#136 - the gas burner drawn on top of the transport hub. The build menu's rows were a written-down list of tops read with `tops[mini(row, size - 1)]`, and with every structure researched the menu wanted a fourth row where the list had three, so the last entry was placed on the third row's centre slot. A list that silently stacks whatever will not fit in it is not a layout. Rows are computed now, from a first top and a pitch that tightens to fit and is floored at the row's own height - so two rows cannot occupy the same space however far the catalog grows - and the column count widens rather than adding a row the band cannot hold. Ten structures now sit in four columns of three rows. The test unlocks the whole tree and checks every pair of entries for overlap, which is the shape of the bug rather than a coordinate that happens to be right today. #137 - the game had three answers to "what does this cost". The build menu drew a NeonNumber under each option, the craft menu drew glyph strips, and the ship lab spelled prices out inside the caption. PriceTag is that answer once: the resource's glyph, then what you HOLD over what it COSTS. It replaces all three, plus the info popup and the skill panel, and VesselPriceStrip - which was the same idea for one menu - goes with them. The build menu also gains the resource bar the other two already had, in the same place and at the same size, and the craft menu's - the only one not running the full width of its panel - now matches. The bar drops its LOCAL column where there is no building to report on, for the same reason #95 dropped it where it only repeated BANKED. #134 - the skill panel's explanation and its price were both centred in the same band, so a long description landed on the number. The text is the left of the band now and the tag is the right. The shortfall it used to spell out in a sentence - one per case, ore or research points - is the red on the tag instead, and research points ride along as an entry of their own, so the tag says WHICH thing is missing without a line of prose per possibility. One trap worth recording: PriceTag and ResourceBar read the GameState autoload, and an `extends SceneTree` test script that so much as names such a class - or preloads the file - fails to compile, because GameState is not an identifier in that context. GDScript then caches the failure, so the scene the test instantiates gets a Control with no script where its resource bar should be. The tests compare script PATHS, as strings.
174 lines
6.5 KiB
GDScript
174 lines
6.5 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_build_menu_hides_locked.gd
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# Forgejo #21: a structure the player has not researched should not be in the
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# build menu at all, rather than sitting there greyed out.
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#
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# The menu is a fixed grid in Main.tscn, so simply hiding entries would leave
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# holes where they used to be - it is repacked from whatever is researched.
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#
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# Verifies:
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# 1. with nothing researched only the mothership is offered (it is
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# deliberately never gated - it is where research happens)
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# 2. researching a structure adds it, and it is placed, not left at
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# whatever offsets it happened to have in the scene file
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# 3. no gaps: what is shown occupies consecutive grid slots
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# 4. an entry alone on its row is centred, not hanging in the left column
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# 5. researched-but-not-usable is still shown greyed (an extractor with no
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# planet under the fleet is "not now", not "not yet")
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# 6. #136 - with every structure researched, no two entries overlap. The
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# grid used to be a fixed list of row positions read with a clamp, so
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# the first row that would not fit was drawn on top of another one
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var game_state: Node
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var scene: Node
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var controller: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.reset_progression()
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game_state.rocks = 500
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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func _shown() -> Array:
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var out: Array = []
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for entry in controller.build_menu_entries:
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if entry[1].visible:
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out.append(entry)
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return out
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func _rect(node: Control) -> Rect2:
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return Rect2(Vector2(node.offset_left, node.offset_top),
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Vector2(node.offset_right - node.offset_left,
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node.offset_bottom - node.offset_top))
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func _slots() -> Array:
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# (row, x) of every visible button, in menu order.
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var out: Array = []
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for entry in _shown():
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var b: Control = entry[1]
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out.append([b.offset_top, b.offset_left + (b.offset_right - b.offset_left) / 2.0])
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return out
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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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if elapsed < 0.2:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# --- 1. nothing researched ----------------------------------
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controller._refresh_build_status()
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var shown: Array = _shown()
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if shown.size() != 1 or shown[0][0] != GameState.BUILDING_MOTHERSHIP:
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var names: Array = []
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for e in shown:
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names.append(e[0])
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (unresearched structures on offer: %s)" % [names])
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quit(1)
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return true
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# --- 4. and it is centred, being alone on its row -----------
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var only: Array = _slots()[0]
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if absf(only[1]) > 0.01:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the only entry sits at x=%.1f instead of centred)" % only[1])
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quit(1)
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return true
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print("nothing researched -> only the mothership, centred")
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# --- 2. research three more ---------------------------------
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game_state.unlocked = ["shipyards", "logistics", "coordination"]
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controller._refresh_build_status()
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stage = 1
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return false
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1:
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var shown2: Array = _shown()
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if shown2.size() != 4:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched 3, expected 4 entries, got %d)" % shown2.size())
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quit(1)
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return true
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for e in shown2:
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if e[0] == GameState.BUILDING_TRANSPORT_HUB:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the unresearched transport hub is still listed)")
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quit(1)
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return true
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# --- 3. consecutive slots, no holes -------------------------
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var slots: Array = _slots()
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var columns: int = controller.menu_columns(slots.size())
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var rows: int = controller.menu_rows(slots.size())
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if columns != 2:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (4 entries laid out in %d columns)" % columns)
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quit(1)
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return true
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for i in range(slots.size()):
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var want_row: float = controller.menu_row_top(i / columns, rows, columns)
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if absf(slots[i][0] - want_row) > 0.01:
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print("slot %d at y=%.1f, expected row %d at y=%.1f" % [i, slots[i][0], i / columns, want_row])
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (a gap was left where a hidden entry used to be)")
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quit(1)
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return true
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var col_x: float = float(controller.MENU_COL_X[columns])
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var want_x: float = -col_x if i % 2 == 0 else col_x
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if absf(slots[i][1] - want_x) > 0.01:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (entry %d at x=%.1f, expected %.1f)" % [i, slots[i][1], want_x])
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quit(1)
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return true
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print("4 entries packed into consecutive slots, no gaps")
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# --- 6. #136: nothing overlaps, with EVERY structure on offer -
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# The bug the ticket reported: the row list ran out and the last
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# entry was placed on top of one already there.
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(String(node.id))
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controller._refresh_build_status()
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var all_shown: Array = _shown()
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if all_shown.size() < 9:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (only %d structures unlocked - not the crowded case)" % all_shown.size())
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quit(1)
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return true
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for i in range(all_shown.size()):
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for j in range(i + 1, all_shown.size()):
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for part in [1, 2, 3]:
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var a: Control = all_shown[i][part]
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var b: Control = all_shown[j][part]
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if _rect(a).intersects(_rect(b)):
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (%s and %s overlap at %s / %s)" \
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% [all_shown[i][0], all_shown[j][0], _rect(a), _rect(b)])
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quit(1)
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return true
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print("%d structures on offer, in %d columns, nothing overlapping" \
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% [all_shown.size(), controller.menu_columns(all_shown.size())])
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# --- 5. researched but not usable is shown, greyed ----------
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var extractor_shown: bool = false
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for e in shown2:
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if e[0] == GameState.BUILDING_EXTRACTOR:
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extractor_shown = true
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if e[1].enabled:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (extractor offered as usable with no planet under the fleet)")
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quit(1)
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return true
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if not extractor_shown:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched extractor hidden - 'not now' is not 'not yet')")
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quit(1)
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return true
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print("researched extractor shown but greyed, with no planet in reach")
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print("TEST_BUILD_MENU_HIDES_LOCKED: PASS")
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quit(0)
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return true
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return false
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