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>
129 lines
4.3 KiB
GDScript
129 lines
4.3 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_build_info_popup.gd
|
|
# Every build option explains itself before anything is spent. Picking a
|
|
# structure costs ore and, for a mothership, can destroy the one you already
|
|
# have, so no option may build straight off the menu press.
|
|
#
|
|
# Verifies, for EVERY option in the build menu:
|
|
# 1. pressing it opens the popup with that building's own title and a
|
|
# non-empty description, and shows its price
|
|
# 2. nothing is built and no ore is spent until the confirm is pressed
|
|
# 3. confirming builds exactly that structure and charges exactly its cost
|
|
# 4. closing the popup instead drops the pending build entirely - a later
|
|
# confirm press does nothing
|
|
|
|
var scene: Node
|
|
var game_state: Node
|
|
var controller: Node
|
|
var popup: Control
|
|
var title: Label
|
|
var message: Label
|
|
var cost_number: NeonNumber
|
|
var build_button: IconButton
|
|
var stage: int = 0
|
|
var elapsed: float = 0.0
|
|
|
|
# Extractor is excluded: it needs a planet underneath, which
|
|
# test_extractor_building covers in full.
|
|
const OPTIONS: Array = [
|
|
{"type": "mothership", "title": "Mothership"},
|
|
{"type": "ship_crafter", "title": "Ship Crafter"},
|
|
{"type": "command_center", "title": "Command Center"},
|
|
]
|
|
|
|
|
|
func _initialize() -> void:
|
|
game_state = root.get_node("GameState")
|
|
game_state.rocks = 500
|
|
game_state.buildings.clear()
|
|
game_state.extractors.clear()
|
|
# Structures are gated behind the mothership's research tree. That gate
|
|
# is test_skill_tree's subject, not this one's - here every option needs
|
|
# to be available so the popup itself can be exercised.
|
|
game_state.reset_progression()
|
|
for node in GameState.SKILL_TREE:
|
|
game_state.unlocked.append(node.id)
|
|
|
|
scene = load("res://world/Main.tscn").instantiate()
|
|
root.add_child(scene)
|
|
controller = scene.get_node("BuildController")
|
|
popup = scene.get_node("UI/BuildMenu/InfoPopup")
|
|
title = popup.get_node("Panel/TitleLabel")
|
|
message = popup.get_node("Panel/MessageLabel")
|
|
cost_number = popup.get_node("Panel/CostNumber")
|
|
build_button = popup.get_node("Panel/BuildButton")
|
|
|
|
|
|
func _count(type: String) -> int:
|
|
var n: int = 0
|
|
for b in game_state.buildings:
|
|
if b.type == type:
|
|
n += 1
|
|
return n
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
elapsed += delta
|
|
match stage:
|
|
0:
|
|
scene.get_node("AsteroidField").set_process(false)
|
|
scene.get_node("EnemySpawner").set_process(false)
|
|
elapsed = 0.0
|
|
stage = 1
|
|
return false
|
|
1:
|
|
if elapsed < 0.2:
|
|
return false
|
|
|
|
for option in OPTIONS:
|
|
var type: String = option.type
|
|
var expected_cost: int = controller.cost_of(type)
|
|
var rocks_before: int = game_state.rocks
|
|
var built_before: int = _count(type)
|
|
|
|
controller._on_build_pressed()
|
|
controller._show_building_info(type)
|
|
|
|
var informed: bool = popup.visible \
|
|
and title.text == option.title \
|
|
and message.text.length() > 40 \
|
|
and cost_number.amount == expected_cost \
|
|
and build_button.visible
|
|
var untouched: bool = game_state.rocks == rocks_before and _count(type) == built_before
|
|
print("%s: popup=%s title='%s' cost=%d offered=%s nothing_spent_yet=%s" % [
|
|
type, popup.visible, title.text, cost_number.amount,
|
|
build_button.visible, untouched
|
|
])
|
|
if not (informed and untouched):
|
|
print("TEST_BUILD_INFO_POPUP: FAIL (%s did not explain itself before building)" % type)
|
|
quit(1)
|
|
return true
|
|
|
|
# --- closing drops it, it must not build later ------------
|
|
controller._close_info()
|
|
controller._confirm_build()
|
|
if _count(type) != built_before or game_state.rocks != rocks_before:
|
|
print("TEST_BUILD_INFO_POPUP: FAIL (%s built after the popup was dismissed)" % type)
|
|
quit(1)
|
|
return true
|
|
|
|
# --- reopening and confirming builds it ------------------
|
|
controller._on_build_pressed()
|
|
controller._show_building_info(type)
|
|
controller._confirm_build()
|
|
var built: bool = _count(type) == built_before + 1
|
|
var charged: bool = game_state.rocks == rocks_before - expected_cost
|
|
print("%s: confirmed -> built=%s rocks %d->%d charged=%s" % [
|
|
type, built, rocks_before, game_state.rocks, charged
|
|
])
|
|
if not (built and charged):
|
|
print("TEST_BUILD_INFO_POPUP: FAIL (%s did not build on confirmation)" % type)
|
|
quit(1)
|
|
return true
|
|
|
|
print("TEST_BUILD_INFO_POPUP: PASS")
|
|
quit(0)
|
|
return true
|
|
return false
|