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>
116 lines
4.5 KiB
GDScript
116 lines
4.5 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_surface_profiles.gd
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# Forgejo #51: a landed gas giant needs its own background shader instead of
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# lunar_surface.gdshader recoloured (craters reading as regolith, not
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# atmosphere). Verifies:
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# 1. the gas profile resolves a background_shader different from rocky's
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# 2. PlanetSurfaceController._compose_surface() actually swaps the
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# background material's shader when landing on a gas giant
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# 3. landing on a rocky planet ends up on rocky's own declared shader
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#
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# Rocky's background_shader used to be left null, meaning "keep whatever the
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# hosting scene already had". That convention is gone: it resolved to a
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# different shader in the game than in the setup editor, which is exactly how
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# the two came apart (see tests/test_surface_background_shared.gd). Every
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# profile now names its shader, so this checks rocky lands on ITS OWN rather
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# than on whatever PlanetSurface.tscn shipped with.
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#
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# PlanetSurfaceController's _ready() (which calls _compose_surface()) does
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# not fire synchronously inside add_child() for a -s entry-point script -
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# it's deferred to the next frame, same as ResourceReadout's was for #49 -
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# so every read of the composed shader below waits a frame after add_child()
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# rather than checking on the same one.
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var game_state: Node
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var scene_shader: Shader
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var rocky_shader: Shader
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var gas_shader: Shader
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var rocky_shader_after_compose: Shader
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var scene: 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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# Whatever PlanetSurface.tscn itself ships with, read from the scene
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# rather than named by path. The property under test is "a null
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# background_shader leaves the scene's own background alone" - naming a
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# specific file here instead made this fail the moment the lunar
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# background changed implementation (#68 swapped the per-pixel
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# procedural shader for a baked, tiled one), which is a change this test
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# has no business having an opinion about.
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var packed: PackedScene = load("res://surface/PlanetSurface.tscn")
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var probe: Node = packed.instantiate()
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scene_shader = probe.get_node("BackgroundLayer/Background").material.shader
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probe.free()
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# Loaded by path into a local, not referenced by its bare global
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# class_name - same load-order hazard PlanetSetups.gd and
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# PlanetSurfaceController.gd already work around: the class_name cache
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# isn't guaranteed warm before an import pass has run.
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var surface_profiles: Script = load("res://surface/PlanetSurfaceProfiles.gd")
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var rocky_profile: Resource = surface_profiles.get_profile("rocky")
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var gas_profile: Resource = surface_profiles.get_profile("gas")
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if rocky_profile.background_shader == null:
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print("TEST_SURFACE_PROFILES: FAIL (rocky profile has no background_shader set)")
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quit(1)
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return
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rocky_shader = rocky_profile.background_shader
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if gas_profile.background_shader == null:
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print("TEST_SURFACE_PROFILES: FAIL (gas profile has no background_shader set)")
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quit(1)
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return
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gas_shader = gas_profile.background_shader
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if gas_shader == scene_shader:
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print("TEST_SURFACE_PROFILES: FAIL (gas profile points at the scene's own shader, not its own)")
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quit(1)
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return
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game_state.planet_definition_id = "rocky"
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scene = load("res://surface/PlanetSurface.tscn").instantiate()
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root.add_child(scene)
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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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var rocky_bg: ShaderMaterial = scene.get_node("BackgroundLayer/Background").material
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rocky_shader_after_compose = rocky_bg.shader
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scene.free()
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game_state.planet_definition_id = "gas_giant"
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scene = load("res://surface/PlanetSurface.tscn").instantiate()
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root.add_child(scene)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.2:
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return false
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var gas_bg: ShaderMaterial = scene.get_node("BackgroundLayer/Background").material
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scene.free()
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if rocky_shader_after_compose != rocky_shader:
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print("TEST_SURFACE_PROFILES: FAIL (landing on a rocky planet did not put rocky's own declared shader on the background)")
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quit(1)
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return true
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if gas_bg.shader != gas_shader:
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print("TEST_SURFACE_PROFILES: FAIL (landing on a gas giant did not swap in gas_surface.gdshader)")
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quit(1)
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return true
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if gas_bg.shader == scene_shader:
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print("TEST_SURFACE_PROFILES: FAIL (gas surface still uses the scene's own lunar background)")
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quit(1)
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return true
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print("TEST_SURFACE_PROFILES: PASS")
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quit(0)
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return true
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return false
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