spaceship/tests/test_extractor_transfer.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

76 lines
2.6 KiB
GDScript

extends SceneTree
var state: Node
var scene: Node
var fleet: Node
var controller: Node
var planet: Node2D
var extractor_index: int = -1
var resource_type: String
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
state = root.get_node("GameState")
state.extractors.clear()
state.transporters.clear()
state.fleet_cargo = 0
state.fleet_gas_cargo = 0
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
controller = scene.get_node("BuildController")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
for planets in scene.get_node("PlanetField").populated_chunks.values():
if not planets.is_empty() and is_instance_valid(planets[0]):
planet = planets[0]
break
if planet == null:
return _fail("no nearby generated planet available")
resource_type = planet.resource_type
state.add_extractor(planet.planet_name, planet.position, resource_type, planet.planet_id)
extractor_index = state.extractors.size() - 1
state.extractors[extractor_index].inventory.deposit(resource_type, 12)
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 1.2:
return false
if controller.current_extractor_index != extractor_index or not controller.transfer_button.visible:
return _fail("extractor did not expose the transfer shortcut")
if not controller.action_button.visible \
or controller.action_button.icon != controller.landing_button.icon \
or controller.landing_button.visible:
return _fail("landing was not folded into the shared action control")
controller._on_transfer_pressed()
if not controller.transfer_menu.visible or controller.transfer_list.extractor_index != extractor_index:
return _fail("transfer panel did not bind to the extractor")
var before: int = state.fleet_resource(resource_type)
controller._on_resource_transfer(resource_type, false, 5)
if state.fleet_resource(resource_type) != before + 5:
return _fail("fleet did not fetch five resources from extractor")
if state.extractor_resource(extractor_index, resource_type) < 7:
return _fail("extractor transfer removed too much stock")
print("fleet fetched %s while landing remained the contextual action" % resource_type)
print("TEST_EXTRACTOR_TRANSFER: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_EXTRACTOR_TRANSFER: FAIL (%s)" % message)
quit(1)
return true