spaceship/tests/test_planet_landing_proximity.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

140 lines
4.9 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_landing_proximity.gd
# Verifies flying the fleet onto a planet's landing radius makes
# PlanetField.get_planet_fleet_is_on() return it, and that flying back
# away clears it - without the planet destroying the ships (planets are
# landable, not hazards).
var main_scene: Node
var fleet: Node
var planet_field: Node
var target_chunk: Vector2i
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
# Not a black hole: it destroys ships on contact, and this
# scan takes the FIRST planet it finds. That used to be the gas
# giant guaranteed in the origin chunk; with that guarantee gone
# the scan can land the fleet on something that kills it, which
# is not what either of these tests is about.
if WorldGen.has_planet_at_chunk(chunk) \
and String(WorldGen.planet_data_at_chunk(chunk).get("definition_id", "")) != "black_hole":
target_chunk = chunk
found = true
break
if found:
break
if not found:
print("FAIL: could not find any chunk with a planet to test with")
quit(1)
return
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# target_chunk is guaranteed ASTEROID_FIELD biome (a
# prerequisite for having a planet), so regular drifting
# asteroids/enemies could also spawn nearby and destroy a ship
# mid-test - isolate it, same as other focused tests do.
#
# This has to happen on the first tick, not in _initialize():
# a node's set_process(false) call made before it has fully
# finished entering the tree doesn't reliably stick - the
# engine's own (deferred) tree-entry finalization, which runs
# strictly after _ready(), can silently reset it back to
# enabled. Here, at the point _ready() is already confirmed
# complete (fleet.ships is reliably populated by now), it's safe.
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
# Crew the fleet HERE rather than in _initialize(): work done
# there can be undone by the engine's deferred tree-entry
# finalization, the same reason the set_process(false) calls
# above live at this point. A new game flies one vessel now.
root.get_node("GameState").unlocked.append_array(["wing", "squadron", "armada"])
fleet.spawn_ships(5, Vector2.ZERO)
# Silencing the field does not remove what it already placed, and
# those keep drifting - a rock taking the fleet out mid-test reads
# here as a landing failure.
for rock in get_nodes_in_group("asteroids"):
if is_instance_valid(rock):
rock.queue_free()
# PlanetField only scans chunks near the fleet's CURRENT
# position, so it never even looks at target_chunk unless the
# fleet is already nearby - move it there first.
var near_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = near_pos
fleet.move_to(near_pos)
elapsed = 0.0
stage = 1
return false
1:
# Wait for PlanetField to spawn the target planet.
if elapsed < planet_field.check_interval + 0.1:
return false
if not planet_field.populated_chunks.has(target_chunk):
print("TEST_PLANET_LANDING_PROXIMITY: FAIL (planet never spawned)")
quit(1)
return true
elapsed = 0.0
stage = 2
return false
2:
# Fly the fleet exactly onto the planet.
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.1:
return false
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
var query_ok: bool = planet_field.get_planet_fleet_is_on() == planet
var ships_alive: bool = fleet.ships.size() == 5
print("query_ok=%s ships_alive=%s" % [query_ok, ships_alive])
if not (query_ok and ships_alive):
print("TEST_PLANET_LANDING_PROXIMITY: FAIL (landing detection)")
quit(1)
return true
var far_pos: Vector2 = planet.position + Vector2(5000, 5000)
for ship in fleet.ships:
ship.position = far_pos
fleet.move_to(far_pos)
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.1:
return false
var query_cleared_ok: bool = planet_field.get_planet_fleet_is_on() == null
print("query_cleared_ok=%s" % query_cleared_ok)
if query_cleared_ok:
print("TEST_PLANET_LANDING_PROXIMITY: PASS")
quit(0)
else:
print("TEST_PLANET_LANDING_PROXIMITY: FAIL (leaving detection)")
quit(1)
return true
return false