Enemy mothership (#53)
A large, slow capital enemy that periodically launches chasers and
artillery on their own intervals and fires a heavily telegraphed line
beam capable of killing several player vessels at once.
Spawning reuses #52's EnemySpawnerComponent as-is via two preset
scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser,
EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than
adding multi-type support to the component - two instances of a
single-purpose component is the composition this codebase already
uses everywhere ("enemy bomber" in the original request is read here
as the existing artillery enemy's slow telegraphed AOE, not a new
enemy type - flagged as a judgment call in the ticket).
New EnemyBigLaserComponent.gd ("big_laser") fires a standalone
EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/
fire/flash sequence once launched, so the mothership dying mid-charge
doesn't cancel an already-telegraphed shot, same design as
EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked
once in launch() and never re-read - nothing in the charging phase
touches the fleet's position again, which is what makes it dodgeable.
Damage is a line-segment check (projection + perpendicular distance)
against every player_ships member; Ship.take_damage() already handles
shield absorption per-ship.
MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit
hull, pursuit + two spawners + big_laser, no type switch anywhere -
every stat from the definition, every behaviour from a component.
Tests: new tests/test_enemy_mothership.gd, split into beam mechanics
(tested directly, not through the component's own cooldown timing,
which would make the geometry assertions timing-fragile) and the
composed definition (tested through a real Enemy.tscn instance).
Screenshot of the charge telegraph mid-countdown. Full suite: 80/80.
Found and fixed a real bug along the way, in EnemySpawnerComponent.gd
(#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")`
member-level preload could get permanently baked in as a broken,
empty PackedScene when a definition's component_scenes chain led back
to Enemy.tscn while it was still mid-load - confirmed empirically via
ResourceLoader.has_cached() being true (a good copy existed) while the
preloaded reference's own resource_path was empty. This only
surfaces when a SINGLE definition composes two instances of a script
carrying such a preload (the mothership's chaser/artillery spawner
presets; #52's single-spawner turret never hit it). Fixed by
resolving enemy_scene lazily via load() on first use instead of at
compile time, and additionally made a fresh spawner count down from a
full interval before its first spawn rather than firing on tick one,
which also happens to keep two sibling spawners with different
intervals from ever landing their first attempt on the same frame.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +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_enemy_mothership.gd
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# Forgejo #53: a big, slow capital enemy that spawns chasers/artillery on
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# their own intervals and fires a heavily telegraphed line beam.
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#
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# Split into two independent parts, each with its own fleet setup:
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# A. EnemyBigLaserBeam mechanics, tested directly (not through the
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# component's own tick/cooldown timing, which would make the precise
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# geometry assertions below timing-fragile):
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# 1. the telegraph holds for the charge - no damage, phase stays
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# CHARGING, for most of charge_time
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# 2. the locked aim direction never changes even if the fleet moves
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# away mid-charge
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# 3. three ships in a line all die from one shot; a ship that steps
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# outside beam_half_width before the shot lands survives
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# 4. a shielded ship in the beam survives, losing exactly one charge
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# B. The composed enemy_mothership definition, tested through a real
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# Enemy.tscn instance:
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# 5. structural composition - pursuit, two DISTINCT spawner presets
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# (chaser/artillery), big_laser, no type switch anywhere
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# 6. it launches both chaser and artillery spawns on their own
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# intervals
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# 7. it closes on the fleet without ever exceeding its own defined
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# speed - "never reaches ramming speed"
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#
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# Repo-wide lessons from #52, both apply again here:
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# - main.get_node(...).set_process(false) has to happen in _process()'s
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# first real tick, not _initialize() - a disable made before the node
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# has finished entering the tree doesn't reliably stick.
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# - overriding an @export interval on an already-ticking component does
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# NOT reset its in-progress countdown - reset the timer variable too.
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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 beam_script: Script
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var beam: Node2D
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var line_a: Node
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var line_b: Node
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var line_c: Node
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var shield_ship: Node
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var initial_aim: Vector2
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var mothership: Node
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var chaser_spawner: Node
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var artillery_spawner: Node
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var mothership_start_position: Vector2
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var closing_elapsed: float = 0.0
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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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beam_script = load("res://EnemyBigLaserBeam.gd")
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Rework how a game starts: dev mode, a bare opening, and fleet growth
Adds a Dev Mode entry to the main menu and takes the play-testing
conveniences out of a normal game, which turn out to be the same change
from two directions.
DEV MODE. Banks 2000 of every resource, grants 500 research points, and
plants one of each planet type in the chunks around the spawn. Built ON TOP
of reset_new_game() rather than beside it, so a dev game is a normal game
plus a stock rather than a second definition of "fresh game" to keep in
sync. Offered only when running from Godot - OS.has_feature("editor"), the
tag an export clears - as is the map editor. Hidden AND guarded: pressing
either anyway is refused, because visibility is presentation and the rule is
the rule.
The menu now lays its stack out in code. Hiding two of four entries with
scene-authored offsets would leave holes in a shipped build - the same
failure the HUD columns had - so it measures the entries that actually exist
and centres on them.
A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both
reset_new_game and the autoload's own default, so the two cannot disagree),
and no gas giant guaranteed in the origin chunk. Both were play-testing
conveniences that had become part of the real world's shape: every player
got the same landmark in the same place. Play-testing wanted all four planet
types anyway, and a normal game wanted none of them - different needs, now
different mechanisms.
WorldGen cannot read GameState back (an autoload is not resolvable as a
global identifier that early, the hazard PlanetSetups.gd already works
around), so GameState.dev_mode's setter PUSHES the flag down. World
generation stays static and dependency-free, GameState stays the single
source of truth, and dev planting is applied after every rng draw so a dev
world and a normal one differ only in those four chunks.
FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND
how many ships you start with - which forced a new game to open with a full
fleet, leaving the first ship crafter nothing to do. Split into
BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening
has two empty slots to fill. A third copy of the old value turned up in
PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently
degraded into "however many slots exist" once max_fleet_size() clamped it.
The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron
(70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game
luxury but the ordinary way out of the opening, and pricing them as a luxury
made the early game feel stuck. Armada follows at 90/2. Two new tiers,
Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in
one lane would be a long monotonous chain for a branch that only ever does
one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size()
clamps to its length and a doctrine past that would charge real resources
for nothing; test_fleet_growth.gd asserts that invariant directly.
TEST FALLOUT, all of it from the deliberate change rather than a defect:
- Tests that silently inherited the old 5-ship default now ask for the fleet
they need. Several had to crew it from their first frame rather than
_initialize(), where the engine's deferred tree-entry finalization undoes
it - the same hazard those tests already documented for set_process(false).
- test_planet_landing_proximity and test_return_position_matches_planet take
the FIRST chunk holding a planet and land there. The guaranteed gas giant
had been masking that this can now be a black hole, which destroys ships on
contact. They exclude it, and clear the asteroids the field already placed.
- test_pivot_controls measured rotation with angle_difference, which wraps at
+/-pi, so a hold that turned a full circle read as no rotation. Latent
flakiness that only ever showed under load; it now reads the controller's
unwrapped pivot_hold_amount.
- test_research_points was failing on ore, not points: can_unlock() checks
the ore price too, and a fresh game banks nothing now.
- test_gas_system's "a reachable gas source near the spawn" premise moved to
dev mode, which is where that guarantee now lives.
Full suite green at 97/97.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
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# Four vessels are crewed below, past BASE_FLEET_SIZE's 3 slots, so the
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# capacity doctrines are granted rather than assumed.
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game_state.unlocked.append_array(["wing", "squadron", "armada"])
|
Enemy mothership (#53)
A large, slow capital enemy that periodically launches chasers and
artillery on their own intervals and fires a heavily telegraphed line
beam capable of killing several player vessels at once.
Spawning reuses #52's EnemySpawnerComponent as-is via two preset
scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser,
EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than
adding multi-type support to the component - two instances of a
single-purpose component is the composition this codebase already
uses everywhere ("enemy bomber" in the original request is read here
as the existing artillery enemy's slow telegraphed AOE, not a new
enemy type - flagged as a judgment call in the ticket).
New EnemyBigLaserComponent.gd ("big_laser") fires a standalone
EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/
fire/flash sequence once launched, so the mothership dying mid-charge
doesn't cancel an already-telegraphed shot, same design as
EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked
once in launch() and never re-read - nothing in the charging phase
touches the fleet's position again, which is what makes it dodgeable.
Damage is a line-segment check (projection + perpendicular distance)
against every player_ships member; Ship.take_damage() already handles
shield absorption per-ship.
MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit
hull, pursuit + two spawners + big_laser, no type switch anywhere -
every stat from the definition, every behaviour from a component.
Tests: new tests/test_enemy_mothership.gd, split into beam mechanics
(tested directly, not through the component's own cooldown timing,
which would make the geometry assertions timing-fragile) and the
composed definition (tested through a real Enemy.tscn instance).
Screenshot of the charge telegraph mid-countdown. Full suite: 80/80.
Found and fixed a real bug along the way, in EnemySpawnerComponent.gd
(#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")`
member-level preload could get permanently baked in as a broken,
empty PackedScene when a definition's component_scenes chain led back
to Enemy.tscn while it was still mid-load - confirmed empirically via
ResourceLoader.has_cached() being true (a good copy existed) while the
preloaded reference's own resource_path was empty. This only
surfaces when a SINGLE definition composes two instances of a script
carrying such a preload (the mothership's chaser/artillery spawner
presets; #52's single-spawner turret never hit it). Fixed by
resolving enemy_scene lazily via load() on first use instead of at
compile time, and additionally made a fresh spawner count down from a
full interval before its first spawn rather than firing on tick one,
which also happens to keep two sibling spawners with different
intervals from ever landing their first attempt on the same frame.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
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main = load("res://Main.tscn").instantiate()
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root.add_child(main)
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fleet = main.get_node("Fleet")
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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 < 0.1:
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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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main.get_node("BuildController").set_process(false)
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for ship in fleet.ships:
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if is_instance_valid(ship):
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ship.queue_free()
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fleet.ships.clear()
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# --- A: line-up three ships along +X, one shielded further out ---
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_a = fleet.ships[fleet.ships.size() - 1]
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_pin(line_a, Vector2(300, 0))
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_b = fleet.ships[fleet.ships.size() - 1]
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_pin(line_b, Vector2(400, 0))
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_c = fleet.ships[fleet.ships.size() - 1]
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_pin(line_c, Vector2(500, 0))
|
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fleet.add_ship(game_state.VESSEL_SHIELD)
|
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shield_ship = fleet.ships[fleet.ships.size() - 1]
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_pin(shield_ship, Vector2(600, 0))
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if not shield_ship.has_shield():
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return _fail("shield ship has no shield right after being added")
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var beam_scene: PackedScene = load("res://EnemyBigLaserBeam.tscn")
|
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beam = beam_scene.instantiate()
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beam.charge_time = 0.5
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beam.beam_range = 1000.0
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beam.beam_half_width = 35.0
|
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beam.damage = 3
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root.add_child(beam)
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beam.launch(Vector2.ZERO, Vector2(1, 0))
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initial_aim = beam.aim_direction
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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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# --- 1. telegraph holds, no damage, for most of the charge ---
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if elapsed < beam.charge_time * 0.6:
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return false
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if beam.phase != beam_script.Phase.CHARGING:
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return _fail("beam left CHARGING before charge_time elapsed")
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for ship in [line_a, line_b, line_c, shield_ship]:
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if not is_instance_valid(ship):
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return _fail("a ship in the beam's path died before the charge finished")
|
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# Move line_b out of the beam's path - this alone also shifts
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# fleet.get_centroid() (line_b is part of the same fleet), which
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# is exactly the "the fleet moved mid-charge" event stage 2
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# needs to prove the beam does NOT re-track. line_a/line_c/
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# shield_ship stay exactly where they were.
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_pin(line_b, Vector2(400, 400))
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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 < beam.charge_time * 0.6:
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return false
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if beam.aim_direction != initial_aim:
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return _fail("beam re-tracked the fleet mid-charge - aim_direction changed from %s to %s" % [
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initial_aim, beam.aim_direction
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])
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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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# --- 3 + 4. the shot has landed by now ---
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if is_instance_valid(line_a):
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return _fail("line_a (still in the beam) survived the shot")
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if is_instance_valid(line_c):
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return _fail("line_c (still in the beam) survived the shot")
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if not is_instance_valid(line_b):
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return _fail("line_b (moved out of the beam before it fired) was killed anyway")
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if not is_instance_valid(shield_ship):
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return _fail("the shielded ship died despite having a shield")
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if shield_ship.shield_charges != 0:
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return _fail("shield charges did not drop to exactly 1 lost (charges=%d)" % shield_ship.shield_charges)
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# --- B: reset to a clean single-ship fleet for the mothership ---
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for ship in fleet.ships:
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if is_instance_valid(ship):
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ship.queue_free()
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fleet.ships.clear()
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fleet.spawn_ships(1, Vector2(3000, 0))
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mothership = load("res://Enemy.tscn").instantiate()
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mothership.enemy_id = "enemy_mothership"
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mothership.position = Vector2.ZERO
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main.add_child(mothership)
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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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|
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if elapsed < 0.15:
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return false
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|
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# --- 5. structural composition, no type switch ---
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|
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if mothership.max_hp != 60:
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return _fail("enemy_mothership max_hp is %d, expected 60" % mothership.max_hp)
|
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|
|
if mothership.speed != 35.0:
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|
return _fail("enemy_mothership speed is %s, expected 35.0" % mothership.speed)
|
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|
|
if not mothership.has_capability("pursuit"):
|
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|
|
return _fail("enemy_mothership has no pursuit component - it should close on the fleet")
|
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|
|
|
if not mothership.has_capability("big_laser"):
|
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|
|
return _fail("enemy_mothership has no big_laser component")
|
|
|
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|
|
var spawners: Array = []
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|
|
|
|
for child in mothership.get_children():
|
|
|
|
|
if child.get("capability_id") == "spawner":
|
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|
|
spawners.append(child)
|
|
|
|
|
if spawners.size() != 2:
|
|
|
|
|
return _fail("enemy_mothership has %d spawner components, expected 2 (chaser + artillery)" % spawners.size())
|
|
|
|
|
for spawner in spawners:
|
|
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|
|
if spawner.spawned_enemy_id == "chaser":
|
|
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|
|
chaser_spawner = spawner
|
|
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|
|
elif spawner.spawned_enemy_id == "artillery":
|
|
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|
|
artillery_spawner = spawner
|
|
|
|
|
if chaser_spawner == null or artillery_spawner == null:
|
|
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|
|
return _fail("the two spawner components are not one chaser + one artillery preset")
|
|
|
|
|
|
|
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|
|
# Speed up both intervals for the test, resetting the in-progress
|
|
|
|
|
# timer too (#52's lesson: changing the interval alone does not
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# touch a countdown already running from the definition default).
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# Staggered slightly rather than both at 0.0: two sibling
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# spawners both instantiating Enemy.tscn on the exact same
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# physics frame hit a transient PackedScene.instantiate()
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# failure ("node count is 0") on this engine build - spreading
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# their first fire across different frames avoids it, and is
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# also what naturally happens in real play anyway.
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chaser_spawner.spawn_interval = 0.2
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chaser_spawner.spawn_timer = 0.0
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artillery_spawner.spawn_interval = 0.3
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artillery_spawner.spawn_timer = 0.05
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mothership_start_position = mothership.position
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elapsed = 0.0
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closing_elapsed = 0.0
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stage = 5
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return false
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5:
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# --- 6. launches both chasers and artillery on their own intervals ---
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closing_elapsed += delta
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if elapsed < 1.2:
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return false
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if chaser_spawner.spawned.is_empty():
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return _fail("mothership never spawned a chaser")
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if artillery_spawner.spawned.is_empty():
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return _fail("mothership never spawned an artillery")
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for spawn in chaser_spawner.spawned:
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if spawn.enemy_id != "chaser":
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return _fail("a chaser-spawner spawn has enemy_id '%s'" % spawn.enemy_id)
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for spawn in artillery_spawner.spawned:
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if spawn.enemy_id != "artillery":
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return _fail("an artillery-spawner spawn has enemy_id '%s'" % spawn.enemy_id)
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# --- 7. closes on the fleet, never exceeding its own speed ---
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var traveled: float = mothership.position.distance_to(mothership_start_position)
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|
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var max_possible: float = mothership.speed * closing_elapsed + 5.0 # small integration slack
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if traveled > max_possible:
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|
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return _fail("mothership traveled %.1f in %.2fs, more than speed(%.1f) allows (%.1f)" % [
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|
traveled, closing_elapsed, mothership.speed, max_possible
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])
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var distance_to_fleet: float = mothership.position.distance_to(fleet.get_centroid())
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|
|
var starting_distance: float = mothership_start_position.distance_to(Vector2(3000, 0))
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|
|
if distance_to_fleet >= starting_distance:
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|
|
return _fail("mothership did not close on the fleet at all (distance %.1f >= starting %.1f)" % [
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|
|
distance_to_fleet, starting_distance
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|
|
])
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print("TEST_ENEMY_MOTHERSHIP: PASS")
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|
|
quit(0)
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|
|
return true
|
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|
return false
|
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func _pin(ship: Node, at: Vector2) -> void:
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|
ship.position = at
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|
ship.move_target = at
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|
func _fail(message: String) -> bool:
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|
|
print("TEST_ENEMY_MOTHERSHIP: FAIL (%s)" % message)
|
|
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|
|
quit(1)
|
|
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|
|
return true
|