Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
181 lines
7.2 KiB
GDScript
181 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_desktop_combat.gd
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# Forgejo #80: on a computer the mouse aims and the left button fires, and the
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# number keys pick the weapon - 1 the fleet's guns, 2 and up the abilities.
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#
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# Covers:
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# A. the weapon numbering is FIXED and named, so "2" is the gas bomb in
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# every scene rather than whatever node order happens to produce
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# B. holding the button with weapon 1 selected points the fleet's guns at
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# the cursor, through the same controller the stick uses - not a second
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# thing that aims
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# C. releasing stops it
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# D. the stick WINS while it is held, so a mouse resting somewhere cannot
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# override a finger
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# E. selecting an ability highlights its button, so what a click will do is
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# on screen rather than remembered
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# F. it is inert on a touch device. Godot emulates a mouse button from every
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# touch, so without that guard a tap on a phone would fire the guns
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var game_state: Node
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var main: Node
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var fleet: Node
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var mouse: Node
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var fire_stick: Node
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var stick: Control
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.reset_progression()
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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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current_scene = main
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fleet = main.get_node("Fleet")
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mouse = main.get_node("MouseCombatController")
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# Checked here rather than at first use: a script that fails to PARSE
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# leaves a bare Node2D in the scene, and every call against it becomes a
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# per-frame "nonexistent function" error that runs until the harness
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# times the test out three minutes later instead of failing in one line.
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if not mouse.has_method("weapon_count"):
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print("TEST_DESKTOP_COMBAT: FAIL (MouseCombatController.gd did not load - see the parse error above)")
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quit(1)
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return
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fire_stick = main.get_node("FireStickController")
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stick = main.get_node("UI/FireStick")
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func _weapon_heading() -> Vector2:
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return fire_stick.aim_direction
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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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if elapsed < 0.3:
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return false
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main.get_node("EnemySpawner").set_process(false)
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main.get_node("AsteroidField").set_process(false)
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for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
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if is_instance_valid(hazard):
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hazard.queue_free()
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fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
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# --- A. fixed, named ordering ---------------------------------
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if mouse.weapon_count() != mouse.abilities.size() + 1:
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return _fail("weapon count %d does not match 1 + %d abilities" \
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% [mouse.weapon_count(), mouse.abilities.size()])
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if mouse.abilities.is_empty():
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return _fail("no ability controllers were resolved, so the number keys address nothing")
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if mouse.abilities[0] != main.get_node("GasBombController"):
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return _fail("weapon 2 is not the gas bomb - the ticket names it explicitly")
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if not mouse.select_weapon(0):
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return _fail("could not select the default weapon")
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if mouse.select_weapon(mouse.weapon_count()):
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return _fail("selecting a weapon past the end was accepted")
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print("weapon 1 is the fleet's guns, weapon 2 is the gas bomb, %d in total" \
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% mouse.weapon_count())
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# --- F. inert while the player is using touch ------------------
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# #171: the gate used to be "does this machine have a
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# touchscreen", which is a capability rather than a fact and is
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# answered wrongly by every browser on a touch-capable laptop. It
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# is now the last input actually used - which, unlike the display
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# query, can be driven here, so both branches are exercised
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# instead of whichever one this machine happens to report.
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if mouse.pointer_mode != mouse.PointerMode.AUTO:
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return _fail("the scene ships with an overridden pointer mode, so what a real device does is not what was tested")
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game_state.note_touch_input()
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if mouse.is_enabled():
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return _fail("mouse combat is armed while the player is using touch - a tap would fire the guns")
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game_state.last_touch_msec = -1
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game_state.note_pointer_input()
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if not mouse.is_enabled():
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return _fail("mouse combat is off for a player using a mouse")
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print("gated on the last input used: off under touch, on under a mouse")
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# Everything below is about the AIMING, not the guard. Headless
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# reports a touchscreen, so the mode is forced on here - otherwise
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# these cases would silently never run and this file would test
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# nothing but the line above.
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mouse.pointer_mode = mouse.PointerMode.ON
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if not mouse.is_enabled():
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return _fail("forcing the pointer mode on did not enable it")
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stage = 1
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elapsed = 0.0
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return false
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1:
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if elapsed < 0.1:
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return false
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# --- B. holding the button aims the guns at the cursor ---------
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mouse.select_weapon(0)
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mouse.aim_world = fleet.get_centroid() + Vector2(0.0, -500.0)
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mouse.firing = true
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mouse._process(0.0)
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fire_stick._process(0.0)
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var heading: Vector2 = _weapon_heading().normalized()
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if heading.distance_to(Vector2(0.0, -1.0)) > 0.05:
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return _fail("holding the button aimed along %s, but the cursor was straight up" % heading)
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print("holding the button aims the guns at the cursor")
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# --- C. releasing stops -----------------------------------------
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mouse.firing = false
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mouse._process(0.0)
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fire_stick._process(0.0)
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if _weapon_heading() != Vector2.ZERO:
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return _fail("releasing the button left the guns aimed at %s" % _weapon_heading())
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print("releasing stops the guns")
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# --- D. a held stick wins ---------------------------------------
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var centre: Vector2 = stick.global_position + stick.size * 0.5
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var press := InputEventScreenTouch.new()
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press.index = 9
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press.pressed = true
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press.position = centre
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stick.handle_touch(press)
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var drag := InputEventScreenDrag.new()
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drag.index = 9
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drag.position = centre + Vector2(stick.max_radius, 0.0)
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stick.handle_drag(drag)
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mouse.aim_world = fleet.get_centroid() + Vector2(0.0, -500.0)
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mouse.firing = true
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mouse._process(0.0)
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fire_stick._process(0.0)
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var contested: Vector2 = _weapon_heading().normalized()
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if contested.distance_to(Vector2(1.0, 0.0)) > 0.05:
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return _fail("with the stick pushed right and the mouse aiming up, the guns went %s - the stick must win" % contested)
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print("a held stick overrides the mouse")
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var release := InputEventScreenTouch.new()
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release.index = 9
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release.pressed = false
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release.position = centre
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stick.handle_touch(release)
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mouse.firing = false
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# --- E. the chosen ability is shown ----------------------------
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mouse.select_weapon(1)
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var bomb_button: Node = mouse.abilities[0].button
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if not bomb_button.highlighted:
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return _fail("selecting the gas bomb did not highlight its button")
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mouse.select_weapon(0)
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if bomb_button.highlighted:
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return _fail("going back to the guns left the gas bomb still highlighted")
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print("the selected ability's own button carries the selection")
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print("TEST_DESKTOP_COMBAT: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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print("TEST_DESKTOP_COMBAT: FAIL (%s)" % message)
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quit(1)
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return true
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