spaceship/tests/test_build_uses_fleet_hold.gd
Loïc Wisniewski f5a16a7b95 Share one backdrop between game and editor, and fix three input/economy bugs
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>
2026-08-19 11:16:38 +02:00

163 lines
7.4 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_build_uses_fleet_hold.gd
# A new game starts with an empty bank. Ore is mined into the FLEET HOLD, and
# the only way to move it into the bank is to deliver it to a mothership - so
# charging construction to the bank alone made the first mothership cost ore
# that could not exist yet. Mine forever, build nothing: the game was
# unwinnable from its own opening position.
#
# Construction now draws on the bank AND the hold. Covers:
# A. the deadlock premise still holds - a bank-only test rejects a build
# the fleet can plainly pay for, so this is guarding something real
# B. the pooled test accepts it, and paying takes from the bank first and
# the hold only for the shortfall
# C. an unaffordable build takes nothing at all (no partial charge)
# D. end to end: a fleet holding ore, with an empty bank, actually gets a
# mothership built through BuildController
# E. research is deliberately NOT pooled - it still spends from the bank
# Deliberately more than one starting interceptor can carry (its hold is 20,
# which is exactly MOTHERSHIP_COST). The capacity is widened where this is
# used, so "the hold paid for it" is visible as a remainder rather than as
# the hold happening to empty to zero.
const HOLD_ORE: int = 40
var game_state: Node
var scene: Node
var build_controller: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_progression()
game_state.buildings.clear()
game_state.extractors.clear()
var cost: int = GameState.MOTHERSHIP_COST
# --- A. the deadlock, exactly as a fresh game presents it ---------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.total_capacity = HOLD_ORE
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
if game_state.can_afford(cost):
_fail("the bank-only test passed with an empty bank, so it can no longer show the deadlock this fixes")
return
print("bank 0 + hold %d: bank-only affordability says no (the original deadlock)" % HOLD_ORE)
# --- B. pooled, and paid bank-first -------------------------------------
if not game_state.can_afford_construction(cost):
_fail("a fleet holding %d ore still could not afford a %d build" % [HOLD_ORE, cost])
return
if not game_state.spend_construction(cost):
_fail("spend_construction refused a build it had just called affordable")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0:
_fail("paying from an empty bank somehow changed it")
return
if game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != HOLD_ORE - cost:
_fail("the hold should have paid the whole %d, but holds %d of %d" \
% [cost, game_state.fleet_inventory.amount(GameState.RESOURCE_ORE), HOLD_ORE])
return
print("paid %d entirely from the hold: hold %d -> %d" % [cost, HOLD_ORE, HOLD_ORE - cost])
# Bank first when there is a bank to draw on: the hold is also the fleet's
# mining capacity, so it is spent last.
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 8)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 30)
if not game_state.spend_construction(20):
_fail("a 20 build was refused with 8 banked and 30 held")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 18:
_fail("a split payment should empty the bank first: bank %d, hold %d (expected 0 and 18)" \
% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
print("split payment drained the bank first: bank 8 -> 0, hold 30 -> 18")
# --- C. no partial charge -----------------------------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 5)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 5)
if game_state.spend_construction(50):
_fail("a build that cost more than everything owned was allowed")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 5 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 5:
_fail("a rejected build still took ore: bank %d, hold %d (expected 5 and 5)" \
% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
print("a build nobody can afford takes nothing")
# --- E. research stays banked -------------------------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 500)
if game_state.can_afford(1):
_fail("research affordability started counting the fleet hold - it is meant to stay banked")
return
print("research still spends from the bank alone")
# --- D. end to end, through the real build path --------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
build_controller = scene.get_node("BuildController")
# Whatever else the scene did while starting up, the point of the
# test is a fleet with ore and an empty bank.
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
# Widened past what a starting interceptor can carry. Its real
# hold is 20 and a mothership costs exactly 20, so at the stock
# capacity a successful build empties the hold to zero - which is
# indistinguishable from the hold having been emptied by anything
# else. With room to spare, the remainder is the evidence.
game_state.fleet_inventory.total_capacity = HOLD_ORE
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
var before: int = game_state.buildings.size()
build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
build_controller._confirm_build()
if game_state.buildings.size() != before + 1:
return _fail("building a mothership from the fleet's own hold did not place one (%d -> %d): %s" \
% [before, game_state.buildings.size(), build_controller.build_status.text])
# Checked as a TOTAL, not as the hold alone: a mothership standing
# where the fleet is starts taking delivery of the hold on the
# very next tick, so ore legitimately moves from hold to bank
# straight after the build. What must be true is that exactly the
# cost left the pool - and that it left, since the bank was empty
# and could not have paid.
var total: int = game_state.construction_ore()
if total != HOLD_ORE - GameState.MOTHERSHIP_COST:
return _fail("the mothership was placed but %d ore remains, expected %d" \
% [total, HOLD_ORE - GameState.MOTHERSHIP_COST])
print("built a mothership with an empty bank, paid out of the fleet hold (%d ore left, bank %d + hold %d)" \
% [total, game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
print("TEST_BUILD_USES_FLEET_HOLD: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_BUILD_USES_FLEET_HOLD: FAIL (%s)" % message)
quit(1)
return true