spaceship/tests/test_planet_prompt_map_interaction.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
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>
2026-08-21 19:44:14 +02:00

117 lines
3.4 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_prompt_map_interaction.gd
# Opening the map while standing on a planet must suppress the shared
# contextual action and planet label, then restore them after closing.
var main_scene: Node
var fleet: Node
var planet_field: Node
var world_map: Control
var map_button: IconButton
var planet_name_label: Label
var enter_button: IconButton
var elapsed: float = 0.0
var stage: int = 0
var target_chunk: Vector2i
func _initialize() -> void:
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk):
target_chunk = chunk
found = true
break
if found:
break
if not found:
print("FAIL: could not find any chunk with a planet to test with")
quit(1)
return
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
world_map = main_scene.get_node("UI/WorldMap")
map_button = main_scene.get_node("UI/MapButton")
planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
var vicinity_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = vicinity_pos
fleet.move_to(vicinity_pos)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < planet_field.check_interval + 0.1:
return false
if not planet_field.populated_chunks.has(target_chunk):
print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (planet never spawned)")
quit(1)
return true
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.5:
return false
var prompt_shown: bool = enter_button.visible and planet_name_label.visible
print("prompt_shown_on_planet=%s" % prompt_shown)
if not prompt_shown:
print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt never appeared)")
quit(1)
return true
world_map.open_map()
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.2:
return false
var prompt_suppressed: bool = not enter_button.visible and not planet_name_label.visible
print("prompt_suppressed_while_map_open=%s enter_visible=%s name_visible=%s" % [
prompt_suppressed, enter_button.visible, planet_name_label.visible
])
if not prompt_suppressed:
print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt visible behind map)")
quit(1)
return true
world_map.close_map()
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.2:
return false
var prompt_restored: bool = enter_button.visible and planet_name_label.visible
print("prompt_restored_after_close=%s" % prompt_restored)
if prompt_restored:
print("TEST_PLANET_PROMPT_MAP_INTERACTION: PASS")
quit(0)
else:
print("TEST_PLANET_PROMPT_MAP_INTERACTION: FAIL (prompt did not come back)")
quit(1)
return true
return false