spaceship/tests/test_ship_death.gd
Loïc Wisniewski 710dcbf230 #130, #135: a vessel's death takes a moment, and leaves an interceptor
#130 asked for the hull to break away from the fleet, drift a few metres,
and go up further off with something more explosive than a light animation.

The wreck is a separate node rather than the Ship staying alive to animate,
and that is the load-bearing part. A dying Ship still in the tree is still
an Area2D in the player_ships group with live weapon components - it would
keep firing, keep being fired at, keep counting as a target, and keep
colliding on the way out. So the ship's own lifecycle is untouched: it
leaves the fleet, emits destroyed, and is freed on exactly the frame it
always was. What is left behind is scenery, and the test pins that.

The explosion at the end was also the quieter of the two the game has.
Killing an enemy was made deliberately loud by #87 while losing one of your
own kept the base class's twelve-particle default - the reward louder than
the loss. It is now the bigger of the two.

#135 is the same scene from the other end: the prologue's convoy flies its
escorts on the corners of the box, which is the exposed part of it, and the
debris belt can take all four. With no interceptor left, the only hulls the
vortex could spare were holds, and the player flew out of the prologue in a
carrier. Two guards now: one interceptor is put back into the convoy at the
top of the vortex, where a vessel appearing among ten being thrown around a
black hole is not something anyone will catch; and the handover checks the
TYPES it hands over rather than only the count - one surviving carrier is
also a fleet of one, and it is not the fleet a new game starts with.
2026-08-28 15:05:02 +02:00

224 lines
8.5 KiB
GDScript

extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_ship_death.gd
# Forgejo #130: "they would break away from the fleet by a few metres, and
# end up exploding a little further off, with a rather more explosive
# explosion than just a light animation."
#
# Three claims, and the first one is the one that could quietly break
# everything else: the wreck must be SCENERY. A dying ship kept alive to
# animate would still be an Area2D in the player_ships group with live
# weapon components - still shooting, still a target, still colliding - so
# the test checks that the fleet, the group and the node are all rid of it
# on the same frame they always were.
#
# Covers:
# A. the ship itself dies immediately: out of the fleet, out of the group,
# freed - exactly as before
# B. a wreck is left behind, and it travels AWAY from the fleet
# C. it explodes where it ended up, not where it was hit
# D. the explosion is a real one - and no quieter than the one an enemy
# gets, which is the comparison #130 is making
# E. #135 - the prologue hands over an interceptor even when the belt has
# taken every escort
var game_state: Node
var scene: Node
var fleet: Node2D
var stage: int = 0
var elapsed: float = 0.0
var wreck: Node2D
var wreck_start: Vector2 = Vector2.ZERO
var fleet_centre: Vector2 = Vector2.ZERO
var last_wreck_at: Vector2 = Vector2.ZERO
var ships_before: int = 0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.reset_new_game()
game_state.intro_active = false
game_state.reset_quests()
func _fail(message: String) -> bool:
print("TEST_SHIP_DEATH: FAIL (%s)" % message)
quit(1)
return true
func _wrecks() -> Array:
var out: Array = []
for node in root.get_children():
if node is ShipWreckVFX:
out.append(node)
return out
func _explosions() -> Array:
var out: Array = []
for node in root.get_children():
if node is ShipExplosionVFX:
out.append(node)
return out
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
fleet = scene.get_node("Fleet")
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.4:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# A wedge, so there is a formation to break away FROM.
fleet.spawn_ships(3, Vector2.ZERO,
PackedStringArray([GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_INTERCEPTOR]))
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
if fleet.ships.size() != 3:
return _fail("wanted a fleet of 3 to kill one out of, got %d" % fleet.ships.size())
fleet_centre = fleet.get_centroid()
var doomed: Node2D = fleet.ships[0]
wreck_start = doomed.position
var before: int = get_nodes_in_group("player_ships").size()
doomed.take_damage(1)
# --- A. the ship is gone, on this frame ------------------
if fleet.ships.size() != 2:
return _fail("a killed ship is still in the fleet (%d ships)" % fleet.ships.size())
if is_instance_valid(doomed) and not doomed.is_queued_for_deletion():
return _fail("a killed ship was not freed")
ships_before = before
print("the ship leaves the fleet and is freed on the frame it dies")
# --- B. and leaves a wreck behind ------------------------
var wrecks: Array = _wrecks()
if wrecks.size() != 1:
return _fail("%d wrecks left behind, expected 1" % wrecks.size())
wreck = wrecks[0]
if wreck.position.distance_to(wreck_start) > 1.0:
return _fail("the wreck did not start where the ship died")
last_wreck_at = wreck.position
elapsed = 0.0
stage = 3
return false
3:
# Halfway through the drift: still there, and further out.
if elapsed < ShipWreckVFX.DRIFT_SECONDS * 0.5:
return false
if not is_instance_valid(wreck):
return _fail("the wreck was gone before it had finished drifting")
# A frame has passed, so the deletion queue has been flushed: the
# dead ship is out of the group the enemies pick targets from.
if get_nodes_in_group("player_ships").size() != ships_before - 1:
return _fail("a killed ship is still in the player_ships group a frame later")
var travelled: float = wreck.position.distance_to(wreck_start)
if travelled < 40.0:
return _fail("the wreck drifted %.0fpx - it is meant to break away" % travelled)
# Away from the fleet, not through it.
if wreck.position.distance_to(fleet_centre) <= wreck_start.distance_to(fleet_centre):
return _fail("the wreck drifted towards the fleet, not away from it")
if wreck.rotation == 0.0:
return _fail("the wreck is not tumbling")
last_wreck_at = wreck.position
print("wreck drifted %.0fpx clear of the fleet, tumbling" % travelled)
elapsed = 0.0
stage = 4
return false
4:
if elapsed < ShipWreckVFX.DRIFT_SECONDS:
return false
# --- C. it went up where it ended up ---------------------
if is_instance_valid(wreck) and not wreck.is_queued_for_deletion():
return _fail("the wreck never exploded")
var blasts: Array = _explosions()
if blasts.is_empty():
return _fail("the wreck vanished without an explosion")
var at: Vector2 = blasts[0].position
if at.distance_to(wreck_start) < 40.0:
return _fail("the explosion happened at the kill (%.0fpx away), not out where the wreck drifted to" \
% at.distance_to(wreck_start))
print("it exploded %.0fpx from where the ship was hit" % at.distance_to(wreck_start))
# --- D. and it is a real explosion -----------------------
var ours: ShipExplosionVFX = ShipExplosionVFX.new()
var theirs: EnemyExplosionVFX = EnemyExplosionVFX.new()
if ours.shockwave_radius <= 0.0:
return _fail("a lost vessel still goes up without a shockwave")
if ours.particle_count < theirs.particle_count:
return _fail("losing a vessel (%d particles) is quieter than killing an enemy (%d)" \
% [ours.particle_count, theirs.particle_count])
if ours.lifetime < theirs.lifetime:
return _fail("a lost vessel's explosion is shorter than an enemy's")
print("player explosion: %d particles over %.2fs, shockwave %.0f (enemy: %d over %.2fs)" \
% [ours.particle_count, ours.lifetime, ours.shockwave_radius,
theirs.particle_count, theirs.lifetime])
ours.free()
theirs.free()
# --- E. #135: the prologue's survivor --------------------
scene.free()
game_state.reset_new_game()
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
fleet = scene.get_node("Fleet")
elapsed = 0.0
stage = 5
return false
5:
if elapsed < 0.4:
return false
var director: Node2D = scene.get_node("IntroDirector")
var narration: Control = scene.get_node("UI/NarrationBanner")
narration.clear()
# The belt takes every escort on the way through - the corners of
# the convoy are the exposed part of it. This is the case #135
# reported: what is left is all cargo.
for i in range(fleet.ships.size() - 1, -1, -1):
var ship: Node2D = fleet.ships[i]
if String(ship.vessel_type) == GameState.VESSEL_INTERCEPTOR:
fleet.ships.remove_at(i)
fleet.formation_offsets.remove_at(i)
ship.free()
if fleet.ships.is_empty():
return _fail("the test emptied the convoy instead of stripping its escorts")
for ship in fleet.ships:
if String(ship.vessel_type) == GameState.VESSEL_INTERCEPTOR:
return _fail("an escort survived the test's own belt")
print("convoy stripped to %d holds and no escorts" % fleet.ships.size())
director._begin(director.Beat.VORTEX)
if not fleet.has_vessel_type(GameState.VESSEL_INTERCEPTOR):
return _fail("the vortex began with no basic vessel to leave behind")
if String(director._survivor().vessel_type) != GameState.VESSEL_INTERCEPTOR:
return _fail("the survivor is a %s" % director._survivor().vessel_type)
director.finish()
if fleet.ships.size() != GameState.STARTING_SHIP_COUNT:
return _fail("the prologue handed over %d vessels" % fleet.ships.size())
if String(fleet.ships[0].vessel_type) != GameState.VESSEL_INTERCEPTOR:
return _fail("the prologue handed over a %s, not the basic vessel" \
% fleet.ships[0].vessel_type)
print("with every escort lost, the prologue still hands over an interceptor")
print("TEST_SHIP_DEATH: PASS")
quit(0)
return true
return false