The setup editor and the landed surface drew different backgrounds for the same planet. Each scene carried its own hand-written ShaderMaterial, and only the game side ever swapped in a profile's shader, so a gas giant authored in the editor showed recoloured craters while the game showed cloud bands. Both now instance one SurfaceBackground.tscn and configure it through one method, and every profile names its own shader - the old "null means keep whatever the scene already had" convention was the drift, since each scene "already had" something different. The shared material is resource_local_to_scene, or two live surfaces would repaint each other. The gas giant's bands broke into disjoint segments once per cell: the second turbulence octave doubled only the INTEGER half of a lattice coordinate, which is a different point in every cell rather than the same point at twice the frequency. Measured, the old form steps 0.153 at a cell boundary against 0.0002 now. A second discontinuity went with it - the camera cell index arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32 cells; hashes are now wrapped per octave and the field is exactly periodic. Bands also gained low-frequency octaves and per-row differential drift. WorldMap swallowed every touch in _input(), which runs before the GUI system, so CloseButton never saw one: the map could be opened and not closed. Android and desktop hid it behind Godot's emulated mouse event, which this never swallowed; a phone browser gives no such second chance. Its test had been closing the map by calling the method the button was failing to reach. Construction now draws on the fleet hold as well as the bank. With an empty starting bank and ore bankable only at a mothership, charging construction to the bank alone made the first mothership cost ore that could not yet exist. Also: a conquered planet no longer re-spawns its garrison (guarded on having capture points, since a setup with none registers as vacuously conquered); planets keep the map they drew, with the candidate list sorted rather than left in filesystem order and assignments pruned rather than cleared on rescan; and the map editor lists setups at a tappable size and can delete one, as an explicit armed mode rather than a tap away from destroying work. Full suite 106/106. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
163 lines
7.4 KiB
GDScript
163 lines
7.4 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_build_uses_fleet_hold.gd
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# A new game starts with an empty bank. Ore is mined into the FLEET HOLD, and
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# the only way to move it into the bank is to deliver it to a mothership - so
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# charging construction to the bank alone made the first mothership cost ore
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# that could not exist yet. Mine forever, build nothing: the game was
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# unwinnable from its own opening position.
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#
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# Construction now draws on the bank AND the hold. Covers:
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# A. the deadlock premise still holds - a bank-only test rejects a build
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# the fleet can plainly pay for, so this is guarding something real
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# B. the pooled test accepts it, and paying takes from the bank first and
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# the hold only for the shortfall
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# C. an unaffordable build takes nothing at all (no partial charge)
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# D. end to end: a fleet holding ore, with an empty bank, actually gets a
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# mothership built through BuildController
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# E. research is deliberately NOT pooled - it still spends from the bank
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# Deliberately more than one starting interceptor can carry (its hold is 20,
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# which is exactly MOTHERSHIP_COST). The capacity is widened where this is
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# used, so "the hold paid for it" is visible as a remainder rather than as
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# the hold happening to empty to zero.
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const HOLD_ORE: int = 40
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var game_state: Node
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var scene: Node
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var build_controller: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.reset_progression()
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game_state.buildings.clear()
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game_state.extractors.clear()
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var cost: int = GameState.MOTHERSHIP_COST
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# --- A. the deadlock, exactly as a fresh game presents it ---------------
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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game_state.fleet_inventory.total_capacity = HOLD_ORE
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
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if game_state.can_afford(cost):
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_fail("the bank-only test passed with an empty bank, so it can no longer show the deadlock this fixes")
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return
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print("bank 0 + hold %d: bank-only affordability says no (the original deadlock)" % HOLD_ORE)
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# --- B. pooled, and paid bank-first -------------------------------------
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if not game_state.can_afford_construction(cost):
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_fail("a fleet holding %d ore still could not afford a %d build" % [HOLD_ORE, cost])
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return
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if not game_state.spend_construction(cost):
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_fail("spend_construction refused a build it had just called affordable")
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return
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if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0:
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_fail("paying from an empty bank somehow changed it")
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return
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if game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != HOLD_ORE - cost:
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_fail("the hold should have paid the whole %d, but holds %d of %d" \
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% [cost, game_state.fleet_inventory.amount(GameState.RESOURCE_ORE), HOLD_ORE])
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return
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print("paid %d entirely from the hold: hold %d -> %d" % [cost, HOLD_ORE, HOLD_ORE - cost])
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# Bank first when there is a bank to draw on: the hold is also the fleet's
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# mining capacity, so it is spent last.
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 8)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 30)
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if not game_state.spend_construction(20):
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_fail("a 20 build was refused with 8 banked and 30 held")
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return
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if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0 \
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or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 18:
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_fail("a split payment should empty the bank first: bank %d, hold %d (expected 0 and 18)" \
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% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
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game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
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return
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print("split payment drained the bank first: bank 8 -> 0, hold 30 -> 18")
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# --- C. no partial charge -----------------------------------------------
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 5)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 5)
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if game_state.spend_construction(50):
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_fail("a build that cost more than everything owned was allowed")
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return
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if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 5 \
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or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 5:
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_fail("a rejected build still took ore: bank %d, hold %d (expected 5 and 5)" \
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% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
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game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
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return
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print("a build nobody can afford takes nothing")
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# --- E. research stays banked -------------------------------------------
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 500)
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if game_state.can_afford(1):
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_fail("research affordability started counting the fleet hold - it is meant to stay banked")
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return
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print("research still spends from the bank alone")
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# --- D. end to end, through the real build path --------------------------
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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if elapsed < 0.3:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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build_controller = scene.get_node("BuildController")
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# Whatever else the scene did while starting up, the point of the
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# test is a fleet with ore and an empty bank.
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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# Widened past what a starting interceptor can carry. Its real
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# hold is 20 and a mothership costs exactly 20, so at the stock
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# capacity a successful build empties the hold to zero - which is
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# indistinguishable from the hold having been emptied by anything
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# else. With room to spare, the remainder is the evidence.
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game_state.fleet_inventory.total_capacity = HOLD_ORE
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
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var before: int = game_state.buildings.size()
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build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
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build_controller._confirm_build()
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if game_state.buildings.size() != before + 1:
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return _fail("building a mothership from the fleet's own hold did not place one (%d -> %d): %s" \
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% [before, game_state.buildings.size(), build_controller.build_status.text])
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# Checked as a TOTAL, not as the hold alone: a mothership standing
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# where the fleet is starts taking delivery of the hold on the
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# very next tick, so ore legitimately moves from hold to bank
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# straight after the build. What must be true is that exactly the
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# cost left the pool - and that it left, since the bank was empty
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# and could not have paid.
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var total: int = game_state.construction_ore()
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if total != HOLD_ORE - GameState.MOTHERSHIP_COST:
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return _fail("the mothership was placed but %d ore remains, expected %d" \
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% [total, HOLD_ORE - GameState.MOTHERSHIP_COST])
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print("built a mothership with an empty bank, paid out of the fleet hold (%d ore left, bank %d + hold %d)" \
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% [total, game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
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game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
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print("TEST_BUILD_USES_FLEET_HOLD: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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print("TEST_BUILD_USES_FLEET_HOLD: FAIL (%s)" % message)
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quit(1)
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return true
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