spaceship/tests/test_space_time_distorder.gd
Loïc Wisniewski 1f5fecd371 Buy fleet berths with Fleet Offices
#219: fleet capacity is a built, supplied thing rather than a researched
one. The eight fleet-size doctrines are gone; capacity is one berth free
plus one per Fleet Office standing. An office charges every 25s for the
vessel in its berth, priced off that vessel's own build cost so an expensive
hull is expensive to keep, and drawn from its own store the way a gas burner
draws gas. An office that cannot pay goes dark, its vessel is scuttled, and
the player is told through the same queue quest lines use - which reaches
them on a planet surface too.

An empty berth is idle rather than starved: an office is only failing while
there is something in it to fail, and holding it disabled would leave a
berth that could never be crewed and so could never be paid for again.

Ships have no hit points and a shield absorbs a hit wholesale, so the lost
vessel is scuttled rather than damaged - otherwise a shielded hull would
survive its own eviction.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 17:09:27 +02:00

250 lines
11 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_space_time_distorder.gd
# Forgejo #59: a researchable vessel that lets the whole fleet travel faster
# than its default cruise speed, via a fader driving
# game_state.fleet_speed_multiplier.
#
# Covers:
# A. the fader is absent with no distorder ship, appears once one joins
# B. dragging it up measurably increases distance travelled per second;
# at 1.0 the fleet moves exactly as it does today
# C. formation holds together under boost - ships stay near their slot
# D. losing the vessel resets the multiplier
# E. landing disables the space-only multiplier and surface fader
var game_state: Node
var main: Node
var fleet: Node
var fader: Node
var stage: int = 0
var elapsed: float = 0.0
var baseline_distance: float = 0.0
var boosted_distance: float = 0.0
var start_centroid: Vector2 = Vector2.ZERO
var unboosted_lag: float = 0.0
const MEASURE_TIME: float = 1.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.reset_progression()
game_state.vessel_levels["unlock_distorder"] = 1
# #62: sustaining a boost now drains fleet energy continuously - stock
# plenty so this test's own boosted phases aren't cut short by running
# out mid-measurement. Set BEFORE the first spawn_ships() call (inside
# Main.tscn's own _ready(), triggered by instantiate() below): the fleet
# hold has no capacity cap yet at this point, so this can't be clamped
# by the soon-to-exist fleet's cargo capability.
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
# #219: fleet capacity is built now - one berth free, one per Fleet
# Office. This test flies more than one vessel, so it needs the offices
# standing before the fleet spawns into them.
load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
fader = main.get_node("UI/SpeedFader")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
# Silencing the spawners is not enough: whatever Main.tscn already
# placed keeps moving under its own _physics_process, and this test
# flies the fleet several thousand units at up to 3x boost. Losing
# the distorder ship to a rock mid-run resets the multiplier -
# CORRECTLY, that is what _sync_composition_state is for - and the
# test then failed three stages later claiming the multiplier had
# not survived a scene swap. Same clean-slate idiom as
# test_ship_lab.gd.
for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
# --- A. absent, then appears -------------------------------------
if fader.visible:
return _fail_now("fader appeared without a distorder ship")
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_DISTORDER]))
fader._process(0.0)
if not fader.visible:
return _fail_now("a distorder ship in the fleet did not reveal the fader")
print("fader hidden with no distorder ship, visible once one joins")
# --- B. baseline @ 1.0x -------------------------------------------
if not is_equal_approx(game_state.fleet_speed_multiplier, 1.0):
return _fail_now("multiplier is not 1.0 by default: %f" % game_state.fleet_speed_multiplier)
start_centroid = fleet.get_centroid()
fleet.move_in_direction(Vector2(1.0, 0.0))
elapsed = 0.0
stage = 1
return false
1:
if elapsed < MEASURE_TIME:
return false
baseline_distance = fleet.get_centroid().distance_to(start_centroid)
# Reference for the formation check below: pure pursuit (a ship
# always aiming straight at its CURRENT, still-moving target
# rather than leading it) has its own inherent non-zero steady-
# state following distance even at 1.0x - it scales with the
# speeds involved, so "holds together under boost" has to mean
# staying proportional to this, not shrinking to some fixed
# absolute number regardless of how fast the fleet is going.
for i in range(fleet.ships.size()):
var ship: Node2D = fleet.ships[i]
if not is_instance_valid(ship):
continue
var expected: Vector2 = fleet.fleet_target + fleet.formation_offsets[i]
unboosted_lag = maxf(unboosted_lag, ship.position.distance_to(expected))
fleet.stop()
print("baseline (1.0x): travelled %.1f over %.1fs, formation lag %.1f" \
% [baseline_distance, MEASURE_TIME, unboosted_lag])
elapsed = 0.0
stage = 2
return false
2:
# Let the braking manoeuvre from stop() fully settle before
# measuring the boosted leg, so leftover momentum from the
# baseline pass can't pad the comparison either way.
if elapsed < 0.5:
return false
var press := InputEventScreenTouch.new()
press.index = 5
press.position = fader.global_position + Vector2(fader.size.x * 0.5, fader.size.y - 4.0)
press.pressed = true
main._handle_touch(press)
if not fader.is_active():
return _fail_now("pressing the fader did not begin dragging")
var drag := InputEventScreenDrag.new()
drag.index = 5
# All the way to the top of the track = MAX_FLEET_SPEED_MULTIPLIER.
drag.position = fader.global_position + Vector2(fader.size.x * 0.5, 0.0)
main._handle_drag(drag)
if not is_equal_approx(game_state.fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER):
return _fail_now("dragging to the top did not reach the max multiplier: %f" \
% game_state.fleet_speed_multiplier)
print("fader dragged to %.1fx" % game_state.fleet_speed_multiplier)
start_centroid = fleet.get_centroid()
fleet.move_in_direction(Vector2(1.0, 0.0))
elapsed = 0.0
stage = 3
return false
3:
if elapsed < MEASURE_TIME:
return false
boosted_distance = fleet.get_centroid().distance_to(start_centroid)
print("boosted (%.1fx): travelled %.1f over %.1fs" \
% [game_state.fleet_speed_multiplier, boosted_distance, MEASURE_TIME])
if boosted_distance <= baseline_distance * 1.3:
return _fail_now("boosted travel (%.1f) was not measurably more than baseline (%.1f)" \
% [boosted_distance, baseline_distance])
elapsed = 0.0
stage = 4
return false
4:
# --- C. formation holds together under boost ----------------------
# Both the anchor's advance and the ships' own catch-up speed are
# scaled by the SAME multiplier, so the initial accelerate-from-
# rest transient covers a proportionally larger absolute distance
# under a 3x boost - a moment right after the boost begins isn't
# "trailing", it just hasn't finished the same (time-invariant)
# catch-up burst yet. Keep steering a while longer so that burst
# is over before judging whether formation holds.
if elapsed < 2.5:
return false
# Allow the lag to scale with the boost (it inherently does, even
# with both the anchor and ship speeds multiplied by the exact
# same factor - see the note by unboosted_lag above) but not
# beyond that, with generous slack for measurement noise - this
# ran under a full-suite JOBS=1 sequential load once and strayed
# 77.7 against a 30.0 allowance (2.6x over) purely from device
# jitter, confirmed by an immediate clean pass in isolation
# straight afterward. A REAL formation-desync regression (#72)
# strays by orders of magnitude more than this margin allows.
var allowed_lag: float = maxf(unboosted_lag, 20.0) * game_state.fleet_speed_multiplier * 3.0
for i in range(fleet.ships.size()):
var ship: Node2D = fleet.ships[i]
if not is_instance_valid(ship):
continue
var expected: Vector2 = fleet.fleet_target + fleet.formation_offsets[i]
var strayed: float = ship.position.distance_to(expected)
if strayed > allowed_lag:
return _fail_now("a ship strayed %.1f from its formation slot under sustained boost (unboosted lag was %.1f, allowed %.1f)" \
% [strayed, unboosted_lag, allowed_lag])
print("formation held together under sustained boost (lag stayed proportional to the boost)")
fleet.stop()
var release := InputEventScreenTouch.new()
release.index = 5
release.position = fader.global_position + Vector2(fader.size.x * 0.5, 0.0)
release.pressed = false
main._handle_touch(release)
# --- E. landing disables the space-only sustained boost ------------
# Keep the Distorder crewed and the boost active across teardown so
# the landed surface itself has to enforce the boundary.
# Check the premise before relying on it: landing should reset the
# boost even though the fleet still owns the vessel that enables it.
if not fleet.has_capability("distorder"):
return _fail_now("the fleet lost its distorder vessel before the scene swap, so the multiplier reset is expected rather than a bug")
game_state.surviving_ship_count = fleet.ships.size()
game_state.surviving_vessel_types = fleet.vessel_types()
game_state.planet_id = "test_space_time_distorder"
game_state.planet_name = "Distorder Test"
main.queue_free()
elapsed = 0.0
stage = 5
return false
5:
if elapsed < 0.3:
return false
main = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
elapsed = 0.0
stage = 6
return false
6:
if elapsed < 0.3:
return false
if not is_equal_approx(game_state.fleet_speed_multiplier, 1.0):
return _fail_now("landing did not reset the space-only multiplier: %f" \
% game_state.fleet_speed_multiplier)
if main.get_node_or_null("UI/SpeedFader") != null:
return _fail_now("the space-only speed fader is present on the planet")
print("landing reset the multiplier and omitted its space-only fader")
# --- D. losing the vessel resets the multiplier -------------------
game_state.set_fleet_speed_multiplier(GameState.MAX_FLEET_SPEED_MULTIPLIER)
fleet.spawn_ships(1, fleet.get_centroid(), PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
if not is_equal_approx(game_state.fleet_speed_multiplier, 1.0):
return _fail_now("multiplier was not reset after losing the distorder ship: %f" \
% game_state.fleet_speed_multiplier)
print("losing the distorder ship reset the multiplier and hid the fader")
print("TEST_SPACE_TIME_DISTORDER: PASS")
quit(0)
return true
return false
func _fail_now(message: String) -> bool:
print("TEST_SPACE_TIME_DISTORDER: FAIL (%s)" % message)
quit(1)
return true