spaceship/tests/test_fleet_cargo.gd
Loïc Wisniewski fc32e26d1b Fleet carries mined ore until it delivers it to the mothership
Forgejo #14, part 1 of #12. Rock.gd credited GameState.rocks on pickup,
so ore was banked instantly from anywhere on the map and a mining run
had nothing at stake. Ore now goes into GameState.fleet_cargo and only
becomes spendable when the fleet reaches the mothership.

Delivery lives in BuildingField because that node already knows where
the buildings are and already answers "is the fleet standing on one?",
using the fleet CENTROID - the same stable single-number test Planet
and Building use, rather than per-ship collision that flickers as ships
jostle in formation.

Cargo lives in the GameState autoload so it survives Main.tscn being
torn down on every trip to a planet's surface - cargo mined ON a
surface would otherwise be dropped the moment the player took off.

test_resources_and_buildings asserted the old behaviour (gathering a
rock raises `rocks`) and now asserts the new one. That is a spec
change, not a weakened test - the gathering assertion itself is intact.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:55:45 +02:00

179 lines
6 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_fleet_cargo.gd
# Forgejo #14 (part 1 of #12): mined ore is CARGO the fleet is carrying, not
# instant global income. It only becomes spendable once the fleet flies it
# back to the mothership.
#
# Before this, Rock.gd did `GameState.rocks += 1` on pickup, so ore was
# banked instantly from anywhere on the map and a mining run had nothing to
# lose.
#
# Verifies:
# 1. mining fills the hold and leaves the bank alone
# 2. reaching the mothership banks the lot, and empties the hold
# 3. with no mothership there is nowhere to deliver, so cargo just
# accumulates - it is never quietly banked anyway
# 4. sitting on a DIFFERENT building is not a delivery
# 5. ore is conserved: nothing is created or destroyed in the transfer
# 6. cargo survives the trip to a planet's surface and back, which is
# exactly the trip a mining run is
var game_state: Node
var scene: Node
var fleet: Node
var field: Node
var stage: int = 0
var elapsed: float = 0.0
var banked_before: int = 0
const MOTHERSHIP_AT: Vector2 = Vector2(1200.0, 0.0)
const CRAFTER_AT: Vector2 = Vector2(-4000.0, 0.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.rocks = 100
game_state.fleet_cargo = 0
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
field = scene.get_node("BuildingField")
func _park_fleet_on(at: Vector2) -> void:
for ship in fleet.ships:
ship.position = at
fleet.move_to(at)
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. mining fills the hold, not the bank -----------------
# Through a REAL Rock, flown over by a real ship, rather than by
# calling collect_cargo() directly: the whole change is which
# pool Rock.gd credits on pickup, and a test that calls the new
# API by hand passes just as happily with Rock.gd left untouched.
banked_before = game_state.rocks
var rock: Area2D = load("res://Rock.tscn").instantiate()
rock.build_shape(1)
rock.global_position = fleet.ships[0].global_position
scene.add_child(rock)
elapsed = 0.0
stage = 5
return false
5:
# A tick for the Area2D overlap to register.
if elapsed < 0.25:
return false
if game_state.fleet_cargo != 1:
print("TEST_FLEET_CARGO: FAIL (flying over a rock put %d in the hold)" % game_state.fleet_cargo)
quit(1)
return true
if game_state.rocks != banked_before:
print("TEST_FLEET_CARGO: FAIL (a mined rock was banked instantly: %d -> %d)" % [
banked_before, game_state.rocks
])
quit(1)
return true
print("flew over a real rock -> hold=%d bank=%d (unchanged)" % [
game_state.fleet_cargo, game_state.rocks
])
game_state.collect_cargo(1)
game_state.collect_cargo(1)
if game_state.fleet_cargo != 3:
print("TEST_FLEET_CARGO: FAIL (mining did not fill the hold: %d)" % game_state.fleet_cargo)
quit(1)
return true
if game_state.rocks != banked_before:
print("TEST_FLEET_CARGO: FAIL (mining banked %d straight away)" % (game_state.rocks - banked_before))
quit(1)
return true
print("mined 3 -> hold=%d bank=%d (unchanged)" % [game_state.fleet_cargo, game_state.rocks])
# --- 3. no mothership means nowhere to deliver --------------
_park_fleet_on(Vector2.ZERO)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.4:
return false
if game_state.fleet_cargo != 3 or game_state.rocks != banked_before:
print("TEST_FLEET_CARGO: FAIL (delivered with no mothership built)")
quit(1)
return true
print("no mothership -> hold still %d, bank still %d" % [game_state.fleet_cargo, game_state.rocks])
# --- 4. a different building is not a delivery point --------
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
_park_fleet_on(CRAFTER_AT)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.4:
return false
if game_state.fleet_cargo != 3:
print("TEST_FLEET_CARGO: FAIL (the ship crafter accepted a delivery)")
quit(1)
return true
print("parked on the crafter -> hold still %d" % game_state.fleet_cargo)
# --- 2. the mothership banks it -----------------------------
_park_fleet_on(MOTHERSHIP_AT)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.4:
return false
var total_before: int = banked_before + 3
print("delivered: hold=%d bank=%d (expected hold=0 bank=%d)" % [
game_state.fleet_cargo, game_state.rocks, total_before
])
if game_state.fleet_cargo != 0:
print("TEST_FLEET_CARGO: FAIL (hold not emptied on delivery)")
quit(1)
return true
# --- 5. conservation ----------------------------------------
if game_state.rocks != total_before:
print("TEST_FLEET_CARGO: FAIL (ore was created or destroyed in the transfer)")
quit(1)
return true
# --- 6. cargo survives the scene swap -----------------------
# Not simulated by loading PlanetSurface.tscn here: the point is
# that cargo lives in the autoload rather than in Main.tscn, so
# tearing Main.tscn down must not touch it.
# Fly off the mothership first, or this new cargo is (correctly)
# banked the moment BuildingField next runs, and the teardown
# check below would be measuring a delivery instead.
_park_fleet_on(CRAFTER_AT)
game_state.collect_cargo(5)
scene.queue_free()
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.3:
return false
if game_state.fleet_cargo != 5:
print("TEST_FLEET_CARGO: FAIL (cargo lost when the space scene was torn down: %d)" % game_state.fleet_cargo)
quit(1)
return true
print("cargo survived the scene teardown: hold=%d" % game_state.fleet_cargo)
print("TEST_FLEET_CARGO: PASS")
quit(0)
return true
return false