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>
176 lines
6.7 KiB
GDScript
176 lines
6.7 KiB
GDScript
extends SceneTree
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const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_transport_hub_building.gd
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# Forgejo #18 (part 5 of #12): the Transport Hub is a placeable building of
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# its own. Only the building here - the vessels that do the hauling are #19.
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#
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# Verifies:
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# 1. it is gated behind its research node, like every other structure
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# 2. researching it makes it buildable, and placing it charges its cost
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# 3. it is drawn as ITSELF, not as the crafter - Building._draw()'s match
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# has a catch-all that renders anything unrecognised as a ship crafter,
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# so a missing case is silent and looks almost right
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# 4. its geometry is rasterised ONCE however long it animates (#10), and
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# its stationed transports really do move
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# 5. it has its own build-menu icon and its own map marker rather than
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# borrowing another building's - the menu was once unreadable because
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# two buildings shared a glyph
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var game_state: Node
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var scene: Node
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var field: Node
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var controller: Node
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var map_content: Node2D
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var hub_building: Node2D
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var hub: Node2D
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var stage: int = 0
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var elapsed: float = 0.0
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var spin_at_start: float = 0.0
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const HUB_AT: Vector2 = Vector2(700.0, 0.0)
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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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game_state.rocks = 500
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game_state.fleet_cargo = 0
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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field = scene.get_node("BuildingField")
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controller = scene.get_node("BuildController")
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map_content = scene.get_node("UI/WorldMap/MapContent")
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# --- 1. locked until researched ------------------------------
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if game_state.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB):
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (buildable with no research at all)")
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quit(1)
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return true
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var gate: String = game_state.research_for_building(GameState.BUILDING_TRANSPORT_HUB)
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if gate == "":
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (no research node gates it)")
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quit(1)
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return true
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print("locked behind research: '%s'" % gate)
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# --- 5. its own icon, distinct from every other building -----
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var icons: Dictionary = {}
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for type in [GameState.BUILDING_MOTHERSHIP, GameState.BUILDING_SHIP_CRAFTER,
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GameState.BUILDING_COMMAND_CENTER, GameState.BUILDING_TRANSPORT_HUB]:
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var icon: int = BUILDING_DEFINITIONS.get_definition(type).action_icon
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if icons.has(icon):
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (%s and %s share an icon)" % [type, icons[icon]])
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quit(1)
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return true
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icons[icon] = type
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print("action icons distinct across %d buildings" % icons.size())
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# --- 2. research it, then build it ---------------------------
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game_state.unlocked = ["shipyards", "logistics", "freight"]
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if not game_state.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB):
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (still locked after researching '%s')" % gate)
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quit(1)
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return true
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var before: int = game_state.rocks
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field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
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game_state.spend(controller.cost_of(GameState.BUILDING_TRANSPORT_HUB))
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if game_state.rocks != before - GameState.TRANSPORT_HUB_COST:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (cost %d charged, expected %d)" % [
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before - game_state.rocks, GameState.TRANSPORT_HUB_COST
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])
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quit(1)
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return true
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print("researched and placed for %d ore" % GameState.TRANSPORT_HUB_COST)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.3:
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return false
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for b in field.spawned:
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if is_instance_valid(b) and b.building_type == GameState.BUILDING_TRANSPORT_HUB:
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hub_building = b
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hub = b.visual
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if hub == null:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (never spawned)")
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quit(1)
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return true
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if not hub_building.available_actions().is_empty():
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (offers a manual resource transfer)")
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quit(1)
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return true
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for ship in scene.get_node("Fleet").ships:
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ship.position = HUB_AT
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scene.get_node("Fleet").move_to(HUB_AT)
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# --- 3. drawn as itself, not via the crafter catch-all -------
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# _hub_traffic only exists if _ready() took the transport-hub
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# branch; a missing case falls through to the crafter and would
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# leave it null while still rendering something plausible.
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if hub._hub_traffic == null:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (rendered through the crafter catch-all, not as a hub)")
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quit(1)
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return true
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# --- 5. its own map marker ----------------------------------
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var markers: Array = map_content.building_markers()
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var found: bool = false
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for m in markers:
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if m.type == GameState.BUILDING_TRANSPORT_HUB:
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found = true
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if m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_SHIP_CRAFTER).map_color \
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or m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_MOTHERSHIP).map_color \
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or m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_COMMAND_CENTER).map_color:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (map marker reuses another building's colour)")
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quit(1)
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return true
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if not found:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (no map marker - see #11)")
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quit(1)
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return true
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print("has its own map marker")
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spin_at_start = hub._hub_traffic.rotation
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elapsed = 0.0
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stage = 2
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return false
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2:
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# --- 4. animates without ever redrawing (#10) ----------------
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if elapsed < 2.0:
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return false
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if controller.current_building != hub_building \
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or controller.action_button.visible or controller.transfer_button.visible:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (actionless hub context current=%s expected=%s action=%s transfer=%s)" % [
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controller.current_building, hub_building, controller.action_button.visible,
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controller.transfer_button.visible,
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])
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quit(1)
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return true
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print("rasterisations after %.1fs: %d" % [elapsed, hub.draw_count])
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if hub.draw_count != 1:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (redrew its geometry %d times to animate)" % hub.draw_count)
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quit(1)
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return true
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var spun: float = absf(hub._hub_traffic.rotation - spin_at_start)
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print("stationed transports turned %.3f rad" % spun)
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if spun < 0.05:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (nothing moved - a frozen hub trivially passes the redraw check)")
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quit(1)
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return true
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print("TEST_TRANSPORT_HUB_BUILDING: PASS")
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quit(0)
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return true
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return false
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