A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
74 lines
2.3 KiB
GDScript
74 lines
2.3 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_enemy_combat.gd
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# Verifies the fleet auto-fires on an enemy within range and kills it after
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# a few hits, without the enemy ever having to touch a ship, and that a
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# coherent red light-burst explosion VFX spawns at the moment it dies.
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const TEST_DURATION: float = 3.0
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const SPAWN_OFFSET: Vector2 = Vector2(220, 0) # inside fire_range, outside collision radius
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var main_scene: Node
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var fleet: Node
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var enemy: Node
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var elapsed: float = 0.0
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var started: bool = false
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func _initialize() -> void:
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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func _physics_process(delta: float) -> bool:
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if not started:
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# Disabling EnemySpawner in _initialize() doesn't reliably stick -
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# a node's set_process(false) call made before it has fully
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# finished entering the tree can get silently reset once the
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# engine's own (deferred) tree-entry finalization runs, which
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# happens strictly after _ready(). Here, at the point _ready() is
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# already confirmed complete, it's safe.
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main_scene.get_node("EnemySpawner").set_process(false)
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var enemy_scene: PackedScene = load("res://Enemy.tscn")
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enemy = enemy_scene.instantiate()
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enemy.position = fleet.get_centroid() + SPAWN_OFFSET
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main_scene.add_child(enemy)
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started = true
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return false
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elapsed += delta
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if not is_instance_valid(enemy):
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_finish(true, "enemy destroyed by fleet fire after %.2fs" % elapsed)
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return true
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if elapsed >= TEST_DURATION:
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_finish(false, "enemy still alive after %.2fs (hp=%d)" % [elapsed, enemy.hp])
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return true
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return false
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func _finish(ok: bool, message: String) -> void:
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print("ships_remaining=%d" % fleet.ships.size())
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print(message)
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var vfx_ok: bool = false
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for child in root.get_children():
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if child is EnemyExplosionVFX:
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vfx_ok = true
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print("enemy_vfx_ok=%s" % vfx_ok)
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if ok and fleet.ships.size() == 5 and vfx_ok:
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print("TEST_ENEMY_COMBAT: PASS")
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quit(0)
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else:
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if fleet.ships.size() != 5:
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print("FAIL: a ship was lost - enemy must have reached melee range instead of dying to fire")
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if not vfx_ok:
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print("FAIL: no matching red light-burst explosion VFX found for the destroyed enemy")
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print("TEST_ENEMY_COMBAT: FAIL")
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quit(1)
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