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>
140 lines
4.9 KiB
GDScript
140 lines
4.9 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_research_double_tap.gd
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# Forgejo #83: the research tree's separate buy button is gone. Tapping a node
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# selects it; tapping the SAME node again buys it.
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#
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# Covers:
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# A. the buy button really is gone from the scene, not merely bypassed - a
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# leftover would still be tappable and would still be the thing a player
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# reaches for
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# B. the first tap selects and does NOT buy, so browsing the tree is free
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# C. a second tap on the same node buys it
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# D. moving to a DIFFERENT node resets that - two taps on two nodes must
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# never add up to a purchase
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# E. tapping an unaffordable node twice buys nothing and says why
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var game_state: Node
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var main: Node
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var tree_view: Node
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var controller: Node
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var stage: int = 0
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var elapsed: float = 0.0
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const NODE_ID := "shipyards"
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.reset_progression()
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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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current_scene = main
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controller = main.get_node("BuildController")
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tree_view = main.get_node("UI/SkillMenu/Tree")
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func _tap(id: String) -> void:
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# Straight at the node's own position in the tree's local space, so this
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# exercises the same hit test a finger does.
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var node: Dictionary = game_state.skill_node(id)
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var event := InputEventScreenTouch.new()
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event.index = 1
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event.pressed = true
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event.position = tree_view.global_position + tree_view.node_screen_pos(node)
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tree_view.handle_touch(event)
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var release := InputEventScreenTouch.new()
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release.index = 1
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release.pressed = false
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release.position = event.position
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tree_view.handle_touch(release)
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage != 0:
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return false
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if elapsed < 0.3:
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return false
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stage = 1
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# --- A. the button is gone ---------------------------------------------
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if main.get_node_or_null("UI/SkillMenu/UnlockButton") != null:
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return _fail("the research panel still has an UnlockButton node")
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print("the separate buy button is gone from the panel")
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main.get_node("UI/SkillMenu").visible = true
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tree_view.visible = true
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tree_view.reset_scroll()
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game_state.unlocked.clear()
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game_state.research_points = 99
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 500)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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var cost: int = int(game_state.skill_node(NODE_ID).cost)
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var before: int = game_state.available_ore()
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# --- B. the first tap only selects -------------------------------------
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_tap(NODE_ID)
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if tree_view.selected_id != NODE_ID:
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return _fail("the first tap did not select the node")
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if game_state.is_unlocked(NODE_ID):
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return _fail("the first tap bought the research - browsing the tree must be free")
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if game_state.available_ore() != before:
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return _fail("the first tap spent %d" % (before - game_state.available_ore()))
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print("first tap selects and spends nothing")
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# --- C. the second tap buys --------------------------------------------
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_tap(NODE_ID)
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if not game_state.is_unlocked(NODE_ID):
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return _fail("a second tap on the same node did not buy it")
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if game_state.available_ore() != before - cost:
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return _fail("bought for %d, expected %d" % [before - game_state.available_ore(), cost])
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print("second tap on the same node buys it (%d ore)" % cost)
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# --- D. two taps on two nodes are not a purchase -----------------------
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var first: String = ""
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var second: String = ""
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for node in GameState.SKILL_TREE:
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var id: String = String(node.id)
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if game_state.is_unlocked(id) or not game_state.prerequisite_met(id):
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continue
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if first == "":
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first = id
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elif second == "":
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second = id
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break
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if second == "":
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return _fail("could not find two unlocked-but-available nodes for the cross-node case")
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var ore_before: int = game_state.available_ore()
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_tap(first)
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_tap(second)
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if game_state.is_unlocked(first) or game_state.is_unlocked(second):
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return _fail("tapping two different nodes bought one of them")
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if game_state.available_ore() != ore_before:
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return _fail("tapping two different nodes spent %d" % (ore_before - game_state.available_ore()))
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print("one tap each on two nodes buys neither")
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# --- E. unaffordable stays unaffordable --------------------------------
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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_tap(second)
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_tap(second)
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if game_state.is_unlocked(second):
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return _fail("a node was bought with no ore at all")
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controller._refresh_skill_menu(second)
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if controller.skill_status.text == "":
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return _fail("an unaffordable node was refused silently")
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print("unaffordable node refused, and says so: '%s'" % controller.skill_status.text)
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print("TEST_RESEARCH_DOUBLE_TAP: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_RESEARCH_DOUBLE_TAP: FAIL (%s)" % message)
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quit(1)
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return true
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