spaceship/tests/test_laser_vessel.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

213 lines
8.5 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_laser_vessel.gd
# Forgejo #58: a manually aimed instant beam, modelled closely on the gas
# bomber's press-drag-release skill shot (GasBombController/
# VesselGasBomberComponent) but firing the instant the touch releases -
# there is no projectile travel time to wait out.
#
# Covers:
# A. the control is absent with no laser ship in the fleet, and appears
# the moment one joins
# B. the beam damages every enemy along its line, within beam_half_width,
# and nothing off it or beyond its range
# C. cooldown is per SHIP, not per fleet: two laser ships fire two shots
# before the control disables (the exact bug fixed in eb79efd for
# bombers)
# D. the camera zooms out while aiming and restores afterward
var game_state: Node
var main: Node
var fleet: Node
var skill: Node
# Mirrors LaserController.BEAM_HALF_WIDTH's value rather than referencing
# the class constant directly - a bare ClassName.CONST reference elsewhere
# in a test script has been observed to corrupt method resolution for the
# WHOLE script. See tests/test_gas_bomber_cooldowns.gd's identical fix (#60).
const BEAM_HALF_WIDTH: float = 38.0
var on_line_enemies: Array = []
var off_line_enemy: Node
var beyond_range_enemy: Node
var first_shooter: Node2D
var second_shooter: Node2D
var stage: int = 0
var elapsed: float = 0.0
var original_zoom: float = 2.5
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.reset_progression()
# Direct unlock, same shortcut unlock_vessel() itself uses internally -
# this ticket is about the laser's own behaviour, not re-proving the
# ship-lab research flow (already covered generically elsewhere).
game_state.vessel_levels["unlock_laser"] = 1
# #61: shots draw energy from the fleet hold now - stock enough for two
# fires. Set BEFORE the first spawn_ships() call (inside Main.tscn's own
# _ready(), triggered by instantiate() below): the fleet hold has no
# capacity cap yet at this point (#56's cap is only computed once a
# fleet composition exists), so this deposit can't be clamped by the
# soon-to-exist all-laser fleet having zero "cargo" capability.
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 20)
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
skill = main.get_node("LaserController")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
# Asteroids are shootable now, and the laser and the bomb both
# sweep them alongside enemies - so whatever the field already
# spawned would be counted as a hit. Silencing the spawner is not
# enough; what it placed before that has to go too. Same
# clean-slate idiom as test_ship_lab.gd.
for hazard in get_nodes_in_group("asteroids"):
if is_instance_valid(hazard):
hazard.free()
# --- A. absent, then appears -------------------------------------
if main.get_node("UI/LaserButton").visible:
return _fail_now("laser control appeared without a laser ship")
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_LASER, GameState.VESSEL_LASER]))
main.get_node("Camera2D").zoom = Vector2(original_zoom, original_zoom)
skill._process(0.0)
if not main.get_node("UI/LaserButton").visible:
return _fail_now("a laser ship in the fleet did not reveal the laser control")
print("control hidden with no laser ship, visible once one joins")
# The beam fires FROM the specific ship LaserController picks, not
# the fleet centroid (same discrepancy GasBombController already
# has) - enemies are placed relative to that ship's own position,
# not the centroid, so a non-zero formation offset can't put them
# off the real beam line.
first_shooter = skill._next_ready_laser_ship()
if first_shooter == null:
return _fail_now("no laser ship is ready right after spawning")
var press := InputEventScreenTouch.new()
press.index = 7
var laser_button: Control = main.get_node("UI/LaserButton")
press.position = laser_button.global_position + laser_button.size * 0.5
press.pressed = true
main._handle_touch(press)
if not skill.aiming:
return _fail_now("laser control did not begin aiming")
# --- D. zoom-out while aiming --------------------------------
var drag := InputEventScreenDrag.new()
drag.index = 7
drag.position = press.position + Vector2(300.0, 0.0)
main._handle_drag(drag)
if main.get_node("Camera2D").zoom.x >= original_zoom:
return _fail_now("aiming did not zoom out")
print("aiming zoomed the camera out")
# --- B. targets: two on the line, one off it, one past range ---
for offset in [Vector2(200.0, 0.0), Vector2(500.0, 0.0)]:
var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
enemy.position = first_shooter.global_position + offset
main.add_child(enemy)
enemy.speed = 0.0
on_line_enemies.append(enemy)
off_line_enemy = load("res://enemies/Enemy.tscn").instantiate()
off_line_enemy.position = first_shooter.global_position \
+ Vector2(200.0, BEAM_HALF_WIDTH + 60.0)
main.add_child(off_line_enemy)
off_line_enemy.speed = 0.0
beyond_range_enemy = load("res://enemies/Enemy.tscn").instantiate()
beyond_range_enemy.position = first_shooter.global_position + Vector2(2000.0, 0.0)
main.add_child(beyond_range_enemy)
beyond_range_enemy.speed = 0.0
var release := InputEventScreenTouch.new()
release.index = 7
release.position = drag.position
release.pressed = false
main._handle_touch(release)
# Instant beam: the hit already landed by the time _handle_touch
# returns, no travel time to wait out like the bomb's projectile.
if skill.last_hit_count != 2:
return _fail_now("beam hit %d enemies, expected 2" % skill.last_hit_count)
for enemy in on_line_enemies:
if not is_instance_valid(enemy) or enemy.hp >= enemy.max_hp:
return _fail_now("an enemy on the beam line was not damaged")
if not is_instance_valid(off_line_enemy) or off_line_enemy.hp != off_line_enemy.max_hp:
return _fail_now("the beam damaged an enemy off its line")
if not is_instance_valid(beyond_range_enemy) or beyond_range_enemy.hp != beyond_range_enemy.max_hp:
return _fail_now("the beam damaged an enemy beyond its range")
print("beam damaged exactly the 2 enemies on its line within range")
# --- C. cooldown is per ship, not per fleet ---------------------
if not main.get_node("UI/LaserButton").enabled:
return _fail_now("firing one laser ship disabled the control with a second ship still ready")
print("one ship fired; control stays enabled with the second ready")
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.3:
return false
second_shooter = skill._next_ready_laser_ship()
if second_shooter == null or second_shooter == first_shooter:
return _fail_now("the second shot was not offered to the other ship")
var press2 := InputEventScreenTouch.new()
press2.index = 8
var laser_button: Control = main.get_node("UI/LaserButton")
press2.position = laser_button.global_position + laser_button.size * 0.5
press2.pressed = true
main._handle_touch(press2)
if not skill.aiming:
return _fail_now("laser control did not re-open aiming for the second shot")
var drag2 := InputEventScreenDrag.new()
drag2.index = 8
drag2.position = press2.position + Vector2(0.0, 300.0)
main._handle_drag(drag2)
var release2 := InputEventScreenTouch.new()
release2.index = 8
release2.position = drag2.position
release2.pressed = false
main._handle_touch(release2)
if main.get_node("UI/LaserButton").enabled:
return _fail_now("both laser ships fired but the control is still enabled")
print("second shot fired from the other ship - two ships, two shots, now disabled")
stage = 2
elapsed = 0.0
return false
2:
# --- D continued: zoom restores after aiming ends ---------------
if elapsed < 1.0:
return false
if absf(main.get_node("Camera2D").zoom.x - original_zoom) > 0.03:
return _fail_now("camera did not restore its pre-aim zoom")
print("camera zoom restored")
print("TEST_LASER_VESSEL: PASS")
quit(0)
return true
return false
func _fail_now(message: String) -> bool:
print("TEST_LASER_VESSEL: FAIL (%s)" % message)
quit(1)
return true