2026-08-11 15:55:45 +02:00
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_fleet_cargo.gd
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# Forgejo #14 (part 1 of #12): mined ore is CARGO the fleet is carrying, not
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# instant global income. It only becomes spendable once the fleet flies it
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# back to the mothership.
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#
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# Before this, Rock.gd did `GameState.rocks += 1` on pickup, so ore was
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# banked instantly from anywhere on the map and a mining run had nothing to
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# lose.
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#
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# Verifies:
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# 1. mining fills the hold and leaves the bank alone
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2026-08-12 13:07:52 +02:00
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# 2. unloading at the mothership banks the lot and empties the hold - but
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# only when the player asks. Arriving used to do it by itself; #24
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# removed that, so this now checks BOTH halves: parking changes
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# nothing, and the explicit transfer moves everything
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2026-08-11 15:55:45 +02:00
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# 3. with no mothership there is nowhere to deliver, so cargo just
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# accumulates - it is never quietly banked anyway
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# 4. sitting on a DIFFERENT building is not a delivery
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# 5. ore is conserved: nothing is created or destroyed in the transfer
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# 6. cargo survives the trip to a planet's surface and back, which is
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# exactly the trip a mining run is
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var game_state: Node
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var scene: Node
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var fleet: Node
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var field: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var banked_before: int = 0
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2026-08-12 13:07:52 +02:00
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var mothership_id: int = 0
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2026-08-11 15:55:45 +02:00
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const MOTHERSHIP_AT: Vector2 = Vector2(1200.0, 0.0)
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const CRAFTER_AT: Vector2 = Vector2(-4000.0, 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.rocks = 100
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game_state.fleet_cargo = 0
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#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
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scene = load("res://world/Main.tscn").instantiate()
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2026-08-11 15:55:45 +02:00
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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field = scene.get_node("BuildingField")
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func _park_fleet_on(at: Vector2) -> void:
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for ship in fleet.ships:
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ship.position = at
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fleet.move_to(at)
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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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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# --- 1. mining fills the hold, not the bank -----------------
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# Through a REAL Rock, flown over by a real ship, rather than by
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# calling collect_cargo() directly: the whole change is which
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# pool Rock.gd credits on pickup, and a test that calls the new
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# API by hand passes just as happily with Rock.gd left untouched.
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banked_before = game_state.rocks
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#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
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var rock: Area2D = load("res://surface/Rock.tscn").instantiate()
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2026-08-11 15:55:45 +02:00
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rock.build_shape(1)
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rock.global_position = fleet.ships[0].global_position
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scene.add_child(rock)
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elapsed = 0.0
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stage = 5
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return false
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5:
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# A tick for the Area2D overlap to register.
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if elapsed < 0.25:
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return false
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if game_state.fleet_cargo != 1:
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print("TEST_FLEET_CARGO: FAIL (flying over a rock put %d in the hold)" % game_state.fleet_cargo)
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quit(1)
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return true
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if game_state.rocks != banked_before:
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print("TEST_FLEET_CARGO: FAIL (a mined rock was banked instantly: %d -> %d)" % [
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banked_before, game_state.rocks
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])
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quit(1)
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return true
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print("flew over a real rock -> hold=%d bank=%d (unchanged)" % [
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game_state.fleet_cargo, game_state.rocks
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])
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game_state.collect_cargo(1)
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game_state.collect_cargo(1)
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if game_state.fleet_cargo != 3:
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print("TEST_FLEET_CARGO: FAIL (mining did not fill the hold: %d)" % game_state.fleet_cargo)
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quit(1)
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return true
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if game_state.rocks != banked_before:
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print("TEST_FLEET_CARGO: FAIL (mining banked %d straight away)" % (game_state.rocks - banked_before))
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quit(1)
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return true
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print("mined 3 -> hold=%d bank=%d (unchanged)" % [game_state.fleet_cargo, game_state.rocks])
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# --- 3. no mothership means nowhere to deliver --------------
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_park_fleet_on(Vector2.ZERO)
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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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if elapsed < 0.4:
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return false
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if game_state.fleet_cargo != 3 or game_state.rocks != banked_before:
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print("TEST_FLEET_CARGO: FAIL (delivered with no mothership built)")
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quit(1)
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return true
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print("no mothership -> hold still %d, bank still %d" % [game_state.fleet_cargo, game_state.rocks])
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# --- 4. a different building is not a delivery point --------
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field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
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field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
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2026-08-12 13:07:52 +02:00
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mothership_id = int(game_state.buildings[-1].id)
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2026-08-11 15:55:45 +02:00
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_park_fleet_on(CRAFTER_AT)
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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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if elapsed < 0.4:
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return false
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if game_state.fleet_cargo != 3:
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print("TEST_FLEET_CARGO: FAIL (the ship crafter accepted a delivery)")
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quit(1)
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return true
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print("parked on the crafter -> hold still %d" % game_state.fleet_cargo)
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# --- 2. the mothership banks it -----------------------------
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_park_fleet_on(MOTHERSHIP_AT)
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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 < 0.4:
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return false
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var total_before: int = banked_before + 3
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2026-08-12 13:07:52 +02:00
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# Parking alone must do nothing now (#24).
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if game_state.fleet_cargo != 3 or game_state.rocks != banked_before:
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print("TEST_FLEET_CARGO: FAIL (arriving at the mothership banked the hold by itself)")
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quit(1)
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return true
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print("parked on the mothership -> hold still %d (no auto-banking)" % game_state.fleet_cargo)
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game_state.transfer_to_building(mothership_id, 999)
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2026-08-11 15:55:45 +02:00
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print("delivered: hold=%d bank=%d (expected hold=0 bank=%d)" % [
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game_state.fleet_cargo, game_state.rocks, total_before
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])
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if game_state.fleet_cargo != 0:
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print("TEST_FLEET_CARGO: FAIL (hold not emptied on delivery)")
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quit(1)
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return true
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# --- 5. conservation ----------------------------------------
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if game_state.rocks != total_before:
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print("TEST_FLEET_CARGO: FAIL (ore was created or destroyed in the transfer)")
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quit(1)
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return true
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# --- 6. cargo survives the scene swap -----------------------
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# Not simulated by loading PlanetSurface.tscn here: the point is
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# that cargo lives in the autoload rather than in Main.tscn, so
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# tearing Main.tscn down must not touch it.
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game_state.collect_cargo(5)
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scene.queue_free()
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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 < 0.3:
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return false
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if game_state.fleet_cargo != 5:
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print("TEST_FLEET_CARGO: FAIL (cargo lost when the space scene was torn down: %d)" % game_state.fleet_cargo)
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quit(1)
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return true
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print("cargo survived the scene teardown: hold=%d" % game_state.fleet_cargo)
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print("TEST_FLEET_CARGO: PASS")
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quit(0)
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return true
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return false
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