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Michele Rossi 81a4058b04 systems rework: buffs, prestige graph, research, modular architecture
Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content.

   Key changes:
   - Prestige: node-based buff tech tree, graph panel, progress bar
   - Research: multi-worker system, per-generator research, xp generation
   - Ascension: meta-currency layer via multi-currency prestige resets
   - Buffs: refactored as generator-independent via catalogues
   - UI: currency panel, edge-scrolling camera + zoom, current-goal panel
   - Alchemy Tower: crafting building with recipe/cost system
   - Testing: 7 test suites (ascension, prestige, research, goals)
   - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
2026-05-07 20:36:21 +00:00

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---
name: godot-test-instrumentation
description: Automates Godot testing for coding agents via headless execution, method simulation, and stdout validation.
---
# Godot Test Instrumentation
Enables coding agents to automatically test game changes by running Godot in headless mode, simulating user actions via method calls, and validating results through structured stdout output.
## Use This Skill When
- A coding agent needs to verify gameplay changes work correctly
- Testing generator purchases, currency gains, prestige mechanics, or buff systems
- Running automated validation in CI/CD pipelines
- Debugging features without manual GUI interaction
## Core Workflow
```
1. Agent writes/modifies game code
2. Agent creates or updates test script in res://tests/
3. Agent runs: godot --headless --path . -s res://tests/test_x.gd
4. Test loads gym scene, simulates actions, prints [TAG] results
5. Agent parses stdout for [PASS]/[FAIL]/[RESULT]
6. Exit code 0 = PASS, Exit code 1 = FAIL
```
---
## Directory Structure
```
res://
├── tests/
│ ├── test_runner.gd # Cross-platform test discovery & execution
│ ├── test_utils.gd # Shared assertion helpers
│ ├── test_gold_mine_click.gd # Example: generator click → currency gain
│ └── test_prestige.gd # Example: prestige mechanics validation
├── docs/gyms/ # Test scenes (e.g., tiny_sword.tscn)
└── core/ # Game logic (LevelGameState, generators, etc.)
```
---
## 1. Test Utils (res://tests/test_utils.gd)
Shared assertion helpers with structured stdout output.
```gdscript
class_name TestUtils
extends RefCounted
static var _test_name: String = ""
static var _passed: int = 0
static var _failed: int = 0
static func set_test_name(name: String) -> void:
_test_name = name
_passed = 0
_failed = 0
static func assert_equals(expected: Variant, actual: Variant, message: String) -> void:
if expected == actual:
print("[PASS] %s: %s" % [_test_name, message])
_passed += 1
else:
print("[FAIL] %s: %s (expected %s, got %s)" % [
_test_name, message, str(expected), str(actual)
])
_failed += 1
static func assert_true(condition: bool, message: String) -> void:
if condition:
print("[PASS] %s: %s" % [_test_name, message])
_passed += 1
else:
print("[FAIL] %s: %s" % [_test_name, message])
_failed += 1
static func assert_greater_than(a: float, b: float, message: String) -> void:
if a > b:
print("[PASS] %s: %s" % [_test_name, message])
_passed += 1
else:
print("[FAIL] %s: %s (expected %s > %s)" % [_test_name, message, str(a), str(b)])
_failed += 1
static func print_result() -> void:
print("[SUMMARY] %s: %d passed, %d failed" % [_test_name, _passed, _failed])
if _failed == 0:
print("[RESULT] PASS")
else:
print("[RESULT] FAIL")
```
---
## 2. Test Runner (res://tests/test_runner.gd)
Cross-platform test discovery and execution. Runs all `test_*.gd` scripts in the tests directory.
```gdscript
extends SceneTree
var test_scripts: Array[String] = []
var test_index: int = 0
var total_passed: int = 0
var total_failed: int = 0
func _init():
print("\n=== GODOT TEST RUNNER ===\n")
_discover_tests()
if test_scripts.is_empty():
print("[ERROR] No test scripts found in res://tests/")
quit(1)
return
print("Found %d test(s): %s\n" % [test_scripts.size(), str(test_scripts)])
await _run_next_test()
print("\n=== TEST SUMMARY ===")
print("Total passed: %d" % total_passed)
print("Total failed: %d" % total_failed)
if total_failed == 0:
print("[OVERALL_RESULT] PASS")
quit(0)
else:
print("[OVERALL_RESULT] FAIL")
quit(1)
func _discover_tests() -> void:
var dir = DirAccess.open("res://tests")
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.ends_with(".gd") and file_name.begins_with("test_") and file_name != "test_runner.gd" and file_name != "test_utils.gd":
test_scripts.append("res://tests/%s" % file_name)
file_name = dir.get_next()
dir.list_dir_end()
test_scripts.sort()
func _run_next_test() -> void:
if test_index >= test_scripts.size():
return
var test_script = test_scripts[test_index]
print("--- Running test %d/%d: %s ---" % [test_index + 1, test_scripts.size(), test_script])
var test_instance = load(test_script).new()
await test_instance.run()
total_passed += test_instance.passed
total_failed += test_instance.failed
test_index += 1
await _run_next_test()
class TestScript:
var passed: int = 0
var failed: int = 0
func run():
pass
```
**Usage:**
```bash
# Run all tests via test runner
"$GODOT_BIN" --headless --path . -s res://tests/test_runner.gd
```
---
## 3. Test Script Template
Each test extends `SceneTree` and implements a `run()` method.
```gdscript
extends SceneTree
var passed: int = 0
var failed: int = 0
func _init():
await run()
quit(0 if failed == 0 else 1)
func run():
# Setup
TestUtils.set_test_name("<test_name>")
# Load scene
var scene = load("<path_to_gym_scene>") # e.g., "res://docs/gyms/tiny_sword/tiny_sword.tscn"
var root_node = scene.instantiate()
add_root_node(root_node)
# Wait for scene initialization
await _wait()
# Get references
var game_state: LevelGameState = root_node.find_child("LevelGameState")
var generator = root_node.find_child("<GeneratorNodeName>") as CurrencyGenerator
if game_state == null:
print("[ERROR] LevelGameState not found")
_print_summary()
return
# Test logic
var initial_value = game_state.get_currency_amount_by_id(&"<currency_id>")
print("[TARGET] initial_<currency>: %s" % initial_value.to_string_suffix(2))
# Simulate action (method call, not mouse click)
generator._on_pressed()
# Wait for signal propagation
await _wait()
# Validate
var final_value = game_state.get_currency_amount_by_id(&"<currency_id>")
print("[TARGET] final_<currency>: %s" % final_value.to_string_suffix(2))
TestUtils.assert_greater_than(
final_value.mantissa,
initial_value.mantissa,
"<currency> increased after action"
)
_print_summary()
func _wait() -> void:
await get_tree().create_timer(0.5).timeout
func _print_summary():
TestUtils.print_result()
passed = _get_passed_count()
failed = _get_failed_count()
func _get_passed_count() -> int:
# Extract from TestUtils or track locally
return 0
func _get_failed_count() -> int:
return 0
```
---
## 4. Example Test: Gold Mine Click
Tests that clicking a generator grants currency.
```gdscript
extends SceneTree
var passed: int = 0
var failed: int = 0
var _local_passed: int = 0
var _local_failed: int = 0
func _init():
await run()
quit(failed == 0 ? 0 : 1)
func run():
print("\n=== TEST: Gold Mine Click ===\n")
TestUtils.set_test_name("gold_mine_click")
# Load tiny_sword scene
var scene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn")
var root_node = scene.instantiate()
add_root_node(root_node)
await _wait()
var game_state: LevelGameState = root_node.find_child("LevelGameState")
var gold_mine = root_node.find_child("GoldMine") as CurrencyGenerator
if game_state == null or gold_mine == null:
print("[ERROR] Missing LevelGameState or GoldMine node")
_print_summary()
return
# Record initial gold
var initial_gold: BigNumber = game_state.get_currency_amount_by_id(&"gold")
print("[TARGET] initial_gold: %s" % initial_gold.to_string_suffix(2))
# Simulate clicking the generator
gold_mine._on_pressed()
await _wait()
# Validate gold increased
var final_gold: BigNumber = game_state.get_currency_amount_by_id(&"gold")
print("[TARGET] final_gold: %s" % final_gold.to_string_suffix(2))
TestUtils.assert_greater_than(
final_gold.mantissa,
initial_gold.mantissa,
"Gold increased after generator click"
)
# Check specific value (adjust based on click_mantissa in data)
var expected_min: float = initial_gold.mantissa + 1.0
TestUtils.assert_true(
final_gold.mantissa >= expected_min,
"Gold increased by at least 1.0"
)
_print_summary()
func _wait() -> void:
await get_tree().create_timer(0.5).timeout
func _print_summary():
TestUtils.print_result()
# Note: For accurate counts, modify TestUtils to return counts or track locally
_local_failed = 0 # Update based on actual assertions
```
---
## 5. Example Test: Prestige Mechanics
Tests prestige threshold and currency gain.
```gdscript
extends SceneTree
var passed: int = 0
var failed: int = 0
func _init():
await run()
quit(failed == 0 ? 0 : 1)
func run():
print("\n=== TEST: Prestige Mechanics ===\n")
TestUtils.set_test_name("prestige")
var scene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn")
var root_node = scene.instantiate()
add_root_node(root_node)
await _wait()
var game_state: LevelGameState = root_node.find_child("LevelGameState")
var prestige_manager = root_node.find_child("PrestigeManager") as PrestigeManager
if game_state == null or prestige_manager == null:
print("[ERROR] Missing LevelGameState or PrestigeManager")
_print_summary()
return
# Setup: Accumulate currencies to meet prestige threshold
game_state.add_currency_by_id(&"gold", BigNumber.from_float(100000.0))
game_state.add_currency_by_id(&"gems", BigNumber.from_float(100.0))
await _wait()
# Check if can prestige
var can_prestige: bool = prestige_manager.can_prestige()
print("[TARGET] can_prestige: %s" % str(can_prestige))
TestUtils.assert_true(can_prestige, "Should be able to prestige after accumulating currencies")
if can_prestige:
# Perform prestige
prestige_manager.perform_prestige()
await _wait()
# Check ascension currency
var ascension: BigNumber = game_state.get_currency_amount_by_id(&"ascension")
print("[TARGET] ascension_currency: %s" % ascension.to_string_suffix(2))
TestUtils.assert_true(
ascension.mantissa > 0,
"Should receive ascension currency after prestige"
)
# Check prestige multiplier increased
var total_multiplier = prestige_manager.get_total_multiplier()
print("[TARGET] total_multiplier: %s" % str(total_multiplier))
TestUtils.assert_greater_than(
total_multiplier if total_multiplier is float else float(total_multiplier),
1.0,
"Prestige multiplier should be > 1.0"
)
_print_summary()
func _wait() -> void:
await get_tree().create_timer(0.5).timeout
func _print_summary():
TestUtils.print_result()
```
---
## 6. Shell Scripts
### run_test.sh
```bash
#!/bin/bash
# Usage: ./run_test.sh <test_script_path>
# Example: ./run_test.sh res://tests/test_gold_mine_click.gd
set -e
TEST_SCRIPT="$1"
GODOT_BIN="${GODOT_BIN:-godot}"
if [ -z "$TEST_SCRIPT" ]; then
echo "Usage: $0 <test_script_path>"
exit 1
fi
echo "Running test: $TEST_SCRIPT"
echo ""
"$GODOT_BIN" --headless --path . -s "$TEST_SCRIPT"
EXIT_CODE=$?
echo ""
if [ $EXIT_CODE -eq 0 ]; then
echo "✓ Test passed"
else
echo "✗ Test failed with exit code: $EXIT_CODE"
fi
exit $EXIT_CODE
```
---
### run_all.sh
```bash
#!/bin/bash
# Usage: ./run_all.sh
set -e
GODOT_BIN="${GODOT_BIN:-godot}"
TEST_DIR="res://tests"
echo "=== Running All Tests ==="
echo ""
# Run test runner (discovers all tests automatically)
"$GODOT_BIN" --headless --path . -s "$TEST_DIR/test_runner.gd"
EXIT_CODE=$?
echo ""
if [ $EXIT_CODE -eq 0 ]; then
echo "✓ All tests passed"
else
echo "✗ Some tests failed"
fi
exit $EXIT_CODE
```
---
### check_syntax.sh
```bash
#!/bin/bash
# Usage: ./check_syntax.sh <script_path>
SCRIPT="$1"
GODOT_BIN="${GODOT_BIN:-godot}"
if [ -z "$SCRIPT" ]; then
echo "Usage: $0 <script_path>"
exit 1
fi
echo "Checking syntax: $SCRIPT"
"$GODOT_BIN" --headless --path . --check-only --script "$SCRIPT"
EXIT_CODE=$?
if [ $EXIT_CODE -eq 0 ]; then
echo "✓ Syntax valid"
else
echo "✗ Syntax errors found"
fi
exit $EXIT_CODE
```
---
## 7. Godot CLI Command Reference
| Command | Purpose |
|---------|---------|
| `"$GODOT_BIN" --headless --path . -s res://tests/test_x.gd` | Run single test in headless mode |
| `"$GODOT_BIN" --headless --path . -s res://tests/test_runner.gd` | Run all tests via test runner |
| `"$GODOT_BIN" --headless --path . --check-only --script res://test.gd` | Syntax validation only |
| `"$GODOT_BIN" --headless --verbose --path . -s res://tests/test_x.gd` | Verbose output for debugging |
| `"$GODOT_BIN" --headless --path . --quit-after 100 -s res://tests/test_x.gd` | Run for 100 frames then quit |
| `"$GODOT_BIN" --headless --path . -s res://tests/test_x.gd --log-file /tmp/test.log` | Log output to file |
**Important:** Always use `--headless` for automated testing. This sets `--display-driver headless --audio-driver Dummy`.
---
## 8. Output Parsing Protocol
Agents should parse stdout for these tags:
| Tag | Purpose | Example |
|-----|---------|---------|
| `[TARGET]` | Values to validate | `[TARGET] gold: 100.00` |
| `[PASS]` | Assertion passed | `[PASS] gold_mine_click: Gold increased]` |
| `[FAIL]` | Assertion failed | `[FAIL] gold_mine_click: Expected gold > 0]` |
| `[SUMMARY]` | Test completion stats | `[SUMMARY] gold_mine_click: 2 passed, 0 failed]` |
| `[RESULT]` | Overall test result | `[RESULT] PASS` or `[RESULT] FAIL]` |
| `[ERROR]` | Setup/runtime error | `[ERROR] Missing LevelGameState node]` |
| `[OVERALL_RESULT]` | Test runner summary | `[OVERALL_RESULT] PASS` or `[OVERALL_RESULT] FAIL]` |
**Exit Codes:**
- `0` = All assertions passed
- `1` = One or more assertions failed or error occurred
---
## 9. Best Practices
### Simulating User Actions
In headless mode, **do not** simulate mouse clicks with `InputEventMouseButton`. Instead, call methods directly:
```gdscript
# ✅ DO: Call the method directly
generator._on_pressed()
game_state.add_currency_by_id(&"gold", BigNumber.from_float(100.0))
prestige_manager.perform_prestige()
# ❌ DON'T: Try to synthesize mouse events (won't work in headless)
var event = InputEventMouseButton.new()
Input.parse_input_event(event) # Ineffective without GUI
```
### Async Handling
Use standard wait time for signal propagation:
```gdscript
await get_tree().create_timer(0.5).timeout
```
Adjust based on test needs:
- `0.1s` - Simple state changes
- `0.5s` - Signal propagation (recommended default)
- `1.0s+` - Complex async operations
### Scene Selection
Use gym scenes from `res://docs/gyms/`:
- `res://docs/gyms/tiny_sword/tiny_sword.tscn` - Full game with generators, currencies, prestige
- Create minimal test scenes if testing isolated features
### Test Naming
- Use `test_<feature>.gd` naming convention
- Test name in `TestUtils.set_test_name()` should match filename (without `.gd`)
### Assertions
- One assertion per line for clear parsing
- Include descriptive messages
- Use `[TARGET]` to log values before/after actions
---
## 10. Quick Start for Agents
1. **Create test file:**
```bash
touch res://tests/test_my_feature.gd
```
2. **Copy template:**
```gdscript
extends SceneTree
var passed: int = 0
var failed: int = 0
func _init():
await run()
quit(failed == 0 ? 0 : 1)
func run():
print("\n=== TEST: My Feature ===\n")
TestUtils.set_test_name("my_feature")
var scene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn")
var root = scene.instantiate()
add_root_node(root)
await get_tree().create_timer(0.5).timeout
# Your test logic here
TestUtils.print_result()
```
3. **Run test:**
```bash
godot --headless --path . -s res://tests/test_my_feature.gd
```
4. **Parse output:**
- Look for `[PASS]`, `[FAIL]`, `[RESULT]` tags
- Check exit code (0 = pass, 1 = fail)
---
## References
- [Godot CLI Tutorial](https://docs.godotengine.org/en/latest/tutorials/editor/command_line_tutorial.html)
- [Godot Headless Mode](https://docs.godotengine.org/en/latest/tutorials/editor/command_line_tutorial.html#run-options)
- [InputEvent Documentation](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html)
</content>
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/home/mikymod/work/jmp/idle/.agents/skills/godot-test-instrumentation/SKILL.md