Both halves of the ticket, in the shape vessels have used since gas bombers and laser ships: a definition carries an ore figure and, when it wants more than ore, a dictionary that IS the price. `building_costs()` and `skill_costs()` answer it the way `product_costs()` already did, so there is one question with one answer whatever is being bought, and every payment path now goes through `spend_resources` rather than `spend`. Seven of ten structures and thirteen of seventeen doctrines now want gas, energy or dark matter alongside their rocks, and the totals climb with tree depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530. The constraint that shaped the table is REACHABILITY, and it is the reason some prices stayed ore-only. Energy exists only where a gas burner stands, and a gas burner needs Power Systems - so nothing at or before that depth may be priced in energy, or it is a wall with no way through. Dark matter is rarer still and appears once, on the deepest node in the game. The extractor stays rocks-only despite its depth allowing gas, because the quest chain reaches it before it has sent the player for any. test_progressive_costs checks those as properties rather than transcribing the numbers, so rebalancing a price costs nothing while breaking the shape fails: nothing unreachable at its own depth, prices rising with depth, the ore field agreeing with the dictionary (repairs quote the field alone, since a repair drone carries ore and nothing else), and the quest chain never asking for a structure it has not funded. Two things cleaned up on the way: - The per-building cost constants in GameState are gone. Nothing but tests used them, and they were a second copy of a number the definitions already hold - exactly what would drift once a price gained a resource. - research_for_building() returns a display NAME, and the id-keyed half of the tree wants an id. That mix-up is silent - skill_depth() of a name finds no node and answers 0, so a deep structure reads as an ungated one, which is how the first draft of the test let an unreachable price through. research_node_for_building() is the id, and the name is expressed from it. PriceTag no longer rebuilds its labels when re-told the same price; it refreshes the held figures instead. The craft menu re-states prices every frame and the build menu now does too, so that was a dozen Labels being torn down and rebuilt sixty times a second.
136 lines
4.7 KiB
GDScript
136 lines
4.7 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_build_info_popup.gd
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# Every build option explains itself before anything is spent. Picking a
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# structure costs ore and, for a mothership, can destroy the one you already
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# have, so no option may build straight off the menu press.
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#
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# Verifies, for EVERY option in the build menu:
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# 1. pressing it opens the popup with that building's own title and a
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# non-empty description, and shows its price
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# 2. nothing is built and no ore is spent until the confirm is pressed
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# 3. confirming builds exactly that structure and charges exactly its cost
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# 4. closing the popup instead drops the pending build entirely - a later
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# confirm press does nothing
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var scene: Node
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var game_state: Node
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var controller: Node
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var popup: Control
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var title: Label
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var message: Label
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# Control, not PriceTag: naming a class whose body reads the GameState
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# autoload does not compile inside an `extends SceneTree` script.
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var cost_number: Control
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var build_button: IconButton
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var stage: int = 0
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var elapsed: float = 0.0
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# Extractor is excluded: it needs a planet underneath, which
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# test_extractor_building covers in full.
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const OPTIONS: Array = [
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{"type": "mothership", "title": "Mothership"},
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{"type": "ship_crafter", "title": "Ship Crafter"},
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{"type": "command_center", "title": "Command Center"},
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]
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 500
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# #138: some structures want gas as well as rocks, and the popup
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# only offers a build button for something the player can pay for.
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game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 500)
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ENERGY, 500)
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game_state.buildings.clear()
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game_state.extractors.clear()
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# Structures are gated behind the mothership's research tree. That gate
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# is test_skill_tree's subject, not this one's - here every option needs
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# to be available so the popup itself can be exercised.
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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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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popup = scene.get_node("UI/BuildMenu/InfoPopup")
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title = popup.get_node("Panel/TitleLabel")
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message = popup.get_node("Panel/MessageLabel")
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cost_number = popup.get_node("Panel/CostNumber")
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build_button = popup.get_node("Panel/BuildButton")
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func _count(type: String) -> int:
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var n: int = 0
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for b in game_state.buildings:
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if b.type == type:
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n += 1
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return n
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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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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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for option in OPTIONS:
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var type: String = option.type
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var expected_cost: int = controller.cost_of(type)
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var rocks_before: int = game_state.rocks
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var built_before: int = _count(type)
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controller._on_build_pressed()
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controller._show_building_info(type)
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var informed: bool = popup.visible \
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and title.text == option.title \
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and message.text.length() > 40 \
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and cost_number.priced(GameState.RESOURCE_ORE) == expected_cost \
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and build_button.visible
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var untouched: bool = game_state.rocks == rocks_before and _count(type) == built_before
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print("%s: popup=%s title='%s' cost=%d offered=%s nothing_spent_yet=%s" % [
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type, popup.visible, title.text,
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cost_number.priced(GameState.RESOURCE_ORE),
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build_button.visible, untouched
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])
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if not (informed and untouched):
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print("TEST_BUILD_INFO_POPUP: FAIL (%s did not explain itself before building)" % type)
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quit(1)
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return true
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# --- closing drops it, it must not build later ------------
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controller._close_info()
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controller._confirm_build()
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if _count(type) != built_before or game_state.rocks != rocks_before:
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print("TEST_BUILD_INFO_POPUP: FAIL (%s built after the popup was dismissed)" % type)
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quit(1)
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return true
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# --- reopening and confirming builds it ------------------
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controller._on_build_pressed()
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controller._show_building_info(type)
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controller._confirm_build()
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var built: bool = _count(type) == built_before + 1
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var charged: bool = game_state.rocks == rocks_before - expected_cost
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print("%s: confirmed -> built=%s rocks %d->%d charged=%s" % [
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type, built, rocks_before, game_state.rocks, charged
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])
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if not (built and charged):
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print("TEST_BUILD_INFO_POPUP: FAIL (%s did not build on confirmation)" % type)
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quit(1)
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return true
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print("TEST_BUILD_INFO_POPUP: PASS")
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quit(0)
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return true
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return false
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