spaceship/tests/test_lab_research_reward.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
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>
2026-08-21 19:44:14 +02:00

115 lines
5 KiB
GDScript

extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_lab_research_reward.gd
# A harder enemy research lab should be worth more research points, and how
# hard a lab is depends on the layout authored for it - how many capture
# points, how many defenders - which the planet TYPE cannot know. So the
# reward is a per-map value set in the map editor, falling back to the
# planet type's flat rate when a setup does not express an opinion.
#
# Covers:
# A. a setup carries its own reward and it survives a save/load round trip
# B. a map's reward overrides the planet type's flat rate on conquest
# C. a setup that says nothing (0) still gets the type's rate, so every
# map authored before this existed keeps its old value
# D. the editor's control cycles the value and reports it
var game_state: Node
var editor: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_new_game()
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# --- A. the field exists and round-trips ---------------------
var setup: Resource = load("res://surface/PlanetSetup.gd").new()
setup.setup_id = "reward_probe"
setup.display_name = "Reward Probe"
setup.surface_profile_id = "rocky"
setup.capture_points = PackedVector2Array([Vector2(10, 10), Vector2(-10, -10)])
setup.research_point_reward = 5
var path: String = "user://test_reward_probe.tres"
if ResourceSaver.save(setup, path) != OK:
return _fail("could not save a setup carrying a research reward")
var reloaded: Resource = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
if reloaded == null or int(reloaded.research_point_reward) != 5:
return _fail("the reward did not survive a save/load round trip")
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
print("a setup carries its own reward (%d) across a save/load" % reloaded.research_point_reward)
# --- B. the map's reward beats the planet type's rate --------
# A research_lab planet's own definition pays a flat 1.
var flat_rate: int = int(load("res://planets/ResearchLabPlanetDefinition.tres").conquest_research_points)
game_state.research_points = 0
game_state.register_capture_points("hard_lab", 2, "research_lab", 6)
game_state.mark_point_captured("hard_lab", 0)
game_state.mark_point_captured("hard_lab", 1)
if game_state.research_points != 6:
return _fail("a hard lab authored at 6 points awarded %d" % game_state.research_points)
if flat_rate >= 6:
return _fail("the planet type's flat rate (%d) is not below the authored one - this test proves nothing" % flat_rate)
print("a hard lab authored at 6 pays 6, over the planet type's flat %d" % flat_rate)
# --- C. silence still means the type's rate ------------------
game_state.research_points = 0
game_state.register_capture_points("plain_lab", 1, "research_lab", 0)
game_state.mark_point_captured("plain_lab", 0)
if game_state.research_points != flat_rate:
return _fail("a setup with no authored reward paid %d, expected the type's %d" \
% [game_state.research_points, flat_rate])
print("a setup with no opinion still pays the planet type's %d" % flat_rate)
# A harder map must never be worth LESS than an easier one.
if 6 <= flat_rate:
return _fail("authoring a harder lab did not raise its worth")
editor = load("res://surface/PlanetSetupEditor.tscn").instantiate()
root.add_child(editor)
current_scene = editor
elapsed = 0.0
stage = 1
return false
1:
# --- D. the editor can set it --------------------------------
if elapsed < 0.2:
return false
editor.new_setup("reward_edit", "Reward Edit", "rocky")
var seen: Array = []
for i in range(editor.REWARD_OPTIONS.size()):
seen.append(int(editor.current_setup.research_point_reward))
editor._on_reward_pressed()
# Cycling the whole list must come back round to where it began.
if int(editor.current_setup.research_point_reward) != seen[0]:
return _fail("cycling every reward option did not return to the start")
if seen.size() != editor.REWARD_OPTIONS.size() or seen.max() <= 0:
return _fail("the reward control did not offer a range of values: %s" % [seen])
editor.current_setup.research_point_reward = 3
editor._refresh_reward_label()
if not "3" in editor.reward_value_label.text:
return _fail("the editor does not report the chosen reward: '%s'" % editor.reward_value_label.text)
editor.current_setup.research_point_reward = 0
editor._refresh_reward_label()
if not "DEFAULT" in editor.reward_value_label.text:
return _fail("the editor does not distinguish 'use the planet type's rate': '%s'" \
% editor.reward_value_label.text)
print("the map editor cycles %s and reports the choice" % [seen])
print("TEST_LAB_RESEARCH_REWARD: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_LAB_RESEARCH_REWARD: FAIL (%s)" % message)
quit(1)
return true