Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
extends SceneTree
|
|
|
|
|
|
|
|
|
|
# Headless gameplay test: run with
|
|
|
|
|
# godot --headless -s res://tests/test_gas_burner_pause.gd
|
|
|
|
|
# Forgejo #78: a gas burner converts gas the player may want for bombs into
|
|
|
|
|
# energy they may not need yet, and until now it did that relentlessly - the
|
|
|
|
|
# only way to stop it was to demolish it.
|
|
|
|
|
#
|
|
|
|
|
# Covers:
|
|
|
|
|
# A. the burner offers a "pause" action, and it is its PRIMARY one, so a
|
|
|
|
|
# single tap on the context button toggles it rather than opening a menu
|
|
|
|
|
# B. a running burner converts gas into energy
|
|
|
|
|
# C. a paused one converts nothing, and keeps its gas
|
|
|
|
|
# D. resuming converts again, and the fraction of a unit already worked
|
|
|
|
|
# through is not thrown away
|
|
|
|
|
# E. the button shows what it will DO - pause bars while running, a play
|
|
|
|
|
# triangle while stopped
|
|
|
|
|
|
|
|
|
|
var game_state: Node
|
|
|
|
|
var main: Node
|
|
|
|
|
var controller: Node
|
|
|
|
|
var burner_id: int = 0
|
|
|
|
|
var stage: int = 0
|
|
|
|
|
var elapsed: float = 0.0
|
|
|
|
|
var gas_at_pause: int = 0
|
|
|
|
|
var energy_at_pause: int = 0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _initialize() -> void:
|
|
|
|
|
game_state = root.get_node("GameState")
|
|
|
|
|
game_state.buildings.clear()
|
|
|
|
|
game_state.extractors.clear()
|
|
|
|
|
game_state.transporters.clear()
|
|
|
|
|
game_state.reset_progression()
|
#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
|
|
|
main = load("res://world/Main.tscn").instantiate()
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
root.add_child(main)
|
|
|
|
|
current_scene = main
|
|
|
|
|
controller = main.get_node("BuildController")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _burner() -> Dictionary:
|
|
|
|
|
return game_state.find_building(burner_id)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _stock(resource_type: String) -> int:
|
|
|
|
|
return game_state.building_resource(burner_id, resource_type)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
|
|
|
elapsed += delta
|
|
|
|
|
match stage:
|
|
|
|
|
0:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
|
|
|
|
main.get_node("EnemySpawner").set_process(false)
|
|
|
|
|
main.get_node("AsteroidField").set_process(false)
|
|
|
|
|
|
|
|
|
|
# Through the FIELD, not GameState directly: place() both records
|
|
|
|
|
# the building and spawns its node, and part E needs the node.
|
|
|
|
|
main.get_node("BuildingField").place(GameState.BUILDING_GAS_BURNER,
|
|
|
|
|
Vector2(600.0, 0.0))
|
|
|
|
|
burner_id = int(game_state.buildings[0].id)
|
|
|
|
|
game_state.building_inventory(burner_id).deposit(GameState.RESOURCE_GAS, 30)
|
|
|
|
|
if _stock(GameState.RESOURCE_GAS) <= 0:
|
|
|
|
|
return _fail("could not stock the burner with gas")
|
|
|
|
|
|
|
|
|
|
# --- A. it offers pause, as its primary action ----------------
|
#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
|
|
|
var definition: Resource = load("res://buildings/BuildingDefinitions.gd") \
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
.get_definition(GameState.BUILDING_GAS_BURNER)
|
|
|
|
|
var visual: Node = definition.visual_scene.instantiate()
|
|
|
|
|
var provider: Node = visual.get_node_or_null("ActionProvider")
|
|
|
|
|
if provider == null:
|
|
|
|
|
visual.free()
|
|
|
|
|
return _fail("the gas burner visual has no ActionProvider")
|
|
|
|
|
var actions: PackedStringArray = provider.actions
|
|
|
|
|
visual.free()
|
|
|
|
|
if not Array(actions).has("pause"):
|
|
|
|
|
return _fail("the gas burner does not offer a pause action: %s" % str(actions))
|
|
|
|
|
if String(actions[0]) != "pause":
|
|
|
|
|
return _fail("pause is not the burner's primary action (%s comes first), so it would need a menu rather than one tap" % actions[0])
|
|
|
|
|
print("gas burner offers pause as its primary action")
|
|
|
|
|
stage = 1
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
return false
|
|
|
|
|
1:
|
|
|
|
|
# --- B. running, it converts ----------------------------------
|
2026-09-03 00:12:08 +02:00
|
|
|
if elapsed < 5.5:
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
return false
|
|
|
|
|
if _stock(GameState.RESOURCE_ENERGY) <= 0:
|
|
|
|
|
return _fail("a running burner made no energy in %.1fs" % elapsed)
|
|
|
|
|
print("running: %d gas left, %d energy made" \
|
|
|
|
|
% [_stock(GameState.RESOURCE_GAS), _stock(GameState.RESOURCE_ENERGY)])
|
|
|
|
|
|
|
|
|
|
if game_state.is_building_paused(burner_id):
|
|
|
|
|
return _fail("the burner started out paused")
|
|
|
|
|
if not game_state.toggle_building_paused(burner_id):
|
|
|
|
|
return _fail("toggling did not pause the burner")
|
|
|
|
|
gas_at_pause = _stock(GameState.RESOURCE_GAS)
|
|
|
|
|
energy_at_pause = _stock(GameState.RESOURCE_ENERGY)
|
|
|
|
|
stage = 2
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
return false
|
|
|
|
|
2:
|
|
|
|
|
# --- C. paused, it does nothing -------------------------------
|
|
|
|
|
if elapsed < 1.5:
|
|
|
|
|
return false
|
|
|
|
|
if _stock(GameState.RESOURCE_ENERGY) != energy_at_pause:
|
|
|
|
|
return _fail("a paused burner made %d more energy" \
|
|
|
|
|
% (_stock(GameState.RESOURCE_ENERGY) - energy_at_pause))
|
|
|
|
|
if _stock(GameState.RESOURCE_GAS) != gas_at_pause:
|
|
|
|
|
return _fail("a paused burner consumed %d gas" \
|
|
|
|
|
% (gas_at_pause - _stock(GameState.RESOURCE_GAS)))
|
|
|
|
|
print("paused for %.1fs: no gas burned, no energy made" % elapsed)
|
|
|
|
|
|
|
|
|
|
# --- D. resuming works again ----------------------------------
|
|
|
|
|
if game_state.toggle_building_paused(burner_id):
|
|
|
|
|
return _fail("toggling a paused burner did not resume it")
|
|
|
|
|
stage = 3
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
return false
|
|
|
|
|
3:
|
2026-09-03 00:12:08 +02:00
|
|
|
if elapsed < 5.5:
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
return false
|
|
|
|
|
if _stock(GameState.RESOURCE_ENERGY) <= energy_at_pause:
|
|
|
|
|
return _fail("a resumed burner made no further energy")
|
|
|
|
|
print("resumed: energy %d -> %d" \
|
|
|
|
|
% [energy_at_pause, _stock(GameState.RESOURCE_ENERGY)])
|
|
|
|
|
|
|
|
|
|
# --- E. the icon reports the action, not the state ------------
|
|
|
|
|
var building: Node = _find_building_node()
|
|
|
|
|
if building == null:
|
|
|
|
|
return _fail("no Building node was spawned for the burner")
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var running_icon: int = controller._building_action_icon(building)
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game_state.set_building_paused(burner_id, true)
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|
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var paused_icon: int = controller._building_action_icon(building)
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|
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game_state.set_building_paused(burner_id, false)
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|
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if running_icon != IconButton.Icon.PAUSE:
|
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|
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return _fail("a running burner's button does not show the pause glyph")
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|
|
if paused_icon != IconButton.Icon.RESUME:
|
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|
|
return _fail("a paused burner's button does not show the resume glyph")
|
|
|
|
|
print("button shows pause while running and resume while stopped")
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|
|
print("TEST_GAS_BURNER_PAUSE: PASS")
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|
|
|
|
quit(0)
|
|
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|
|
return true
|
|
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|
|
return false
|
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|
|
func _find_building_node() -> Node:
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|
|
|
for node in get_nodes_in_group("buildings"):
|
|
|
|
|
if is_instance_valid(node) and int(node.building_id) == burner_id:
|
|
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|
|
return node
|
|
|
|
|
return null
|
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|
|
func _fail(message: String) -> bool:
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|
|
print("TEST_GAS_BURNER_PAUSE: FAIL (%s)" % message)
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|