Planets now need every capture point held before an extractor can go up there: GameState tracks per-planet capture progress keyed by the same stable planet_id as extractors, and BuildController's four extractor placement checks (menu enable, status text, info popup, confirm) all re-check conquest, not just proximity/duplication. Part of the #40 conquest-mechanic breakdown.
172 lines
6.3 KiB
GDScript
172 lines
6.3 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_extractor_building.gd
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# Extractors are built from SPACE, over a planet - not from the planet's
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# surface. Verifies:
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# 1. the option is greyed out when no planet is in reach, but still
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# pressable, and explains itself instead of silently failing
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# 2. it lights up once the fleet is over a planet
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# 3. its info popup names the planet and offers a confirm, and confirming
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# charges the cost and registers the extractor against that planet
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# 4. a second one on the same planet is refused, with no confirm offered
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var main_scene: Node
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var fleet: Node
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var game_state: Node
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var controller: Node
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var button: IconButton
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var popup: Control
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var target_chunk: Vector2i
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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if WorldGen.has_planet_at_chunk(chunk):
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("FAIL: no planet chunk to test with")
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quit(1)
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return
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game_state = root.get_node("GameState")
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game_state.rocks = 200
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.planet_capture.clear()
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# This test is about the planet-proximity/duplicate rules, not conquest
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# (see test_planet_conquest_gate), so pre-conquer the target planet.
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var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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game_state.register_capture_points(target_planet_id, 1)
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game_state.mark_point_captured(target_planet_id, 0)
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# Extractors are gated behind research (see test_skill_tree). This test
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# is about the planet-proximity rule, so grant the research up front.
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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main_scene = load("res://Main.tscn").instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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controller = main_scene.get_node("BuildController")
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button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
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popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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# Far from any planet: greyed, and pressing it explains why.
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controller._on_build_pressed()
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if button.enabled:
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print("TEST_EXTRACTOR_BUILDING: FAIL (enabled with no planet in reach)")
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quit(1)
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return true
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var explained: bool = popup.visible and "planet" in popup.get_node("Panel/MessageLabel").text.to_lower()
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var offered: bool = popup.get_node("Panel/BuildButton").visible
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print("no planet: greyed=%s popup_shown=%s confirm_offered=%s" % [
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not button.enabled, explained, offered
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])
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if not explained or offered:
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print("TEST_EXTRACTOR_BUILDING: FAIL (greyed press did not explain itself, or offered a build)")
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quit(1)
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return true
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if not game_state.extractors.is_empty():
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print("TEST_EXTRACTOR_BUILDING: FAIL (built one without a planet)")
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quit(1)
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return true
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popup.visible = false
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# Fly over the planet.
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var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near
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fleet.move_to(near)
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elapsed = 0.0
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stage = 1
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return false
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1:
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var planet_field: Node = main_scene.get_node("PlanetField")
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if elapsed < planet_field.check_interval + 0.2:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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print("TEST_EXTRACTOR_BUILDING: FAIL (planet never spawned)")
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quit(1)
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return true
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.3:
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return false
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controller._on_build_pressed()
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if not button.enabled:
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print("TEST_EXTRACTOR_BUILDING: FAIL (still greyed while over a planet)")
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quit(1)
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return true
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var rocks_before: int = game_state.rocks
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var planet_field2: Node = main_scene.get_node("PlanetField")
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var planet2: Node2D = planet_field2.populated_chunks[target_chunk][0]
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# The popup must name the planet it is about to mine, and nothing
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# may be spent until it is confirmed.
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var names_planet: bool = planet2.planet_name in popup.get_node("Panel/MessageLabel").text
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var spent_early: bool = game_state.rocks != rocks_before
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print("popup: names_planet=%s confirm_offered=%s spent_before_confirm=%s" % [
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names_planet, popup.get_node("Panel/BuildButton").visible, spent_early
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])
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if not names_planet or spent_early or not popup.get_node("Panel/BuildButton").visible:
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print("TEST_EXTRACTOR_BUILDING: FAIL (popup did not offer an informed build)")
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quit(1)
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return true
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controller._confirm_build()
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var built: bool = game_state.has_extractor_at(planet2.planet_id)
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var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
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print("over planet '%s': enabled=%s built=%s rocks %d->%d charged=%s" % [
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planet2.planet_name, button.enabled, built, rocks_before, game_state.rocks, charged
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])
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if not (built and charged):
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print("TEST_EXTRACTOR_BUILDING: FAIL (did not build/charge over a planet)")
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quit(1)
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return true
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# A second one on the same planet must be refused, not charged.
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var rocks_now: int = game_state.rocks
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controller._on_build_pressed()
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var re_offered: bool = popup.get_node("Panel/BuildButton").visible
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controller._confirm_build() # must do nothing even if pressed
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var still_one: bool = game_state.extractors.size() == 1 and not re_offered
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var not_charged: bool = game_state.rocks == rocks_now
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print("second attempt: extractors=%d rocks=%d confirm_offered=%s refused=%s" % [
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game_state.extractors.size(), game_state.rocks, re_offered, still_one and not_charged
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])
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if still_one and not_charged:
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print("TEST_EXTRACTOR_BUILDING: PASS")
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quit(0)
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else:
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print("TEST_EXTRACTOR_BUILDING: FAIL (allowed a duplicate extractor)")
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quit(1)
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return true
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return false
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