spaceship/tests/test_transport_hub_building.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00

176 lines
6.7 KiB
GDScript

extends SceneTree
const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
# Headless gameplay test: run with
# godot --headless -s res://tests/test_transport_hub_building.gd
# Forgejo #18 (part 5 of #12): the Transport Hub is a placeable building of
# its own. Only the building here - the vessels that do the hauling are #19.
#
# Verifies:
# 1. it is gated behind its research node, like every other structure
# 2. researching it makes it buildable, and placing it charges its cost
# 3. it is drawn as ITSELF, not as the crafter - Building._draw()'s match
# has a catch-all that renders anything unrecognised as a ship crafter,
# so a missing case is silent and looks almost right
# 4. its geometry is rasterised ONCE however long it animates (#10), and
# its stationed transports really do move
# 5. it has its own build-menu icon and its own map marker rather than
# borrowing another building's - the menu was once unreadable because
# two buildings shared a glyph
var game_state: Node
var scene: Node
var field: Node
var controller: Node
var map_content: Node2D
var hub_building: Node2D
var hub: Node2D
var stage: int = 0
var elapsed: float = 0.0
var spin_at_start: float = 0.0
const HUB_AT: Vector2 = Vector2(700.0, 0.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.rocks = 500
game_state.fleet_cargo = 0
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
field = scene.get_node("BuildingField")
controller = scene.get_node("BuildController")
map_content = scene.get_node("UI/WorldMap/MapContent")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# --- 1. locked until researched ------------------------------
if game_state.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB):
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (buildable with no research at all)")
quit(1)
return true
var gate: String = game_state.research_for_building(GameState.BUILDING_TRANSPORT_HUB)
if gate == "":
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (no research node gates it)")
quit(1)
return true
print("locked behind research: '%s'" % gate)
# --- 5. its own icon, distinct from every other building -----
var icons: Dictionary = {}
for type in [GameState.BUILDING_MOTHERSHIP, GameState.BUILDING_SHIP_CRAFTER,
GameState.BUILDING_COMMAND_CENTER, GameState.BUILDING_TRANSPORT_HUB]:
var icon: int = BUILDING_DEFINITIONS.get_definition(type).action_icon
if icons.has(icon):
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (%s and %s share an icon)" % [type, icons[icon]])
quit(1)
return true
icons[icon] = type
print("action icons distinct across %d buildings" % icons.size())
# --- 2. research it, then build it ---------------------------
game_state.unlocked = ["shipyards", "logistics", "freight"]
if not game_state.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB):
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (still locked after researching '%s')" % gate)
quit(1)
return true
var before: int = game_state.rocks
field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
game_state.spend(controller.cost_of(GameState.BUILDING_TRANSPORT_HUB))
if game_state.rocks != before - GameState.TRANSPORT_HUB_COST:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (cost %d charged, expected %d)" % [
before - game_state.rocks, GameState.TRANSPORT_HUB_COST
])
quit(1)
return true
print("researched and placed for %d ore" % GameState.TRANSPORT_HUB_COST)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
for b in field.spawned:
if is_instance_valid(b) and b.building_type == GameState.BUILDING_TRANSPORT_HUB:
hub_building = b
hub = b.visual
if hub == null:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (never spawned)")
quit(1)
return true
if not hub_building.available_actions().is_empty():
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (offers a manual resource transfer)")
quit(1)
return true
for ship in scene.get_node("Fleet").ships:
ship.position = HUB_AT
scene.get_node("Fleet").move_to(HUB_AT)
# --- 3. drawn as itself, not via the crafter catch-all -------
# _hub_traffic only exists if _ready() took the transport-hub
# branch; a missing case falls through to the crafter and would
# leave it null while still rendering something plausible.
if hub._hub_traffic == null:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (rendered through the crafter catch-all, not as a hub)")
quit(1)
return true
# --- 5. its own map marker ----------------------------------
var markers: Array = map_content.building_markers()
var found: bool = false
for m in markers:
if m.type == GameState.BUILDING_TRANSPORT_HUB:
found = true
if m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_SHIP_CRAFTER).map_color \
or m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_MOTHERSHIP).map_color \
or m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_COMMAND_CENTER).map_color:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (map marker reuses another building's colour)")
quit(1)
return true
if not found:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (no map marker - see #11)")
quit(1)
return true
print("has its own map marker")
spin_at_start = hub._hub_traffic.rotation
elapsed = 0.0
stage = 2
return false
2:
# --- 4. animates without ever redrawing (#10) ----------------
if elapsed < 2.0:
return false
if controller.current_building != hub_building \
or controller.action_button.visible or controller.transfer_button.visible:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (actionless hub context current=%s expected=%s action=%s transfer=%s)" % [
controller.current_building, hub_building, controller.action_button.visible,
controller.transfer_button.visible,
])
quit(1)
return true
print("rasterisations after %.1fs: %d" % [elapsed, hub.draw_count])
if hub.draw_count != 1:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (redrew its geometry %d times to animate)" % hub.draw_count)
quit(1)
return true
var spun: float = absf(hub._hub_traffic.rotation - spin_at_start)
print("stationed transports turned %.3f rad" % spun)
if spun < 0.05:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (nothing moved - a frozen hub trivially passes the redraw check)")
quit(1)
return true
print("TEST_TRANSPORT_HUB_BUILDING: PASS")
quit(0)
return true
return false