved out past its own gun range of the enemy, so
# it cannot be assisted onto it however the angles fall.
_clear()
right_ship.global_position = Vector2(reach * 1.5, 0.0)
var target_point := Vector2(0.0, -300.0)
var enemy: Node2D = load("res://enemies/Enemy.tscn").instantiate()
enemy.global_position = left_ship.global_position \
+ (target_point - left_ship.global_position).normalized().rotated(
deg_to_rad(15.0)) * 150.0
main.add_child(enemy)
enemy.speed = 0.0
if right_ship.global_position.distance_to(enemy.global_position) <= reach:
return _fail("the test failed to put the far hull out of range of the enemy")
controller.aim_at(target_point)
var to_enemy: Vector2 = (enemy.global_position - left_ship.global_position).normalized()
if _weapon(left_ship).firing_heading().distance_to(to_enemy) > 0.02:
return _fail("the assist no longer bends a shot onto an enemy near the aim (heading %s, enemy %s)" \
% [_weapon(left_ship).firing_heading(), to_enemy])
var right_wanted: Vector2 = (target_point - right_ship.global_position).normalized()
if _weapon(right_ship).firing_heading().distance_to(right_wanted) > 0.02:
return _fail("a hull out of range of the enemy was still bent onto it - the assist is not per hull")
print("the assist still snaps onto an enemy near the aim, and only for the hull that can reach it")
enemy.free()
print("TEST_AIM_CONVERGES: PASS")
quit(0)
return true
return false