spaceship/tests/test_enemy_collision.gd
Loïc Wisniewski baac11ae8b Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.

The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.

It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.

#81 - the bottom-left control hint is gone, from both scenes and from
GameController.

#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.

#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.

test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00

78 lines
2.8 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_collision.gd
# Verifies that an enemy touching a ship destroys that ship and takes it out
# of the fleet.
#
# This used to also assert the enemy SURVIVED the touch. #82 reversed that for
# the chaser - which is the enemy this spawns - so a ram now costs both. The
# rule itself, including which enemies it applies to and what a shield does
# about it, is tests/test_chaser_rams.gd; here it is only checked far enough
# to confirm this test is exercising the ramming enemy it thinks it is.
const CHECK_DELAY: float = 0.05
var main_scene: Node
var fleet: Node
var enemy: Node
var target_ship: Node
var elapsed: float = 0.0
var started: bool = false
func _initialize() -> void:
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
func _physics_process(delta: float) -> bool:
if not started:
# Disabling EnemySpawner in _initialize() doesn't reliably stick -
# a node's set_process(false) call made before it has fully
# finished entering the tree can get silently reset once the
# engine's own (deferred) tree-entry finalization runs, which
# happens strictly after _ready(). Here, at the point _ready() is
# already confirmed complete, it's safe.
main_scene.get_node("EnemySpawner").set_process(false)
# Crew the fleet HERE, not in _initialize(), for the same reason the
# set_process(false) call above lives here: work done in _initialize()
# can be undone by the engine's deferred tree-entry finalization. A
# new game flies one vessel into three slots now, and this test needs
# a full one.
root.get_node("GameState").unlocked.append_array(["wing", "squadron", "armada"])
fleet.spawn_ships(5, Vector2.ZERO)
target_ship = fleet.ships[0]
var enemy_scene: PackedScene = load("res://Enemy.tscn")
enemy = enemy_scene.instantiate()
enemy.position = target_ship.position
main_scene.add_child(enemy)
started = true
return false
elapsed += delta
if elapsed >= CHECK_DELAY:
_finish()
return true
return false
func _finish() -> void:
var ship_destroyed: bool = not is_instance_valid(target_ship)
var ship_removed_from_fleet: bool = fleet.ships.find(target_ship) == -1
var fleet_count_ok: bool = fleet.ships.size() == 4
# The chaser is destroyed by the impact too (#82).
var enemy_died: bool = not is_instance_valid(enemy) or enemy.is_queued_for_deletion()
print("ship_destroyed=%s ship_removed_from_fleet=%s ships_remaining=%d enemy_died=%s" % [
ship_destroyed, ship_removed_from_fleet, fleet.ships.size(), enemy_died
])
if ship_destroyed and ship_removed_from_fleet and fleet_count_ok and enemy_died:
print("TEST_ENEMY_COLLISION: PASS")
quit(0)
else:
print("TEST_ENEMY_COLLISION: FAIL")
quit(1)