Forgejo #13: releasing the stick paused, then moved again before settling. stop() aims each ship at a braking point ahead of it, but the ship's own velocity was ~0 - the anchor had been carrying it - so it started from REST, accelerated into its own stopping distance, and halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake. stop() now hands the fleet's motion to the ship, so the release is one continuous decelerating coast (222 -> 0) to the identical endpoint. test_joystick_control now asserts the speed one frame after release is a real fraction of cruise, and never rises afterwards. Forgejo #21: unresearched structures are no longer listed greyed out. They are hidden, and the menu repacks around what is left - a fixed grid with entries hidden would otherwise leave holes where they used to be. An entry alone on its row is centred rather than hanging in the left column. Researched-but-not-usable is still shown greyed: an extractor with no planet under the fleet is "not now", not "not yet". This reverses a documented decision (the old comment argued that always listing everything stops the player wondering whether the game has it at all), so test_skill_tree's matching assertion was updated from greyed-but-listed to hidden. The gate itself is unchanged and still refuses a build forced past the menu. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
183 lines
6.4 KiB
GDScript
183 lines
6.4 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_joystick_control.gd
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# Verifies the virtual joystick steers the fleet: holding the stick in a
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# direction flies the fleet that way, and releasing brings it to a stop
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# rather than freezing it mid-flight. Replaces the old tap-to-move test,
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# since tapping no longer issues move orders.
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#
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# Touch events are handed to the joystick directly rather than through
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# Input.parse_input_event: headless mode's placeholder window rescales
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# synthetic touch coordinates by an environment-specific factor, which
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# would land them outside the joystick's rect for reasons that have nothing
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# to do with the behaviour under test.
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var main_scene: Node
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var fleet: Node
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var joystick: TouchJoystick
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var stage: int = 0
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var elapsed: float = 0.0
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var start_centroid: Vector2
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var moving_centroid: Vector2
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var stop_check_frames: int = 0
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# Release-coast tracking (Forgejo #13).
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var released: bool = false
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var speed_at_release: float = 0.0
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var previous_speed: float = 0.0
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var accelerated_after_release: 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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joystick = main_scene.get_node("UI/Joystick")
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func _press(local: Vector2) -> void:
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var ev: InputEventScreenTouch = InputEventScreenTouch.new()
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ev.index = 0
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ev.pressed = true
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ev.position = joystick.global_position + local
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joystick.handle_touch(ev)
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func _drag(local: Vector2) -> void:
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var ev: InputEventScreenDrag = InputEventScreenDrag.new()
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ev.index = 0
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ev.position = joystick.global_position + local
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joystick.handle_drag(ev)
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func _release(local: Vector2) -> void:
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var ev: InputEventScreenTouch = InputEventScreenTouch.new()
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ev.index = 0
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ev.pressed = false
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ev.position = joystick.global_position + local
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joystick.handle_touch(ev)
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func _max_ship_speed() -> float:
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var top: float = 0.0
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for ship in fleet.ships:
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top = maxf(top, ship.velocity.length())
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return top
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func _process(delta: float) -> bool:
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elapsed += delta
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# Releasing the stick must be ONE continuous decelerating coast. It used
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# to stop dead and then accelerate into its own stopping distance,
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# halting a second time - felt in game as a pause followed by a small
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# extra lurch (#13). The ships were being aimed at a braking point ahead
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# while their own velocity was ~0, because the anchor had been carrying
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# them, so they started from rest.
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if released:
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var now: float = _max_ship_speed()
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if now > previous_speed + 1.0:
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accelerated_after_release = true
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previous_speed = now
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match stage:
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0:
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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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start_centroid = fleet.get_centroid()
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# The joystick receives touches via GameController's
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# _unhandled_input, which never fires for a Control that
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# consumes them through the GUI system first. With Godot's
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# default mouse_filter (STOP) the stick silently does nothing
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# on a real device - it must be IGNORE. Checked structurally
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# because the rest of this test drives handle_touch() directly
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# and so cannot catch it.
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if joystick.mouse_filter != Control.MOUSE_FILTER_IGNORE:
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print("joystick mouse_filter=%d (needs IGNORE=%d)" % [
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joystick.mouse_filter, Control.MOUSE_FILTER_IGNORE
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])
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print("TEST_JOYSTICK_CONTROL: FAIL (stick would swallow its own touches)")
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quit(1)
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return true
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# Push the stick hard to the right.
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var centre: Vector2 = joystick.size / 2.0
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_press(centre)
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_drag(centre + Vector2(joystick.max_radius, 0.0))
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if joystick.direction.x < 0.9:
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print("joystick direction wrong: %s" % joystick.direction)
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print("TEST_JOYSTICK_CONTROL: FAIL (stick did not register)")
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quit(1)
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return true
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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 < 1.5:
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return false
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moving_centroid = fleet.get_centroid()
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var moved_right: bool = moving_centroid.x - start_centroid.x > 100.0
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var stayed_level: bool = abs(moving_centroid.y - start_centroid.y) < 80.0
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print("moved from %s to %s (right=%s level=%s)" % [
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start_centroid, moving_centroid, moved_right, stayed_level
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])
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if not (moved_right and stayed_level):
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print("TEST_JOYSTICK_CONTROL: FAIL (fleet did not follow the stick)")
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quit(1)
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return true
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_release(joystick.size / 2.0)
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released = true
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speed_at_release = _max_ship_speed()
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previous_speed = speed_at_release
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if joystick.direction != Vector2.ZERO:
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print("TEST_JOYSTICK_CONTROL: FAIL (direction not cleared on release)")
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quit(1)
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return true
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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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# After release the fleet should coast to a halt, not freeze
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# instantly and not keep flying.
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if elapsed < 4.0:
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return false
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var speed: float = 0.0
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for ship in fleet.ships:
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speed = max(speed, ship.velocity.length())
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# Carrying the fleet's cruise speed, not starting from a standstill.
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if speed_at_release < fleet.cruise_speed * 0.5:
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print("speed one frame after release: %.1f (cruising at %.1f)" % [
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speed_at_release, fleet.cruise_speed
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])
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print("TEST_JOYSTICK_CONTROL: FAIL (the fleet stopped dead on release instead of coasting)")
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quit(1)
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return true
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if accelerated_after_release:
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print("TEST_JOYSTICK_CONTROL: FAIL (the fleet sped up again after release - pause then lurch, #13)")
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quit(1)
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return true
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print("release coast: %.1f -> 0 with no re-acceleration" % speed_at_release)
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var stopped: bool = speed < 1.0
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# Not merely "moved forward at all": the fleet cruises at
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# cruise_speed and brakes at Ship.acceleration, so the coast is
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# cruise_speed^2 / (2 * acceleration) ~ 75 units. Asserting a
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# real distance is what makes this a test of coasting - the old
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# `> moving_centroid.x` was satisfied by any float wobble, and
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# passed happily while the fleet stopped dead.
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var coast: float = fleet.get_centroid().x - moving_centroid.x
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var coasted: bool = coast > 40.0
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print("after release: max_speed=%.3f stopped=%s coasted=%.1f units (expected ~%.0f)" % [
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speed, stopped, coast,
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(fleet.cruise_speed * fleet.cruise_speed) / (2.0 * fleet.ships[0].acceleration)
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])
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if stopped and coasted:
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print("TEST_JOYSTICK_CONTROL: PASS")
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quit(0)
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else:
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print("TEST_JOYSTICK_CONTROL: FAIL (did not coast to a stop)")
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quit(1)
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return true
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return false
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