spaceship/tests/test_black_hole.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

226 lines
10 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_black_hole.gd
# Forgejo #55: a rare landable body yielding dark matter, obtainable only
# through an extractor - never a surface pickup.
#
# Covers:
# A. WorldGen.planet_data_at_chunk() is a pure, deterministic function of
# chunk coordinates, and black holes are noticeably rarer than gas
# giants across a wide scan
# B. dark matter is fully generic - in resource_types(), its own
# ResourceDefinition/glyph/colour, distinct from every other resource
# C. landing on a black hole spawns no resource provider and no capture
# points at all (void's features_scene is null, and it has no
# authored PlanetSetup) - yet the planet is immediately conquered
# (a garrison of zero is vacuously already beaten),
# so an extractor is buildable there right away
# D. an extractor on a black hole mines dark matter locally exactly like
# any other extractor, and a hub transporter banks it through the
# normal collection path with no black-hole-specific code
var game_state: Node
var stage: int = 0
var elapsed: float = 0.0
var scene: Node
var extractor_index: int = 0
var load_limit: int = 0
var baseline: Dictionary = {}
const BLACK_HOLE_AT := Vector2(500.0, 0.0)
const MOTHERSHIP_AT := Vector2.ZERO
const HUB_AT := Vector2(150.0, 0.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
# --- A. deterministic and rare -----------------------------------------
var black_hole_count: int = 0
var gas_giant_count: int = 0
var total_planets: int = 0
for x in range(-40, 40):
for y in range(-40, 40):
var chunk: Vector2i = Vector2i(x, y)
if not WorldGen.has_planet_at_chunk(chunk):
continue
total_planets += 1
var first: Dictionary = WorldGen.planet_data_at_chunk(chunk)
var second: Dictionary = WorldGen.planet_data_at_chunk(chunk)
if first.definition_id != second.definition_id or first.local_pos != second.local_pos \
or first.shape_seed != second.shape_seed or first.name != second.name:
_fail("planet_data_at_chunk(%s) is not deterministic" % chunk)
return
if first.definition_id == "black_hole":
black_hole_count += 1
elif first.definition_id == "gas_giant":
gas_giant_count += 1
print("scanned %d planet chunks: %d black holes, %d gas giants" % [
total_planets, black_hole_count, gas_giant_count
])
if black_hole_count == 0:
_fail("no black holes generated across a wide scan - the rare outcome never fires")
return
if black_hole_count >= gas_giant_count:
_fail("black holes (%d) are not rarer than gas giants (%d)" % [black_hole_count, gas_giant_count])
return
# --- B. dark matter is fully generic -----------------------------------
if not game_state.resource_types().has(GameState.RESOURCE_DARK_MATTER):
_fail("dark_matter is not in resource_types() - every resource menu would miss it")
return
var definition: Resource = game_state.resource_definition(GameState.RESOURCE_DARK_MATTER)
if definition == null or definition.glyph_scene == null:
_fail("dark_matter has no ResourceDefinition or glyph_scene")
return
var dm_color: Color = game_state.resource_color(GameState.RESOURCE_DARK_MATTER)
for other in [GameState.RESOURCE_ORE, GameState.RESOURCE_GAS, GameState.RESOURCE_ENERGY]:
if dm_color == game_state.resource_color(other):
_fail("dark_matter shares a colour with %s" % other)
return
print("dark matter is generic: in resource_types(), own definition, own colour %s" % dm_color)
# --- structural: the black hole definition itself -----------------------
var black_hole_def: Resource = load("res://planets/PlanetDefinitions.gd").get_definition("black_hole")
if black_hole_def.resource_id != "dark_matter":
_fail("black_hole planet's resource_id is '%s', expected 'dark_matter'" % black_hole_def.resource_id)
return
if black_hole_def.surface_profile_id != "void":
_fail("black_hole planet's surface_profile_id is '%s', expected 'void'" % black_hole_def.surface_profile_id)
return
var void_profile: Resource = load("res://surface/PlanetSurfaceProfiles.gd").get_profile("void")
if void_profile.features_scene != null:
_fail("void surface profile has a features_scene - dark matter must never be a surface pickup")
return
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.planet_capture.clear()
game_state.planet_id = "test_black_hole"
game_state.planet_name = "Event Zero"
game_state.planet_definition_id = "black_hole"
scene = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(scene)
current_scene = scene
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# --- C. no resource provider, no capture points, yet conquered ---
if elapsed < 0.3:
return false
# What must never appear is a RESOURCE PROVIDER - dark matter is
# not a surface pickup, which is this test's actual subject and is
# guaranteed above by void's features_scene being null.
#
# This used to demand zero children outright, which quietly assumed
# nobody would ever author a PlanetSetup for the void profile. That
# is a fact about the content folder, not a rule about black holes,
# and it stopped being true the moment someone saved a map under
# the void profile in the editor. An authored setup here is legal;
# a resource provider is not.
var feature_host: Node = scene.get_node("SurfaceFeatures")
for child in feature_host.get_children():
if not child.has_method("apply_setup"):
return _fail("black hole surface spawned %s under SurfaceFeatures - only an authored PlanetSetupHost belongs here" % child.name)
# Through the autoload NODE, not the bare GameState identifier: a
# global class-name lookup inside a -s entry-point script is
# resolved at compile time, before autoloads are registered. Same
# hazard the header of test_planet_setups.gd documents.
if not game_state.is_planet_conquered(game_state.planet_id) \
and int(game_state.garrison_total(game_state.planet_id)) == 0:
return _fail("a black hole with no capture points required is not marked conquered")
print("no resource provider; %d authored feature host(s)" % feature_host.get_child_count())
# Snapshot rather than assert > 0: bank_inventory starts with 500
# ore by default (a fresh game's starting stock), unrelated to
# this planet - "nothing was picked up" has to mean "unchanged",
# not "still zero".
for resource_type in game_state.resource_types():
baseline[resource_type] = game_state.banked_resource(resource_type) + game_state.fleet_resource(resource_type)
var fleet: Node = scene.get_node("Fleet")
for ship in fleet.ships:
ship.position += Vector2(300.0, 200.0)
fleet.move_to(fleet.get_centroid())
elapsed = 0.0
stage = 1
return false
1:
# --- C continued: flying around picks up nothing, ever -----------
if elapsed < 2.0:
return false
for resource_type in game_state.resource_types():
var total: int = game_state.banked_resource(resource_type) + game_state.fleet_resource(resource_type)
if total != baseline.get(resource_type, 0):
return _fail("something (%s) was picked up over a black hole surface" % resource_type)
print("flew around for %.1fs, nothing picked up" % elapsed)
# --- D: extractor mining + transporter banking --------------------
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
# #216: a hub arrives empty now - its transporters are built and
# flown in. This test is about the ROUTE, so the crew is put
# straight at its post; test_transporter_supply.gd owns the journey.
load("res://tests/_staff.gd").staff_all(game_state)
game_state.add_extractor("Event Zero", BLACK_HOLE_AT, GameState.RESOURCE_DARK_MATTER, "test_black_hole_extractor")
extractor_index = game_state.extractor_index_at("test_black_hole_extractor")
if extractor_index < 0:
return _fail("add_extractor did not register the black hole extractor")
load_limit = game_state.transporter_load_limit()
elapsed = 0.0
stage = 2
return false
2:
# Mining is local, exactly like ore - no black-hole-specific code.
# DERIVED from the extraction rate, not a fixed 1.2s. That was
# long enough only while an extractor produced 2 a second; the
# rate has since been quartered, and a wait tuned to the old one
# reported a broken extractor that was working perfectly. What is
# under test is that dark matter accumulates LOCALLY rather than
# banking itself - not how quickly it arrives.
if elapsed < 1.0 / GameState.EXTRACTOR_RATE + 0.4:
return false
var mined: int = game_state.extractor_resource(extractor_index, GameState.RESOURCE_DARK_MATTER)
if mined <= 0:
return _fail("extractor mined no dark matter locally after %.1fs" % elapsed)
print("extractor mined %d dark matter locally, bank still %d" % [
mined, game_state.banked_resource(GameState.RESOURCE_DARK_MATTER)
])
# Force a full load directly (bypasses waiting out the real
# mining rate for the rest) so the transporter pickup dispatch
# fires without a long extra wait.
game_state.extractors[extractor_index].inventory.set_amount(GameState.RESOURCE_DARK_MATTER, load_limit)
elapsed = 0.0
stage = 3
return false
3:
# --- a transporter collects the full load and banks it -----------
if game_state.banked_resource(GameState.RESOURCE_DARK_MATTER) >= load_limit:
print("transporter banked %d dark matter" % game_state.banked_resource(GameState.RESOURCE_DARK_MATTER))
print("TEST_BLACK_HOLE: PASS")
quit(0)
return true
if elapsed > 10.0:
return _fail("dark matter was never collected to the bank (extractor=%d bank=%d)" % [
game_state.extractor_resource(extractor_index, GameState.RESOURCE_DARK_MATTER),
game_state.banked_resource(GameState.RESOURCE_DARK_MATTER),
])
return false
return false
func _fail(message: String) -> bool:
print("TEST_BLACK_HOLE: FAIL (%s)" % message)
quit(1)
return true