#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
187 lines
7.2 KiB
GDScript
187 lines
7.2 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_pivot_controls.gd
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# Covers the fleet-pivot buttons:
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# 1. HOLDING one turns the formation continuously, not once per press
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# 2. a brief tap still produces a clear minimum step
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# 3. immediately repeating a tap grants nothing extra until the cooldown
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# clears (#72) - spamming taps must never rotate faster than holding
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# the button would
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# 4. pivoting works while the fleet is under way, i.e. the new layout
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# survives the joystick's per-frame steering updates instead of being
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# overwritten by the old offsets
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var scene: Node
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var fleet: Node
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var controller: Node
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var cw: IconButton
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var stage: int = 0
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var elapsed: float = 0.0
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var angle_at_hold_start: float = 0.0
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var hold_amount_at_start: float = 0.0
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var angle_after_hold: float = 0.0
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# GameState (an autoload) is not available as a bare identifier from a
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# script that extends SceneTree - fetch it via the tree root instead.
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var game_state: Node
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.reset_formation()
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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controller = scene
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cw = scene.get_node("UI/PivotCWButton")
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func _angle() -> float:
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return game_state.formation[1].angle()
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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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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# Crew the fleet HERE, not in _initialize(): work done there can
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# be undone by the engine's deferred tree-entry finalization, the
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# same reason the set_process(false) calls above sit at this
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# point. A new game flies one vessel now, and the checks below
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# index ships[1].
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# #219: berths come from Fleet Offices now, not from research. Three of
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# them buy the same four-vessel fleet the doctrines used to. Left
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# unstocked deliberately - upkeep is not charged for the first
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# 25 seconds, and nothing here runs that long.
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for _berth in range(3):
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game_state.add_building(GameState.BUILDING_FLEET_OFFICE,
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Vector2(3000.0 + 400.0 * float(_berth), 3000.0))
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fleet.spawn_ships(5, Vector2.ZERO)
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# Hold the button down without releasing it.
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angle_at_hold_start = _angle()
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cw.pressed_down = true
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.6:
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return false
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angle_after_hold = _angle()
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var turned: float = angle_difference(angle_at_hold_start, angle_after_hold)
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# 0.6s at PIVOT_SPEED should be far beyond a single tap step.
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var held_ok: bool = absf(turned) > controller.PIVOT_MIN_STEP * 1.5
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print("held 0.6s -> turned %.3f rad (min step %.3f) held_ok=%s" % [
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absf(turned), controller.PIVOT_MIN_STEP, held_ok
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])
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if not held_ok:
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print("TEST_PIVOT_CONTROLS: FAIL (holding did not turn continuously)")
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quit(1)
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return true
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cw.pressed_down = false
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controller.pivot_hold_amount = 0.0
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# --- brief tap ------------------------------------------------
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var before_tap: float = _angle()
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controller._finish_pivot_tap(1.0)
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var tapped: float = absf(angle_difference(before_tap, _angle()))
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var tap_ok: bool = tapped >= controller.PIVOT_MIN_STEP - 0.001
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print("tap -> turned %.3f rad tap_ok=%s" % [tapped, tap_ok])
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if not tap_ok:
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print("TEST_PIVOT_CONTROLS: FAIL (tap did not produce the minimum step)")
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quit(1)
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return true
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# --- #72: spamming taps grants nothing extra during the cooldown ---
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var before_spam: float = _angle()
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for i in range(5):
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controller._finish_pivot_tap(1.0)
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var spammed: float = absf(angle_difference(before_spam, _angle()))
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print("5 taps back-to-back -> turned %.4f rad (expected ~0, cooldown not yet cleared)" % spammed)
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if spammed > 0.001:
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print("TEST_PIVOT_CONTROLS: FAIL (tap-spam granted rotation during the cooldown)")
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quit(1)
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return true
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# --- pivot WHILE the joystick is held -------------------------
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# Two fingers at once. This is routed through the same raw-touch
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# path the real device uses, because Godot's Control GUI treats
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# touch as one emulated pointer and would not deliver a second
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# simultaneous finger to a button - the exact reason pivoting
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# while steering used to do nothing.
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var joy: TouchJoystick = scene.get_node("UI/Joystick")
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var stick_down: InputEventScreenTouch = InputEventScreenTouch.new()
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stick_down.index = 0
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stick_down.pressed = true
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stick_down.position = joy.global_position + joy.size / 2.0
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controller._handle_touch(stick_down)
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var stick_drag: InputEventScreenDrag = InputEventScreenDrag.new()
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stick_drag.index = 0
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stick_drag.position = joy.global_position + joy.size / 2.0 + Vector2(joy.max_radius, 0.0)
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controller._handle_drag(stick_drag)
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if joy.direction.x < 0.9:
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print("TEST_PIVOT_CONTROLS: FAIL (stick did not engage)")
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quit(1)
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return true
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# Second finger lands on the clockwise pivot button.
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var pivot_down: InputEventScreenTouch = InputEventScreenTouch.new()
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pivot_down.index = 1
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pivot_down.pressed = true
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pivot_down.position = cw.global_position + cw.size / 2.0
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controller._handle_touch(pivot_down)
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var both_ok: bool = cw.pressed_down and joy.direction.x > 0.9
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print("simultaneous: stick=%s pivot_held=%s" % [joy.direction, cw.pressed_down])
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if not both_ok:
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print("TEST_PIVOT_CONTROLS: FAIL (cannot pivot while steering)")
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quit(1)
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return true
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angle_at_hold_start = _angle()
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hold_amount_at_start = controller.pivot_hold_amount
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.4:
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return false
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# Both fingers still down: the formation must have kept turning
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# while the stick kept re-issuing move orders every frame.
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# The ACCUMULATED turn, not the angle difference. Comparing
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# formation angles wraps at +/-pi, so a hold that happened to
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# rotate a full turn read as no rotation at all - and how far it
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# gets in 0.4s depends on frame times, so this failed only under
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# load. pivot_hold_amount is the same quantity without the wrap.
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var turned_while_steering: float = controller.pivot_hold_amount - hold_amount_at_start
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print("turned %.3f rad while steering" % turned_while_steering)
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if turned_while_steering < 0.05:
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print("TEST_PIVOT_CONTROLS: FAIL (no rotation while the stick was held)")
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quit(1)
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return true
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# Steering is re-issued every frame; pivot in the middle of it.
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fleet.move_in_direction(Vector2.RIGHT)
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var before_moving_pivot: Vector2 = game_state.formation[1]
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controller._pivot(PI / 2.0)
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var after: Vector2 = game_state.formation[1]
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fleet.move_in_direction(Vector2.RIGHT)
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# The ship's target must reflect the NEW offset even though
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# steering re-issued move orders straight afterwards.
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var expected: Vector2 = fleet.fleet_target + after
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var followed: bool = fleet.ships[1].move_target.distance_to(expected) < 0.01
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var rotated: bool = after.distance_to(before_moving_pivot.rotated(PI / 2.0)) < 0.01
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print("moving pivot: %s -> %s rotated=%s ship_target_ok=%s" % [
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before_moving_pivot, after, rotated, followed
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])
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if rotated and followed:
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print("TEST_PIVOT_CONTROLS: PASS")
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quit(0)
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else:
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print("TEST_PIVOT_CONTROLS: FAIL (pivot lost while moving)")
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quit(1)
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return true
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return false
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