The loose end from #24. withdraw_to_fleet, unload_into_building and deliver_cargo were the old one-way moves behind "Load ore" and "Store ore here"; every one of them is a special case of transfer_to_building / transfer_to_fleet, and none had a caller left outside tests. The cargo_delivered signal had no listeners at all. Not just tidying: unload_into_building routed through deposit_to_building, which does NOT special-case the mothership - it writes b.stock, while building_holdings() returns `rocks` for a mothership and ignores stock entirely. So unload_into_building( mothership_id) would have parked ore in a field nothing reads, with no error. Nothing called it that way, but it is a plausibly-named function sitting there to be reached for later. transfer_to_building handles it. CARGO_LOAD_BATCH stays - the transfer menu's batch buttons use it; only its role as withdraw_to_fleet's default argument is gone. The #24 note expected folding these in to be costly for test_cargo_readout, which places no buildings. It is not: the transfer primitives work off GameState records rather than spawned nodes, so a single add_building() in setup is enough and it stays a display test. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
170 lines
6.6 KiB
GDScript
170 lines
6.6 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_crafter_feedback.gd
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# Every press in the ship crafter must say what happened. Reported twice from
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# play-testing as "the buttons do nothing".
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#
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# The queue is invisible by nature - an order that cannot be afforded is
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# accepted and waits (#16), which looks exactly like a dead button unless it
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# says so.
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#
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# Verifies:
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# 1. ordering against an empty stock says it is queued AND how much more
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# ore the building needs
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# 2. the message survives the per-frame status refresh - it used to be
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# overwritten on the very next frame, which is what made a working
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# button look dead
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# 3. the message is the FIRST line, not buried under the standing state
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# 4. the panel is opened the way the GAME opens it - park the fleet on the
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# crafter and press the action button - and its buttons then work
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#
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# Point 4 exists because this test used to set craft_building_id by hand.
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# That skipped the one step that was actually broken: opening the panel
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# stopped recording WHICH crafter, so every handler bailed out at its `== 0`
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# guard while the panel still opened. Reported four times as "the buttons do
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# nothing", and invisible to every test that set the id itself.
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#
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# Storing ore used to be tested here too. It moved out of this panel entirely
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# in #24 - see test_resource_transfer.gd.
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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 crafter_id: int = 0
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var fleet: 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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# Every capacity node, so the interceptor button stays available for the
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# real-tap checks below. A full fleet correctly DISABLES it, and a
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# disabled button not reacting to a tap is not the bug those checks are
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# looking for.
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game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
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game_state.rocks = 100
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game_state.fleet_cargo = 0
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game_state.vessels_owed.clear()
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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fleet = scene.get_node("Fleet")
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func _tap(button: Control) -> void:
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for pressed in [true, false]:
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var ev: InputEventScreenTouch = InputEventScreenTouch.new()
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ev.pressed = pressed
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ev.position = button.size / 2.0
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button._gui_input(ev)
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func _first_line() -> String:
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return controller.craft_status.text.split("\n")[0]
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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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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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for a in get_nodes_in_group("asteroids"):
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if is_instance_valid(a):
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a.queue_free()
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scene.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(500.0, 0.0))
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crafter_id = int(game_state.buildings[-1].id)
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# Park the fleet ON it and let the action button debounce in.
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for ship in fleet.ships:
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ship.position = Vector2(500.0, 0.0)
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fleet.move_to(Vector2(500.0, 0.0))
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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 < 1.2:
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return false
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# --- 6. open it the way the game does ------------------------
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if controller.current_building == null:
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print("TEST_CRAFTER_FEEDBACK: FAIL (fleet parked on the crafter never registered)")
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quit(1)
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return true
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_tap(controller.action_button)
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if not controller.craft_menu.visible:
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print("TEST_CRAFTER_FEEDBACK: FAIL (the action button did not open the crafter panel)")
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quit(1)
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return true
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if controller.craft_building_id != crafter_id:
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print("craft_building_id=%d, crafter is %d" % [controller.craft_building_id, crafter_id])
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print("TEST_CRAFTER_FEEDBACK: FAIL (opening the panel did not record which crafter - every button will bail out)")
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quit(1)
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return true
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print("panel opened from the building, bound to crafter %d" % controller.craft_building_id)
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# --- 1. order against an empty stock ------------------------
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controller._on_craft_interceptor()
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var queued_msg: String = _first_line()
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if "queued" not in queued_msg.to_lower() or "more ore" not in queued_msg:
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print("got: %s" % queued_msg)
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print("TEST_CRAFTER_FEEDBACK: FAIL (a queued order did not say it was queued and what it still needs)")
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quit(1)
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return true
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if game_state.pending_orders(crafter_id) != 1:
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print("TEST_CRAFTER_FEEDBACK: FAIL (the order was not actually queued)")
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quit(1)
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return true
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print("unaffordable order -> %s" % queued_msg)
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elapsed = 0.0
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stage = 2
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return false
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2:
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# --- 2 + 3. it survives the refresh, and stays first --------
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if elapsed < 0.5:
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return false
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controller._refresh_craft_status()
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var still: String = _first_line()
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if "queued" not in still.to_lower():
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print("first line half a second later: %s" % still)
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print("TEST_CRAFTER_FEEDBACK: FAIL (the message was overwritten by the per-frame refresh)")
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quit(1)
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return true
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print("half a second later, still first: %s" % still)
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# --- 4. a REAL tap, through the input path ------------------
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# Everything above calls the handlers directly, which is how a
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# whole class of bug kept getting missed: the crafter logic was
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# fine and the BUTTON was inert, blocked by a modal guard. This
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# taps the control the way a touch does.
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var queued_before: int = game_state.pending_orders(crafter_id)
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_tap(scene.get_node("UI/CraftMenu/InterceptorButton"))
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if game_state.pending_orders(crafter_id) <= queued_before:
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print("orders %d -> %d after tapping Interceptor" % [
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queued_before, game_state.pending_orders(crafter_id)
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])
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print("TEST_CRAFTER_FEEDBACK: FAIL (tapping the interceptor button did nothing)")
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quit(1)
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return true
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print("real tap on Interceptor queued another order")
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# And the same tap must still work after the build menu has been
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# opened and closed, which used to block every button forever.
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controller._on_build_pressed()
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controller._show_building_info(GameState.BUILDING_SHIP_CRAFTER)
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scene.get_node("UI/BuildMenu").visible = false
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var queued_mid: int = game_state.pending_orders(crafter_id)
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_tap(scene.get_node("UI/CraftMenu/InterceptorButton"))
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if game_state.pending_orders(crafter_id) <= queued_mid:
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print("TEST_CRAFTER_FEEDBACK: FAIL (craft button dead after the build menu was opened and closed)")
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quit(1)
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return true
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print("still works after opening and closing the build menu")
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print("TEST_CRAFTER_FEEDBACK: PASS")
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quit(0)
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return true
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return false
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