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>
135 lines
4.7 KiB
GDScript
135 lines
4.7 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_build_menu_hides_locked.gd
|
|
# Forgejo #21: a structure the player has not researched should not be in the
|
|
# build menu at all, rather than sitting there greyed out.
|
|
#
|
|
# The menu is a fixed grid in Main.tscn, so simply hiding entries would leave
|
|
# holes where they used to be - it is repacked from whatever is researched.
|
|
#
|
|
# Verifies:
|
|
# 1. with nothing researched only the mothership is offered (it is
|
|
# deliberately never gated - it is where research happens)
|
|
# 2. researching a structure adds it, and it is placed, not left at
|
|
# whatever offsets it happened to have in the scene file
|
|
# 3. no gaps: what is shown occupies consecutive grid slots
|
|
# 4. an entry alone on its row is centred, not hanging in the left column
|
|
# 5. researched-but-not-usable is still shown greyed (an extractor with no
|
|
# planet under the fleet is "not now", not "not yet")
|
|
|
|
var game_state: Node
|
|
var scene: Node
|
|
var controller: Node
|
|
var stage: int = 0
|
|
var elapsed: float = 0.0
|
|
|
|
|
|
func _initialize() -> void:
|
|
game_state = root.get_node("GameState")
|
|
game_state.buildings.clear()
|
|
game_state.extractors.clear()
|
|
game_state.transporters.clear()
|
|
game_state.reset_progression()
|
|
game_state.rocks = 500
|
|
scene = load("res://world/Main.tscn").instantiate()
|
|
root.add_child(scene)
|
|
controller = scene.get_node("BuildController")
|
|
|
|
|
|
func _shown() -> Array:
|
|
var out: Array = []
|
|
for entry in controller.build_menu_entries:
|
|
if entry[1].visible:
|
|
out.append(entry)
|
|
return out
|
|
|
|
|
|
func _slots() -> Array:
|
|
# (row, x) of every visible button, in menu order.
|
|
var out: Array = []
|
|
for entry in _shown():
|
|
var b: Control = entry[1]
|
|
out.append([b.offset_top, b.offset_left + (b.offset_right - b.offset_left) / 2.0])
|
|
return out
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
elapsed += delta
|
|
match stage:
|
|
0:
|
|
if elapsed < 0.2:
|
|
return false
|
|
scene.get_node("AsteroidField").set_process(false)
|
|
scene.get_node("EnemySpawner").set_process(false)
|
|
|
|
# --- 1. nothing researched ----------------------------------
|
|
controller._refresh_build_status()
|
|
var shown: Array = _shown()
|
|
if shown.size() != 1 or shown[0][0] != GameState.BUILDING_MOTHERSHIP:
|
|
var names: Array = []
|
|
for e in shown:
|
|
names.append(e[0])
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (unresearched structures on offer: %s)" % [names])
|
|
quit(1)
|
|
return true
|
|
# --- 4. and it is centred, being alone on its row -----------
|
|
var only: Array = _slots()[0]
|
|
if absf(only[1]) > 0.01:
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the only entry sits at x=%.1f instead of centred)" % only[1])
|
|
quit(1)
|
|
return true
|
|
print("nothing researched -> only the mothership, centred")
|
|
|
|
# --- 2. research three more ---------------------------------
|
|
game_state.unlocked = ["shipyards", "logistics", "coordination"]
|
|
controller._refresh_build_status()
|
|
stage = 1
|
|
return false
|
|
1:
|
|
var shown2: Array = _shown()
|
|
if shown2.size() != 4:
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched 3, expected 4 entries, got %d)" % shown2.size())
|
|
quit(1)
|
|
return true
|
|
for e in shown2:
|
|
if e[0] == GameState.BUILDING_TRANSPORT_HUB:
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the unresearched transport hub is still listed)")
|
|
quit(1)
|
|
return true
|
|
|
|
# --- 3. consecutive slots, no holes -------------------------
|
|
var slots: Array = _slots()
|
|
var rows: Array = controller.MENU_ROW_TOPS
|
|
for i in range(slots.size()):
|
|
var want_row: float = rows[i / 2]
|
|
if absf(slots[i][0] - want_row) > 0.01:
|
|
print("slot %d at y=%.1f, expected row %d at y=%.1f" % [i, slots[i][0], i / 2, want_row])
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (a gap was left where a hidden entry used to be)")
|
|
quit(1)
|
|
return true
|
|
var want_x: float = -controller.MENU_COL_X if i % 2 == 0 else controller.MENU_COL_X
|
|
if absf(slots[i][1] - want_x) > 0.01:
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (entry %d at x=%.1f, expected %.1f)" % [i, slots[i][1], want_x])
|
|
quit(1)
|
|
return true
|
|
print("4 entries packed into consecutive slots, no gaps")
|
|
|
|
# --- 5. researched but not usable is shown, greyed ----------
|
|
var extractor_shown: bool = false
|
|
for e in shown2:
|
|
if e[0] == GameState.BUILDING_EXTRACTOR:
|
|
extractor_shown = true
|
|
if e[1].enabled:
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (extractor offered as usable with no planet under the fleet)")
|
|
quit(1)
|
|
return true
|
|
if not extractor_shown:
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched extractor hidden - 'not now' is not 'not yet')")
|
|
quit(1)
|
|
return true
|
|
print("researched extractor shown but greyed, with no planet in reach")
|
|
print("TEST_BUILD_MENU_HIDES_LOCKED: PASS")
|
|
quit(0)
|
|
return true
|
|
return false
|