spaceship/tests/test_boss_planet.gd

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extends SceneTree
# Forgejo #188: the authored, non-editor boss planet and its complete weak-
# point loop. This test drives the real landed surface and encounter nodes.
#
# Covers:
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# A. the planet/profile are registered, dev mode plants it nearby, normal
# generation owns exactly one inside its octopus biome, and its scripted
# profile is excluded from the map editor
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# B. landing composes BossEncounter instead of a PlanetSetup and does not
# mark the world conquered for free
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# C. the off-screen approach remains controllable and reveals with its own cue
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# D. waves are larger, expelled outward, varied, and golden only 1/3 times
# E. killing the marked hatchling sends a visible return to the boss and
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# opens an attackable tentacle eye
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# F. three destroyed eyes start the three-lane laser phase
# G. eyes expose a separate core; destroying it persists conquest, and a
# second landing does not resurrect the boss
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const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
const BOSS_SCRIPT = preload("res://boss/OctopusBoss.gd")
var state: Node
var surface: Node
var encounter: Node
var boss: Node2D
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
state = root.get_node("GameState")
state.reset_new_game()
state.intro_active = false
state.reset_quests(false)
state.planet_name = "Many-Eyed Deep"
state.planet_id = "test:boss:planet"
state.planet_definition_id = PlanetDefinitions.BOSS_ID
state.surviving_ship_count = 1
state.surviving_vessel_types = PackedStringArray([GameState.VESSEL_INTERCEPTOR])
surface = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(surface)
current_scene = surface
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
# --- A. definition, dev placement, editor exclusion ----------
var definition: Resource = PlanetDefinitions.get_definition(
PlanetDefinitions.BOSS_ID)
if definition == null or definition.definition_id != PlanetDefinitions.BOSS_ID \
or definition.surface_profile_id != "boss" \
or definition.visual_scene == null:
return _fail("boss planet definition is not registered")
# Load at runtime, after the GameState autoload has compiled. Resolving
# the whole surface registry while that autoload is still compiling
# also pulls in pickup scripts which legitimately refer back to it.
var surface_profiles: Script = load("res://surface/PlanetSurfaceProfiles.gd")
var profile: Resource = surface_profiles.get_profile("boss")
if profile == null or profile.encounter_scene == null:
return _fail("boss surface has no scripted encounter")
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if profile.background_field_texture == null \
or not String(profile.background_shader.resource_path).ends_with(
"lunar_tiled.gdshader"):
return _fail("boss backdrop still performs procedural rendering during combat")
var composed_background: ShaderMaterial = surface.get_node(
"BackgroundLayer/Background").material
if composed_background.get_shader_parameter("field_texture") \
!= profile.background_field_texture:
return _fail("boss backdrop did not bind its ready-made field texture")
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if float(composed_background.get_shader_parameter("cell_size")) >= 120.0:
return _fail("boss backdrop still magnifies too small a part of its authored field")
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if profile.editor_visible or "boss" in surface_profiles.editor_profile_ids():
return _fail("boss surface is configurable in the map editor")
state.dev_mode = true
var boss_chunk: Variant = null
for chunk in WorldGen.DEV_PLANET_CHUNKS:
if String(WorldGen.DEV_PLANET_CHUNKS[chunk]) == PlanetDefinitions.BOSS_ID:
boss_chunk = chunk
break
if boss_chunk == null or not WorldGen.has_planet_at_chunk(boss_chunk) \
or String(WorldGen.planet_data_at_chunk(boss_chunk).definition_id) \
!= PlanetDefinitions.BOSS_ID:
return _fail("dev mode does not plant the boss planet")
state.dev_mode = false
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var normal_boss_count: int = 0
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for x in range(-24, 25):
for y in range(-24, 25):
var chunk := Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk) \
and String(WorldGen.planet_data_at_chunk(chunk).get(
"definition_id", "")) == PlanetDefinitions.BOSS_ID:
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normal_boss_count += 1
if normal_boss_count != 1 \
or WorldGen.biome_at_chunk(WorldGen.OCTOPUS_BIOME_CENTER) \
!= WorldGen.Biome.OCTOPUS:
return _fail("normal world generation has %d bosses, or its only boss is outside the octopus biome" \
% normal_boss_count)
print("boss planet registered, editor-hidden, unique in its normal octopus biome, plus nearby in dev mode")
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# --- B. generic surface composition ---------------------------
encounter = surface.get_node_or_null("SurfaceFeatures/BossEncounter")
if encounter == null:
return _fail("landing did not compose BossEncounter")
if surface.get_node_or_null("SurfaceFeatures/PlanetSetupHost") != null:
return _fail("boss planet was routed through configurable PlanetSetup")
if state.total_capture_points(state.planet_id) != 1 \
or state.is_planet_conquered(state.planet_id):
return _fail("boss planet did not start as one unfinished persistent objective")
if surface.get_node("UI/CaptureLabel").visible:
return _fail("ordinary capture-point status is visible during the boss encounter")
boss = encounter.get_node("Boss")
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if not (boss is Area2D) or boss.get_node_or_null("CoreCollision") == null:
return _fail("the boss core has no projectile collision target")
if boss.position.y > -2400.0 or boss.scale.x < 2.7:
return _fail("the boss is not far above the landing point and at least twice its old size")
if encounter.health_bar.visible or encounter.status_label.visible:
return _fail("boss combat UI is visible before the boss enters view")
if not encounter.indicator.visible or not encounter.indicator_label.visible:
return _fail("the off-screen boss has no directional border indicator")
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if state.encounter_locks_movement or boss.combat_active:
return _fail("the off-screen approach locked player movement or already started combat")
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# Seeing a tentacle is not enough to trigger the cinematic or its roar.
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surface.get_node("Camera2D").global_position = boss.global_position + Vector2(0.0, 1000.0)
encounter._process(0.0)
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if encounter.reveal_started:
return _fail("a partially visible boss triggered its reveal and scream")
# Carry the fleet close enough to frame the complete central body.
surface.get_node("Camera2D").global_position = boss.global_position + Vector2(0.0, 250.0)
encounter._process(0.0)
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if not encounter.reveal_started:
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return _fail("fully framing the boss did not trigger its reveal")
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if not state.encounter_locks_movement:
return _fail("the reveal did not briefly lock movement for the cinematic")
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if not encounter.health_bar.visible or encounter.indicator.visible:
return _fail("the reveal did not exchange the indicator for the health UI")
var scream_heard: bool = false
var sfx_pool: Node = root.get_node_or_null(Sfx.NODE_NAME)
if sfx_pool != null:
for voice in sfx_pool.get_children():
if voice.stream != null and voice.stream.resource_path.ends_with("sfx_boss_scream.wav"):
scream_heard = true
if not scream_heard:
return _fail("the on-screen reveal played no boss scream")
encounter._process(encounter.REVEAL_SECONDS + 0.1)
if not encounter.encounter_active or not boss.combat_active \
or state.encounter_locks_movement:
return _fail("the reveal did not start combat and return fleet control")
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var boss_position_before_move: Vector2 = boss.global_position
boss._process(0.5)
if boss.global_position.distance_to(boss_position_before_move) < 10.0:
return _fail("the active boss remained stationary")
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print("off-screen signal led into a roar, shake, health reveal and player control")
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boss.wave_timer = 999.0
boss.laser_timer = 999.0
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var health_bar: ProgressBar = encounter.get_node("EncounterUI/HealthBar")
if health_bar.max_value != boss.max_health() \
or health_bar.value != boss.current_health():
return _fail("aggregate boss health bar did not start full")
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if boss.eyes.size() != boss.EYE_COUNT:
return _fail("boss has %d tentacle eyes, expected %d" \
% [boss.eyes.size(), boss.EYE_COUNT])
for eye in boss.eyes:
if eye.opened or eye.is_in_group(COMBAT_TARGET.GROUP):
return _fail("a tentacle eye starts open and attackable")
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if boss.ARMOURED_IRIS_COLOR.is_equal_approx(boss.eyes[0].IRIS_COLOR) \
or boss.ARMOURED_PUPIL_COLOR.is_equal_approx(boss.eyes[0].PUPIL_COLOR):
return _fail("the central eye still shares the tentacle-eye palette")
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# --- D. larger, varied, one-in-three waves --------------------
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boss.spawn_wave()
var minions: Array = get_nodes_in_group("boss_minions")
if minions.size() != boss.minions_per_wave:
return _fail("phase one spawned %d hatchlings, expected %d" \
% [minions.size(), boss.minions_per_wave])
var marked: Node = null
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var dashers: int = 0
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for minion in minions:
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if minion.uses_dash_pattern:
dashers += 1
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if minion.marked:
if marked != null:
return _fail("one wave contains more than one marked hatchling")
marked = minion
else:
minion.take_damage(999)
if marked == null:
return _fail("phase-one wave has no marked hatchling")
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if minions.size() < 7 or dashers < 2:
return _fail("the boss wave is not larger and behaviorally mixed")
var launch_distance: float = marked.global_position.distance_to(boss.global_position)
var launch_velocity: Vector2 = marked.velocity
if launch_distance <= boss.BODY_RADIUS * boss.scale.x \
or launch_velocity.dot(marked.global_position - boss.global_position) <= 0.0:
return _fail("a hatchling was not expelled outward from the boss")
marked._physics_process(0.4)
if marked.global_position.distance_to(boss.global_position) <= launch_distance + 100.0:
return _fail("the outward launch did not spread a hatchling before it targeted the fleet")
marked._physics_process(1.0)
marked.dash_cooldown = 0.0
marked._physics_process(0.01)
if marked.motion != marked.Motion.BRAKING:
return _fail("a dash-pattern hatchling never stops before lunging")
marked._physics_process(marked.BRAKE_SECONDS + 0.01)
marked._physics_process(0.2)
if marked.motion != marked.Motion.DASHING or marked.velocity.length() <= marked.speed:
return _fail("a stopped hatchling did not accelerate into its random dash")
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if marked.max_hp < 5:
return _fail("boss hatchlings still have only %d health" % marked.max_hp)
marked.take_damage(1)
if not is_instance_valid(marked) or marked.hp != marked.max_hp - 1:
return _fail("a hatchling did not survive a normal weapon hit")
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if not get_nodes_in_group("boss_returns").is_empty():
return _fail("an ordinary hatchling returned energy to the boss")
marked.take_damage(999)
var returns: Array = get_nodes_in_group("boss_returns")
if returns.size() != 1:
return _fail("marked death launched %d returns, expected one" % returns.size())
returns[0].speed = 4000.0
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for expected_marked in [0, 0, 1]:
boss.spawn_wave()
var spawned: Array = get_nodes_in_group("boss_minions")
var marked_count: int = 0
for minion in spawned:
if minion.is_queued_for_deletion():
continue
if minion.marked:
marked_count += 1
minion.retire()
if marked_count != expected_marked:
return _fail("golden cadence produced %d marked hatchlings, expected %d" \
% [marked_count, expected_marked])
print("larger waves launch outward with dashers; only one of three is golden")
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stage = 1
elapsed = 0.0
return false
1:
# --- D. return opens an attackable eye ------------------------
if boss.eyes_opened < 1:
if elapsed > 1.0:
var pending: Array = get_nodes_in_group("boss_returns")
var detail: String = "no return remains"
if not pending.is_empty():
detail = "return at %s, boss at %s, speed %.1f, processing %s" % [
pending[0].global_position, boss.global_position,
pending[0].speed, pending[0].is_processing()]
return _fail("marked energy reached no tentacle eye (%s)" % detail)
return false
var eye: Node = boss.eyes[0]
if not eye.opened or not eye.is_in_group(COMBAT_TARGET.GROUP):
return _fail("returned energy did not make the eye attackable")
var hp_before: int = eye.hp
eye.take_damage(1)
if eye.hp != hp_before - 1:
return _fail("an open eye ignored weapon damage")
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if encounter.health_bar.value != boss.current_health() \
or encounter.health_bar.value >= encounter.health_bar.max_value:
return _fail("total boss health bar ignored eye damage")
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eye.take_damage(999)
if boss.eyes_destroyed != 1:
return _fail("destroying the first eye did not damage the boss")
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if boss.max_health() - boss.current_health() >= boss.max_health() / boss.EYE_COUNT:
return _fail("one eye still removes a full sixth of the total encounter health")
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print("return opened a tentacle eye; the eye accepted damage and broke")
_open_return()
stage = 2
elapsed = 0.0
return false
2:
if boss.eyes_opened < 2:
if elapsed > 1.0:
return _fail("second marked return opened no eye")
return false
boss.eyes[1].take_damage(999)
_open_return()
stage = 3
elapsed = 0.0
return false
3:
# --- E. phase two and laser pattern ---------------------------
if boss.eyes_opened < 3:
if elapsed > 1.0:
return _fail("third marked return opened no eye")
return false
boss.eyes[2].take_damage(999)
if boss.phase != BOSS_SCRIPT.Phase.LASER_STORM:
return _fail("three broken eyes did not start the laser phase")
boss.laser_timer = 999.0
boss.fire_laser_volley()
var beams: Array = get_nodes_in_group("boss_lasers")
if beams.size() != 3:
return _fail("laser phase launched %d beams, expected three lanes" % beams.size())
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if boss.laser_interval > 2.5 or boss.laser_charge_time > 0.75:
return _fail("boss lasers are not using the faster cadence")
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if beams[0].aim_direction.is_equal_approx(beams[1].aim_direction) \
or beams[1].aim_direction.is_equal_approx(beams[2].aim_direction):
return _fail("laser volley lanes all aim in the same direction")
for beam in beams:
if beam.phase != 0 or beam.charge_left <= 0.0:
return _fail("boss laser was not telegraphed before firing")
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if not beam.infinite_range or not beam.reaches_point(
beam.origin + beam.aim_direction * 1000000.0):
return _fail("boss laser ray stops at a finite range")
if beam.reaches_point(beam.origin - beam.aim_direction * 10.0):
return _fail("boss laser extends backwards through its source")
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beam.queue_free()
boss.spawn_wave()
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boss.spawn_wave()
boss.spawn_wave()
if boss.spawned_minions.size() > boss.MAX_ACTIVE_MINIONS:
return _fail("boss waves can accumulate without a rendering/gameplay cap")
for minion in boss.spawned_minions.duplicate():
if is_instance_valid(minion):
minion.retire()
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print("three broken eyes started a telegraphed three-lane laser phase")
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# --- G. all eyes -> exposed core -> persistent victory --------
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for i in range(3, boss.EYE_COUNT):
boss.eyes[i].open_eye()
boss.eyes[i].take_damage(999)
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if boss.phase != BOSS_SCRIPT.Phase.CORE_EXPOSED or not boss.visible:
return _fail("breaking every eye did not expose a still-living core")
if state.is_planet_conquered(state.planet_id):
return _fail("breaking the eyes conquered the planet before the core died")
if not boss.is_in_group(COMBAT_TARGET.GROUP):
return _fail("the exposed core is not an attackable combat target")
var core_before: int = boss.core_health
boss.take_damage(1)
if boss.core_health != core_before - 1 or boss.phase == BOSS_SCRIPT.Phase.DEFEATED:
return _fail("the exposed core did not provide a separate final health pool")
boss.take_damage(999)
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if boss.phase != BOSS_SCRIPT.Phase.DEFEATED or boss.visible:
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return _fail("destroying the core did not defeat and hide the boss")
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if not state.is_planet_conquered(state.planet_id):
return _fail("boss victory did not persist through planet conquest state")
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if encounter.health_bar.value != 0 \
or encounter.health_bar.max_value != boss.max_health():
return _fail("boss health bar did not end empty with a stable total")
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print("all eyes exposed a durable core; destroying it persisted planet conquest")
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surface.free()
surface = load("res://surface/PlanetSurface.tscn").instantiate()
root.add_child(surface)
current_scene = surface
stage = 4
elapsed = 0.0
return false
4:
if elapsed < 0.2:
return false
var second_encounter: Node = surface.get_node_or_null(
"SurfaceFeatures/BossEncounter")
if second_encounter == null:
return _fail("second landing lost the boss encounter host")
var second_boss: Node = second_encounter.get_node("Boss")
if second_boss.phase != BOSS_SCRIPT.Phase.DEFEATED or second_boss.visible:
return _fail("defeated boss resurrected on the second landing")
if not "DEAD" in second_encounter.status_label.text:
return _fail("second landing does not report the defeated boss")
print("second landing keeps the boss dead")
print("TEST_BOSS_PLANET: PASS")
quit(0)
return true
return false
func _open_return() -> void:
boss.accept_marked_kill(boss.global_position + Vector2(12, 0))
var returns: Array = get_nodes_in_group("boss_returns")
for returning in returns:
returning.speed = 4000.0
func _fail(message: String) -> bool:
print("TEST_BOSS_PLANET: FAIL (%s)" % message)
quit(1)
return true