A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
122 lines
3.9 KiB
GDScript
122 lines
3.9 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_planet_landing_proximity.gd
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# Verifies flying the fleet onto a planet's landing radius makes
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# PlanetField.get_planet_fleet_is_on() return it, and that flying back
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# away clears it - without the planet destroying the ships (planets are
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# landable, not hazards).
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var main_scene: Node
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var fleet: Node
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var planet_field: Node
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var target_chunk: Vector2i
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var elapsed: float = 0.0
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var stage: int = 0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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if WorldGen.has_planet_at_chunk(chunk):
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("FAIL: could not find any chunk with a planet to test with")
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quit(1)
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return
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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planet_field = main_scene.get_node("PlanetField")
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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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# target_chunk is guaranteed ASTEROID_FIELD biome (a
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# prerequisite for having a planet), so regular drifting
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# asteroids/enemies could also spawn nearby and destroy a ship
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# mid-test - isolate it, same as other focused tests do.
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#
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# This has to happen on the first tick, not in _initialize():
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# a node's set_process(false) call made before it has fully
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# finished entering the tree doesn't reliably stick - the
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# engine's own (deferred) tree-entry finalization, which runs
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# strictly after _ready(), can silently reset it back to
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# enabled. Here, at the point _ready() is already confirmed
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# complete (fleet.ships is reliably populated by now), it's safe.
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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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# PlanetField only scans chunks near the fleet's CURRENT
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# position, so it never even looks at target_chunk unless the
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# fleet is already nearby - move it there first.
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var near_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near_pos
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fleet.move_to(near_pos)
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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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# Wait for PlanetField to spawn the target planet.
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if elapsed < planet_field.check_interval + 0.1:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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print("TEST_PLANET_LANDING_PROXIMITY: FAIL (planet never spawned)")
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quit(1)
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return true
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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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# Fly the fleet exactly onto the planet.
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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elapsed = 0.0
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stage = 3
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return false
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3:
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if elapsed < 0.1:
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return false
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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var query_ok: bool = planet_field.get_planet_fleet_is_on() == planet
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var ships_alive: bool = fleet.ships.size() == 5
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print("query_ok=%s ships_alive=%s" % [query_ok, ships_alive])
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if not (query_ok and ships_alive):
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print("TEST_PLANET_LANDING_PROXIMITY: FAIL (landing detection)")
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quit(1)
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return true
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var far_pos: Vector2 = planet.position + Vector2(5000, 5000)
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for ship in fleet.ships:
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ship.position = far_pos
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fleet.move_to(far_pos)
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < 0.1:
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return false
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var query_cleared_ok: bool = planet_field.get_planet_fleet_is_on() == null
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print("query_cleared_ok=%s" % query_cleared_ok)
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if query_cleared_ok:
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print("TEST_PLANET_LANDING_PROXIMITY: PASS")
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quit(0)
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else:
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print("TEST_PLANET_LANDING_PROXIMITY: FAIL (leaving detection)")
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quit(1)
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return true
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return false
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