spaceship/tests/test_enemy_combat.gd
Loïc Wisniewski 1f5fecd371 Buy fleet berths with Fleet Offices
#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
2026-09-05 17:09:27 +02:00

107 lines
3.8 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_combat.gd
# Verifies the fleet kills an enemy it is AIMED at, without the enemy ever
# having to touch a ship, and that a coherent red light-burst explosion VFX
# spawns at the moment it dies.
#
# The fleet used to fire on its own and this test only had to wait. Firing is
# now the right-hand stick, so the test holds it toward the enemy - through
# the real control, not by poking the weapon components, so what it exercises
# is the path the player uses. See tests/test_fire_stick.gd for the aiming
# behaviour itself.
const TEST_DURATION: float = 3.0
const SPAWN_OFFSET: Vector2 = Vector2(220, 0) # inside fire_range, outside collision radius
var main_scene: Node
var fleet: Node
var enemy: Node
var elapsed: float = 0.0
var started: bool = false
func _initialize() -> void:
# #219: fleet capacity is built now - one berth free, one per Fleet
# Office. This test flies more than one vessel, so it needs the offices
# standing before the fleet spawns into them.
load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
func _physics_process(delta: float) -> bool:
if not started:
# Disabling EnemySpawner in _initialize() doesn't reliably stick -
# a node's set_process(false) call made before it has fully
# finished entering the tree can get silently reset once the
# engine's own (deferred) tree-entry finalization runs, which
# happens strictly after _ready(). Here, at the point _ready() is
# already confirmed complete, it's safe.
main_scene.get_node("EnemySpawner").set_process(false)
# Crew the fleet HERE, not in _initialize(), for the same reason the
# set_process(false) call above lives here: work done in _initialize()
# can be undone by the engine's deferred tree-entry finalization. A
# new game flies one vessel into three slots now, and this test needs
# a full one.
fleet.spawn_ships(5, Vector2.ZERO)
var enemy_scene: PackedScene = load("res://enemies/Enemy.tscn")
enemy = enemy_scene.instantiate()
enemy.position = fleet.get_centroid() + SPAWN_OFFSET
main_scene.add_child(enemy)
_hold_fire_toward(SPAWN_OFFSET)
started = true
return false
elapsed += delta
if not is_instance_valid(enemy):
_finish(true, "enemy destroyed by aimed fleet fire after %.2fs" % elapsed)
return true
if elapsed >= TEST_DURATION:
_finish(false, "enemy still alive after %.2fs (hp=%d)" % [elapsed, enemy.hp])
return true
return false
# Presses the fire stick and holds it on the given heading. The stick keeps
# reporting that direction until it is released, so this is called once.
func _hold_fire_toward(heading: Vector2) -> void:
var stick: Control = main_scene.get_node("UI/FireStick")
var centre: Vector2 = stick.global_position + stick.size * 0.5
var press := InputEventScreenTouch.new()
press.index = 6
press.pressed = true
press.position = centre
stick.handle_touch(press)
var drag := InputEventScreenDrag.new()
drag.index = 6
drag.position = centre + heading.normalized() * stick.max_radius
stick.handle_drag(drag)
func _finish(ok: bool, message: String) -> void:
print("ships_remaining=%d" % fleet.ships.size())
print(message)
var vfx_ok: bool = false
for child in root.get_children():
if child is EnemyExplosionVFX:
vfx_ok = true
print("enemy_vfx_ok=%s" % vfx_ok)
if ok and fleet.ships.size() == 5 and vfx_ok:
print("TEST_ENEMY_COMBAT: PASS")
quit(0)
else:
if fleet.ships.size() != 5:
print("FAIL: a ship was lost - enemy must have reached melee range instead of dying to fire")
if not vfx_ok:
print("FAIL: no matching red light-burst explosion VFX found for the destroyed enemy")
print("TEST_ENEMY_COMBAT: FAIL")
quit(1)