#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>
140 lines
4.9 KiB
GDScript
140 lines
4.9 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_research_double_tap.gd
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# Forgejo #83: the research tree's separate buy button is gone. Tapping a node
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# selects it; tapping the SAME node again buys it.
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#
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# Covers:
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# A. the buy button really is gone from the scene, not merely bypassed - a
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# leftover would still be tappable and would still be the thing a player
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# reaches for
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# B. the first tap selects and does NOT buy, so browsing the tree is free
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# C. a second tap on the same node buys it
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# D. moving to a DIFFERENT node resets that - two taps on two nodes must
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# never add up to a purchase
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# E. tapping an unaffordable node twice buys nothing and says why
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var game_state: Node
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var main: Node
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var tree_view: 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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const NODE_ID := "shipyards"
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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.reset_progression()
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main = load("res://Main.tscn").instantiate()
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root.add_child(main)
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current_scene = main
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controller = main.get_node("BuildController")
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tree_view = main.get_node("UI/SkillMenu/Tree")
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func _tap(id: String) -> void:
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# Straight at the node's own position in the tree's local space, so this
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# exercises the same hit test a finger does.
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var node: Dictionary = game_state.skill_node(id)
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var event := InputEventScreenTouch.new()
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event.index = 1
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event.pressed = true
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event.position = tree_view.global_position + tree_view.node_screen_pos(node)
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tree_view.handle_touch(event)
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var release := InputEventScreenTouch.new()
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release.index = 1
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release.pressed = false
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release.position = event.position
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tree_view.handle_touch(release)
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage != 0:
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return false
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if elapsed < 0.3:
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return false
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stage = 1
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# --- A. the button is gone ---------------------------------------------
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if main.get_node_or_null("UI/SkillMenu/UnlockButton") != null:
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return _fail("the research panel still has an UnlockButton node")
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print("the separate buy button is gone from the panel")
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main.get_node("UI/SkillMenu").visible = true
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tree_view.visible = true
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tree_view.reset_scroll()
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game_state.unlocked.clear()
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game_state.research_points = 99
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 500)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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var cost: int = int(game_state.skill_node(NODE_ID).cost)
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var before: int = game_state.available_ore()
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# --- B. the first tap only selects -------------------------------------
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_tap(NODE_ID)
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if tree_view.selected_id != NODE_ID:
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return _fail("the first tap did not select the node")
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if game_state.is_unlocked(NODE_ID):
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return _fail("the first tap bought the research - browsing the tree must be free")
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if game_state.available_ore() != before:
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return _fail("the first tap spent %d" % (before - game_state.available_ore()))
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print("first tap selects and spends nothing")
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# --- C. the second tap buys --------------------------------------------
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_tap(NODE_ID)
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if not game_state.is_unlocked(NODE_ID):
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return _fail("a second tap on the same node did not buy it")
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if game_state.available_ore() != before - cost:
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return _fail("bought for %d, expected %d" % [before - game_state.available_ore(), cost])
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print("second tap on the same node buys it (%d ore)" % cost)
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# --- D. two taps on two nodes are not a purchase -----------------------
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var first: String = ""
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var second: String = ""
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for node in GameState.SKILL_TREE:
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var id: String = String(node.id)
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if game_state.is_unlocked(id) or not game_state.prerequisite_met(id):
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continue
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if first == "":
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first = id
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elif second == "":
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second = id
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break
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if second == "":
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return _fail("could not find two unlocked-but-available nodes for the cross-node case")
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var ore_before: int = game_state.available_ore()
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_tap(first)
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_tap(second)
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if game_state.is_unlocked(first) or game_state.is_unlocked(second):
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return _fail("tapping two different nodes bought one of them")
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if game_state.available_ore() != ore_before:
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return _fail("tapping two different nodes spent %d" % (ore_before - game_state.available_ore()))
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print("one tap each on two nodes buys neither")
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# --- E. unaffordable stays unaffordable --------------------------------
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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_tap(second)
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_tap(second)
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if game_state.is_unlocked(second):
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return _fail("a node was bought with no ore at all")
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controller._refresh_skill_menu(second)
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if controller.skill_status.text == "":
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return _fail("an unaffordable node was refused silently")
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print("unaffordable node refused, and says so: '%s'" % controller.skill_status.text)
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print("TEST_RESEARCH_DOUBLE_TAP: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_RESEARCH_DOUBLE_TAP: FAIL (%s)" % message)
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quit(1)
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return true
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