spaceship/tests/test_dev_mode.gd
Loïc Wisniewski 209169206b #108: the prologue - the convoy, the ambush, and the breach
Landed as one piece across #122, #123 and #124: the frame is useless without
a script, and the script has nowhere to run without the frame.

The director drives the REAL scene rather than being a scene of its own. It
wants the real fleet, the real enemies and the real asteroid field, and it
makes "then the game starts" cost nothing - the director stops steering,
clears the flag, and what is left running is the ordinary game.

The script is a list of beats, each with a deadline as well as its own
completion test, so a beat whose condition is never met - a player who
refuses to fly at the ambush - runs out rather than wedging the prologue.
skip() ends the whole thing at any point and lands in exactly the state
playing it through does, so the game has one way to start rather than two
that have to be kept in step. The test pins that equivalence.

"No action button available, only movements" is enforced where the buttons
are decided, not by the director reaching in: the ability controllers set
their own visibility every frame and would have put them straight back, and
the map button belongs to the map. The joystick, the pivot and the fader
stay.

The convoy is ten hulls where a new game's fleet is one, so it needs an
explicit fleet-size override - a plain number rather than a fake doctrine,
because nothing about the player's own progression should be bent to fit a
cutscene. It is carriers rather than transporters: transporters belong to
hubs and are not fleet-eligible, so a convoy of them would be silently
filtered down to its escorts.

The ambush is chasers and only chasers. "Easy enough" is the requirement,
and a sniper against a convoy the player cannot yet fight properly is
neither easy nor a good first impression.

The breach takes the wheel through one check in GameController, covering the
stick, the keyboard and the released-again path together - three separate
gates would be three chances for one of them to keep steering. The shake is
written to camera.offset, never to its position, because GameController owns
where the camera is and would smooth a shake away.

The vessel that survives is chosen as the interceptor rather than whichever
happened to be first in the list, and the prologue ends on exactly a new
game's opening position.

Also: PlanetAtmosphereController no longer spawns the opening fleet while
the prologue is arming, and the tests that are about what the GAME starts
from now say so by turning the prologue off.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 20:59:12 +02:00

155 lines
7.2 KiB
GDScript

extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_dev_mode.gd
# A "Dev Mode" start for play-testing: one of every planet type next to the
# spawn, every resource banked, and research points to spend. Offered by the
# main menu only when the game is run from Godot, alongside the map editor.
#
# The same change took the training wheels off a NORMAL game: no 500 free
# ore, and no gas giant guaranteed in the origin chunk. Both of those were
# play-testing conveniences that had become part of the real game, so this
# test covers both sides - what dev mode hands you, and what a normal game
# no longer does.
#
# Covers:
# A. a dev game banks every resource type and research points
# B. a dev game is a normal game PLUS that, not a separate definition
# C. one of each planet type sits within a chunk or two of the spawn
# D. none of that leaks into a normal game, and starting one clears it
# E. a normal game starts with an empty bank
# F. the menu gates dev mode and the map editor on the same rule
var game_state: Node
var menu: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# --- E. a normal game hands over nothing ----------------------
game_state.reset_new_game()
# #108: reset_new_game() also arms the prologue. Nothing below is
# about it, and this test never builds a scene for it to run in.
game_state.intro_active = false
if game_state.rocks != 0:
return _fail("a normal game started with %d ore banked" % game_state.rocks)
for resource_type in game_state.resource_types():
if game_state.banked_resource(resource_type) != 0:
return _fail("a normal game started with %s banked" % resource_type)
if game_state.research_points != 0:
return _fail("a normal game started with research points")
if game_state.dev_mode:
return _fail("a normal game started in dev mode")
print("normal game starts with an empty bank and no research points")
# --- D. no dev planets in a normal game -----------------------
# The dev arrangement must not survive into a normal world. Noise
# could coincidentally place a planet in one of these chunks, so
# what is asserted is that the ARRANGEMENT is not reproduced, not
# that each chunk is empty.
var reproduced: bool = true
for chunk in WorldGen.DEV_PLANET_CHUNKS:
var expected: String = String(WorldGen.DEV_PLANET_CHUNKS[chunk])
var data: Dictionary = WorldGen.planet_data_at_chunk(chunk)
if not WorldGen.has_planet_at_chunk(chunk) or String(data.get("definition_id", "")) != expected:
reproduced = false
if Vector2(data.get("local_pos", Vector2.ZERO)) == WorldGen.DEV_PLANET_LOCAL_POS:
return _fail("a normal game placed a planet at dev mode's fixed in-chunk position, in chunk %s" % chunk)
if reproduced:
return _fail("a normal game reproduced dev mode's whole planet arrangement")
print("normal game does not carry dev mode's planets")
# --- A + B. what a dev game hands over ------------------------
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
game_state.planet_capture["chunk:9:9"] = {"captured": [true], "conquered": true}
game_state.start_dev_game()
if not game_state.dev_mode:
return _fail("start_dev_game() did not set dev_mode")
for resource_type in game_state.resource_types():
var banked: int = game_state.banked_resource(resource_type)
if banked != GameState.DEV_RESOURCE_AMOUNT:
return _fail("dev game banked %d of %s, expected %d" \
% [banked, resource_type, GameState.DEV_RESOURCE_AMOUNT])
if game_state.research_points != GameState.DEV_RESEARCH_POINTS:
return _fail("dev game granted %d research points, expected %d" \
% [game_state.research_points, GameState.DEV_RESEARCH_POINTS])
# B: it still went through reset_new_game, so a dirty run is gone.
if not game_state.buildings.is_empty() or not game_state.planet_capture.is_empty():
return _fail("a dev game did not reset the previous run - it must be a fresh game plus a stock")
print("dev game banks %d of each resource and %d research points, from a clean slate" \
% [GameState.DEV_RESOURCE_AMOUNT, GameState.DEV_RESEARCH_POINTS])
# --- C. one of each planet type, close by ---------------------
var found: Dictionary = {}
for chunk in WorldGen.DEV_PLANET_CHUNKS:
if not WorldGen.has_planet_at_chunk(chunk):
return _fail("dev mode chunk %s holds no planet" % chunk)
var data: Dictionary = WorldGen.planet_data_at_chunk(chunk)
var definition_id: String = String(data.get("definition_id", ""))
if definition_id != String(WorldGen.DEV_PLANET_CHUNKS[chunk]):
return _fail("dev mode chunk %s holds a %s, expected a %s" \
% [chunk, definition_id, WorldGen.DEV_PLANET_CHUNKS[chunk]])
found[definition_id] = true
# "Near the start" is the whole point - a play-tester should
# reach any of them in seconds, not go exploring.
var world_pos: Vector2 = WorldGen.chunk_origin(chunk) + Vector2(data.local_pos)
if world_pos.length() > WorldGen.CHUNK_SIZE * 2.5:
return _fail("dev mode's %s spawned %.0f units away, too far to be 'near the start'" \
% [definition_id, world_pos.length()])
for definition_id in [PlanetDefinitions.ROCKY_ID, PlanetDefinitions.GAS_GIANT_ID,
PlanetDefinitions.BLACK_HOLE_ID, PlanetDefinitions.RESEARCH_LAB_ID]:
if not found.has(definition_id):
return _fail("dev mode is missing a %s - it must plant one of EVERY planet type" % definition_id)
print("dev mode plants all %d planet types within %.0f units of the spawn" \
% [found.size(), WorldGen.CHUNK_SIZE * 2.5])
# --- D. starting a normal game clears it ----------------------
game_state.reset_new_game()
if game_state.dev_mode:
return _fail("starting a normal game after a dev one left dev_mode set")
if game_state.rocks != 0 or game_state.research_points != 0:
return _fail("starting a normal game after a dev one kept the dev stock")
print("starting a normal game afterwards clears dev mode entirely")
menu = load("res://ui/MainMenu.tscn").instantiate()
root.add_child(menu)
current_scene = menu
elapsed = 0.0
stage = 1
return false
1:
# --- F. the menu gates both on the same rule ------------------
if elapsed < 0.1:
return false
var developing: bool = menu.is_developer_build()
if menu.dev_button.visible != developing:
return _fail("the dev mode button's visibility did not follow is_developer_build()")
if menu.editor_button.visible != developing:
return _fail("the map editor button's visibility did not follow is_developer_build()")
if not menu.play_button.visible:
return _fail("gating the development entries also hid Play")
# Hiding is presentation; pressing it anyway must still be refused.
if not developing:
menu._on_dev_mode_pressed()
if game_state.dev_mode:
return _fail("dev mode started outside a developer build")
print("dev mode and the map editor are both gated on is_developer_build() (%s here)" % developing)
print("TEST_DEV_MODE: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_DEV_MODE: FAIL (%s)" % message)
quit(1)
return true