spaceship/tests/test_spacial_workshop.gd
Loïc Wisniewski 265e121cb0 Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.

Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.

#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 19:09:35 +02:00

221 lines
10 KiB
GDScript

extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_spacial_workshop.gd
# Forgejo #116: the Spacial Workshop and its repair drones.
#
# Modelled on the transport hub, so most of what it does is already
# understood: drones belong to a workshop, are provisioned when it is built,
# are never a production order, and are upgraded at a ship lab. What is new
# is what a repair COSTS - a share of the building's own price, in
# proportion to the health it is missing.
#
# Covers:
# A. the building is in the catalog behind its own research, with its own
# look, and it provisions drones the moment it is placed
# B. the drone is a catalogued vessel that CANNOT be crafted, and carries
# its own upgrades
# C. a full repair costs a share of the building's price scaled by the
# damage: undamaged is free, half-wrecked is about half
# D. the workshop asks hub logistics for the ore its repairs will need,
# and stops asking past its buffer
# E. a drone flies out, spends ore, and puts structure back
# F. it will not go with an empty till, and two drones never chase the
# same wall
# G. a building demolished mid-flight gets its ore back rather than
# swallowing it
# H. the berth upgrade reaches workshops already standing
var game_state: Node
var workshop_id: int = 0
var crafter_id: int = 0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.repair_drones.clear()
game_state.reset_progression()
game_state.reset_waves()
func _fail(message: String) -> bool:
print("TEST_SPACIAL_WORKSHOP: FAIL (%s)" % message)
quit(1)
return true
func _drones_of(id: int) -> Array:
var out: Array = []
for drone in game_state.repair_drones:
if int(drone.get("workshop_id", 0)) == id:
out.append(drone)
return out
# Runs the autoload's own repair clock without waiting out the real seconds.
func _simulate(seconds: float) -> void:
var step: float = 1.0 / 60.0
for i in range(int(seconds / step)):
game_state._advance_repairs(step)
func _process(_delta: float) -> bool:
var definitions: Script = load("res://buildings/BuildingDefinitions.gd")
# --- A. catalogued, researched, and it brings its own drones ---------
var workshop_def: Resource = definitions.get_definition(GameState.BUILDING_WORKSHOP)
if workshop_def == null:
return _fail("no \"spacial_workshop\" definition in the catalog")
if workshop_def.visual_scene == null or workshop_def.menu_button_name == "":
return _fail("the workshop has no visual or no build-menu entry")
for other in definitions.all():
if other.definition_id != GameState.BUILDING_WORKSHOP \
and other.menu_icon == workshop_def.menu_icon:
return _fail("the workshop shares its icon with the %s" % other.definition_id)
if game_state.is_building_unlocked(GameState.BUILDING_WORKSHOP):
return _fail("the workshop is buildable before its node is researched")
var research: String = ""
for node in GameState.SKILL_TREE:
if node.get("unlocks", "") == GameState.BUILDING_WORKSHOP:
research = String(node.id)
if research == "":
return _fail("nothing in the skill tree unlocks the workshop")
game_state.unlocked.append(research)
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
workshop_id = game_state.add_building(GameState.BUILDING_WORKSHOP, Vector2(600.0, 0.0))
# #216: crews are built and flown in now, not provisioned with the
# structure. This test is about what a crew DOES, so it is put
# straight at its post - test_transporter_supply.gd owns the journey.
load("res://tests/_staff.gd").staff(game_state, workshop_id, game_state.workshop_drone_capacity())
if _drones_of(workshop_id).size() != GameState.BASE_WORKSHOP_DRONES:
return _fail("a new workshop stationed %d drones, expected %d" \
% [_drones_of(workshop_id).size(), GameState.BASE_WORKSHOP_DRONES])
print("workshop researched at \"%s\", arrives with %d drones" \
% [research, GameState.BASE_WORKSHOP_DRONES])
# --- B. the drone is a vessel, but not a product ---------------------
var drone_def: Resource = game_state.vessel_definition(GameState.REPAIR_DRONE)
if drone_def == null:
return _fail("no repair_drone in the vessel catalog")
if bool(drone_def.fleet_eligible):
return _fail("the repair drone is fleet-eligible - it would be craftable")
if drone_def.upgrades.is_empty():
return _fail("the repair drone carries no ship-lab upgrades")
if game_state.queue_order(workshop_id, GameState.REPAIR_DRONE):
return _fail("a repair drone was accepted as a production order")
print("repair drone: %d lab upgrades, not craftable" % drone_def.upgrades.size())
# --- C. what a repair costs -----------------------------------------
crafter_id = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(900.0, 0.0))
var price: int = int(definitions.get_definition(GameState.BUILDING_SHIP_CRAFTER).cost)
if game_state.repair_cost(crafter_id) != 0:
return _fail("an undamaged crafter costs %d to repair" % game_state.repair_cost(crafter_id))
var full: int = game_state.building_max_hp(GameState.BUILDING_SHIP_CRAFTER)
game_state.damage_building(crafter_id, full / 2)
var half_cost: int = game_state.repair_cost(crafter_id)
if absf(float(half_cost) - float(price) * 0.5) > float(price) * 0.12:
return _fail("a half-wrecked crafter costs %d of its %d price, expected about half" \
% [half_cost, price])
print("crafter at %d%% health: %d ore of its %d price" \
% [int(game_state.building_health_fraction(crafter_id) * 100.0), half_cost, price])
# --- D. and it asks for that ore ------------------------------------
var asked: int = game_state.building_requested_resource(workshop_id, GameState.RESOURCE_ORE)
if asked <= 0:
return _fail("a workshop with a wrecked crafter beside it asks for no ore")
if asked > GameState.WORKSHOP_ORE_BUFFER:
return _fail("it asked for %d ore, past its %d buffer" \
% [asked, GameState.WORKSHOP_ORE_BUFFER])
print("workshop asks hub logistics for %d ore" % asked)
# --- F (first half). an empty till sends nobody ----------------------
_simulate(4.0)
for drone in _drones_of(workshop_id):
if String(drone.state) != GameState.DRONE_IDLE:
return _fail("a drone left with no ore in the workshop")
if game_state.building_health_fraction(crafter_id) > 0.51:
return _fail("the crafter was repaired out of an empty workshop")
print("empty till: every drone stayed home")
# --- E. paid for, it flies and mends --------------------------------
game_state.deposit_resource_to_building(workshop_id, GameState.RESOURCE_ORE, 60)
var ore_before: int = game_state.building_resource(workshop_id, GameState.RESOURCE_ORE)
var hp_before: int = game_state.building_hp(crafter_id)
game_state._advance_repairs(0.016)
var flying: int = 0
for drone in _drones_of(workshop_id):
if String(drone.state) == GameState.DRONE_OUTBOUND:
flying += 1
if flying != 1:
return _fail("%d drones set off for one damaged crafter" % flying)
# --- F (second half). the ore leaves with the drone ------------------
if game_state.building_resource(workshop_id, GameState.RESOURCE_ORE) >= ore_before:
return _fail("a drone left without the ore being taken")
_simulate(30.0)
var hp_after: int = game_state.building_hp(crafter_id)
if hp_after <= hp_before:
return _fail("the drone arrived and the crafter is still at %d hp" % hp_after)
print("drone spent %d ore and put %d structure back" \
% [ore_before - game_state.building_resource(workshop_id, GameState.RESOURCE_ORE),
hp_after - hp_before])
# --- G. a destination that stops existing ---------------------------
game_state.building_inventory(workshop_id).set_amount(GameState.RESOURCE_ORE, 60)
var doomed: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-900.0, 0.0))
game_state.damage_building(doomed, game_state.building_max_hp(GameState.BUILDING_SHIP_LAB) / 2)
game_state._advance_repairs(0.016)
var carrying: int = 0
for drone in game_state.repair_drones:
if String(drone.state) == GameState.DRONE_OUTBOUND and int(drone.target_id) == doomed:
carrying = int(drone.carrying)
if carrying <= 0:
return _fail("nothing was dispatched to the damaged lab")
var till_before: int = game_state.building_resource(workshop_id, GameState.RESOURCE_ORE)
game_state.destroy_building(doomed)
_simulate(30.0)
if game_state.building_resource(workshop_id, GameState.RESOURCE_ORE) != till_before + carrying:
return _fail("a drone whose target was levelled under it lost its %d ore" % carrying)
print("target levelled in flight: %d ore came home" % carrying)
# --- H. the upgrade reaches standing workshops ----------------------
var bonus_id: String = ""
for node in GameState.SKILL_TREE:
if int(node.get("workshop_bonus", 0)) > 0:
bonus_id = String(node.id)
if bonus_id == "":
return _fail("no skill node raises the drone count")
var before_count: int = _drones_of(workshop_id).size()
var before_room: int = game_state.station_capacity(game_state.find_building(workshop_id))
game_state.rocks = 5000
# #138: the deep doctrines want gas and energy too.
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 5000)
game_state.bank_inventory.set_amount(GameState.RESOURCE_ENERGY, 5000)
game_state.research_points = 20
if not game_state.unlock(bonus_id):
return _fail("could not research \"%s\"" % bonus_id)
# #216: the doctrine buys ROOM, not drones. It used to provision one into
# every standing workshop for nothing; the extra berth is now something
# the player fills with a drone they have built.
if _drones_of(workshop_id).size() != before_count:
return _fail("researching \"%s\" conjured %d drones" \
% [bonus_id, _drones_of(workshop_id).size() - before_count])
var room: int = game_state.station_capacity(game_state.find_building(workshop_id))
if room != before_room + 1:
return _fail("the doctrine moved the workshop's room from %d to %d, expected %d" \
% [before_room, room, before_room + 1])
load("res://tests/_staff.gd").staff(game_state, workshop_id, room)
if _drones_of(workshop_id).size() != before_count + 1:
return _fail("the berth the doctrine bought could not be crewed (%d drones)" \
% _drones_of(workshop_id).size())
print("\"%s\" widens a standing workshop from %d to %d berths, crewed by hand" \
% [bonus_id, before_count, _drones_of(workshop_id).size()])
print("TEST_SPACIAL_WORKSHOP: PASS")
quit(0)
return true