spaceship/tests/test_research_double_tap.gd
2026-08-31 02:18:08 +02:00

173 lines
6.5 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_research_double_tap.gd
# Forgejo #83: the research tree's separate buy button is gone. Tapping a node
# selects it; tapping the SAME node again buys it.
#
# Covers:
# A. the buy button really is gone from the scene, not merely bypassed - a
# leftover would still be tappable and would still be the thing a player
# reaches for
# B. the first tap selects and does NOT buy, so browsing the tree is free
# C. a second tap on the same node buys it
# D. moving to a DIFFERENT node resets that - two taps on two nodes must
# never add up to a purchase
# E. tapping an unaffordable node twice buys nothing and says why
# F. one physical tap counts ONCE, even though the device delivers it twice
# - as a touch and as the mouse button emulated from it. It did not, and
# that is #162: the duplicate found the node already selected, took
# itself for the confirming tap, and bought the research on first touch
var game_state: Node
var main: Node
var tree_view: Node
var controller: Node
var stage: int = 0
var elapsed: float = 0.0
const NODE_ID := "shipyards"
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
controller = main.get_node("BuildController")
tree_view = main.get_node("UI/SkillMenu/Tree")
func _node_position(id: String) -> Vector2:
return tree_view.global_position + tree_view.node_screen_pos(game_state.skill_node(id))
# ONE physical tap, delivered the way a real device delivers it: as a touch
# AND as the mouse button Godot emulates from it. Both settings are on
# (emulate_mouse_from_touch and emulate_touch_from_mouse), and the menu's
# dispatcher routes both kinds to the tree - so a handler that is not
# idempotent per gesture sees every tap twice. It did, and that made the FIRST
# tap buy (#162). Going through both paths here is the whole point; tapping
# only one of them would pass while the game stayed broken.
func _tap(id: String) -> void:
var at: Vector2 = _node_position(id)
var press := InputEventScreenTouch.new()
press.index = 1
press.pressed = true
press.position = at
tree_view.handle_touch(press)
var emulated := InputEventMouseButton.new()
emulated.button_index = MOUSE_BUTTON_LEFT
emulated.pressed = true
emulated.position = at
emulated.global_position = at
tree_view.handle_mouse_button(emulated)
var release := InputEventScreenTouch.new()
release.index = 1
release.pressed = false
release.position = at
tree_view.handle_touch(release)
var emulated_release := InputEventMouseButton.new()
emulated_release.button_index = MOUSE_BUTTON_LEFT
emulated_release.pressed = false
emulated_release.position = at
emulated_release.global_position = at
tree_view.handle_mouse_button(emulated_release)
func _process(delta: float) -> bool:
elapsed += delta
if stage != 0:
return false
if elapsed < 0.3:
return false
stage = 1
# --- A. the button is gone ---------------------------------------------
if main.get_node_or_null("UI/SkillMenu/UnlockButton") != null:
return _fail("the research panel still has an UnlockButton node")
print("the separate buy button is gone from the panel")
main.get_node("UI/SkillMenu").visible = true
tree_view.visible = true
tree_view.reset_scroll()
game_state.unlocked.clear()
game_state.research_points = 99
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 500)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
var cost: int = int(game_state.skill_node(NODE_ID).cost)
var before: int = game_state.available_ore()
# --- B. the first tap only selects -------------------------------------
_tap(NODE_ID)
if tree_view.selected_id != NODE_ID:
return _fail("the first tap did not select the node")
if game_state.is_unlocked(NODE_ID):
return _fail("the first tap bought the research - browsing the tree must be free")
if game_state.available_ore() != before:
return _fail("the first tap spent %d" % (before - game_state.available_ore()))
print("first tap selects and spends nothing")
# --- C. the second tap buys --------------------------------------------
_tap(NODE_ID)
if not game_state.is_unlocked(NODE_ID):
return _fail("a second tap on the same node did not buy it")
if game_state.available_ore() != before - cost:
return _fail("bought for %d, expected %d" % [before - game_state.available_ore(), cost])
print("second tap on the same node buys it (%d ore)" % cost)
# --- D. two taps on two nodes are not a purchase -----------------------
var first: String = ""
var second: String = ""
for node in GameState.SKILL_TREE:
var id: String = String(node.id)
if game_state.is_unlocked(id) or not game_state.prerequisite_met(id):
continue
if first == "":
first = id
elif second == "":
second = id
break
if second == "":
return _fail("could not find two unlocked-but-available nodes for the cross-node case")
var ore_before: int = game_state.available_ore()
_tap(first)
_tap(second)
if game_state.is_unlocked(first) or game_state.is_unlocked(second):
return _fail("tapping two different nodes bought one of them")
if game_state.available_ore() != ore_before:
return _fail("tapping two different nodes spent %d" % (ore_before - game_state.available_ore()))
print("one tap each on two nodes buys neither")
# --- E. unaffordable stays unaffordable --------------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
_tap(second)
_tap(second)
if game_state.is_unlocked(second):
return _fail("a node was bought with no ore at all")
controller._refresh_skill_menu(second)
# #134: the refusal is shown on the price rather than written out in a
# sentence below it - what you hold over what it costs, in red.
if controller.skill_menu.cost.is_affordable():
return _fail("a node the player cannot pay for reads as affordable")
if not controller.skill_menu.cost.is_short(GameState.RESOURCE_ORE):
return _fail("the ore the player does not have is not marked short")
print("unaffordable node refused, and its price says so: %d/%d ore" \
% [controller.skill_menu.cost.held(GameState.RESOURCE_ORE),
controller.skill_menu.cost.priced(GameState.RESOURCE_ORE)])
print("TEST_RESEARCH_DOUBLE_TAP: PASS")
quit(0)
return true
func _fail(message: String) -> bool:
print("TEST_RESEARCH_DOUBLE_TAP: FAIL (%s)" % message)
quit(1)
return true