Gas bombers consume gas from the fleet hold when firing (#60)

Shots cost GAS_PER_SHOT (5) from GameState.fleet_inventory, not the
bank - the fleet has to be carrying its own ammunition. The button's
enabled rule now also requires affordability, and a press on a ready-
but-unaffordable bomber still consumes the touch to explain itself via
a new status label (GasBombStatus, IconButton's own "greyed but still
pressable" convention) rather than either silently doing nothing or
consuming the bomber's cooldown for a shot that never fires.

Also documents a real, reproducible GDScript trap hit while writing
tests/test_gas_bomber_ammo.gd: a bare `ClassName.SOME_CONST` reference
anywhere in a -s entry test script can corrupt method resolution for
the WHOLE script, making an unrelated, earlier `some_node._process()`
call fail with "Nonexistent function '_process' in base 'Nil'" despite
the node being valid and the method existing (confirmed via
has_method()). Root cause unconfirmed; fixed by mirroring the constant
's value into a local const instead of referencing the class directly,
in all three gas-bomber tests.

tests/test_gas_bomber.gd and test_gas_bomber_cooldowns.gd updated to
stock fleet gas first, since shots are no longer free.
This commit is contained in:
Loïc Wisniewski 2026-08-16 18:54:44 +02:00
commit 17d0cf7e66
8 changed files with 230 additions and 9 deletions

View file

@ -104,6 +104,12 @@ func fleet_resource(resource_type: String) -> int:
return fleet_inventory.amount(resource_type)
# #60: consumed outright (ammunition), not moved to another inventory like
# transfer_resource_to_building/_fleet - returns the amount actually taken.
func withdraw_fleet_resource(resource_type: String, amount: int) -> int:
return fleet_inventory.withdraw(resource_type, amount)
# #56: total across every resource type in the hold, and the combined cap
# that limits it - a HUD readout wants both, not any one resource's amount.
func fleet_cargo_used() -> int:

View file

@ -10,11 +10,17 @@ const AIM_DEADZONE := 22.0
const PROJECTILE_SPEED := 720.0
const DAMAGE := 3
const COOLDOWN := 5.0
# #60: ammunition from the fleet hold, not the bank - the fleet has to be
# carrying its own gas to fire.
const GAS_PER_SHOT: int = 5
@export var minimum_zoom: float = 0.4
@onready var fleet: Node2D = get_node("../Fleet")
@onready var camera: Camera2D = get_node("../Camera2D")
@onready var button: IconButton = get_node("../UI/GasBombButton")
@onready var status: Label = get_node("../UI/GasBombStatus")
var status_message_until: int = 0
var aiming := false
var aim_touch := -1
@ -40,15 +46,27 @@ var explosion_time: float:
func _ready() -> void:
button.visible = false
status.text = ""
queue_redraw()
func _can_afford_shot() -> bool:
return GameState.fleet_resource(GameState.RESOURCE_GAS) >= GAS_PER_SHOT
func _say(message: String) -> void:
status.text = message
status_message_until = Time.get_ticks_msec() + 3000
func _process(delta: float) -> void:
var had_visuals := aiming or not projectiles.is_empty() or not explosions.is_empty()
button.visible = fleet.has_capability("gas_bomber")
button.enabled = _next_ready_bomber() != null
button.enabled = _next_ready_bomber() != null and _can_afford_shot()
if not button.visible and aiming:
_cancel_aim()
if status.text != "" and Time.get_ticks_msec() >= status_message_until:
status.text = ""
if restoring_zoom and not aiming:
var z := move_toward(camera.zoom.x, saved_zoom, maxf(saved_zoom, 0.1) * delta * 5.0)
@ -81,14 +99,23 @@ func _process(delta: float) -> void:
func can_begin_aim() -> bool:
return button.visible and button.enabled and not button._blocked_by_modal() \
and not aiming
# Deliberately NOT button.enabled: an unaffordable shot still needs the
# press to reach here so it can explain itself (IconButton's own "greyed
# but still pressable" convention) rather than the touch silently
# falling through to whatever's behind it. A wholly unready fleet (no
# bomber at all) has nothing more useful to say than "greyed out".
return button.visible and not button._blocked_by_modal() \
and not aiming and _next_ready_bomber() != null
func handle_touch(event: InputEventScreenTouch) -> bool:
if event.pressed:
if not can_begin_aim() or not Rect2(button.global_position, button.size).has_point(event.position):
return false
if not _can_afford_shot():
_say("Need %d gas in the fleet hold to fire (have %d)" \
% [GAS_PER_SHOT, GameState.fleet_resource(GameState.RESOURCE_GAS)])
return true
aiming = true
aim_touch = event.index
aim_start_screen = event.position
@ -156,17 +183,23 @@ func _fire() -> void:
if bomber == null:
_cancel_aim()
return
if not _can_afford_shot():
_say("Need %d gas in the fleet hold to fire (have %d)" \
% [GAS_PER_SHOT, GameState.fleet_resource(GameState.RESOURCE_GAS)])
_cancel_aim()
return
var component: Node = bomber.get_component("gas_bomber")
if not component.consume_shot(COOLDOWN):
_cancel_aim()
return
GameState.withdraw_fleet_resource(GameState.RESOURCE_GAS, GAS_PER_SHOT)
projectiles.append({
"position": bomber.global_position,
"target": aim_target,
"trail": PackedVector2Array([bomber.global_position]),
})
_finish_aim()
button.enabled = _next_ready_bomber() != null
button.enabled = _next_ready_bomber() != null and _can_afford_shot()
func _next_ready_bomber() -> Node2D:

View file

@ -287,6 +287,22 @@ script = ExtResource("10")
icon = 32
glow_color = Color(0.96, 0.22, 0.72, 1)
[node name="GasBombStatus" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -344
offset_right = -24
offset_top = -480
offset_bottom = -430
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.96, 0.22, 0.72, 1)
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="PivotCWButton" type="Control" parent="UI"]
mouse_filter = 2
anchor_left = 1.0

View file

@ -229,6 +229,22 @@ icon = 32
glow_color = Color(0.82, 0.08, 0.48, 1)
core_color = Color(0.02, 0.09, 0.15, 1)
[node name="GasBombStatus" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -344
offset_right = -24
offset_top = -480
offset_bottom = -430
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.82, 0.08, 0.48, 1)
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="PivotCWButton" type="Control" parent="UI"]
mouse_filter = 2
anchor_left = 1.0

View file

@ -3,7 +3,10 @@ extends SceneTree
var game_state: Node
var main: Node
var fleet: Node
var skill: GasBombController
var skill: Node
# Mirrors GasBombController.AOE_RADIUS's value rather than referencing the
# class constant directly - see test_gas_bomber_cooldowns.gd's identical fix.
const AOE_RADIUS_FOR_TEST: float = 180.0
var inside_enemies: Array = []
var outside_enemy: Node
var stage := 0
@ -24,6 +27,9 @@ func _initialize() -> void:
game_state.fleet_cargo = 0
game_state.fleet_gas_cargo = 0
game_state.build_time_scale = 0.01
# #60: after research/crafting resets the fleet hold below, top it up
# with fleet-carried gas for the shot itself (ammunition, not the ore/gas
# spent researching or crafting the bomber).
# Research is gas-only: any amount of ore and 29 gas must still leave it
# waiting, then the thirtieth unit starts and completes the unlock.
@ -69,6 +75,7 @@ func _initialize() -> void:
_fail_now("crafting did not produce a typed Gas Bomber")
return
game_state.fleet_gas_cargo = 20
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
@ -117,7 +124,7 @@ func _process(delta: float) -> bool:
enemy.speed = 0.0
inside_enemies.append(enemy)
outside_enemy = load("res://Enemy.tscn").instantiate()
outside_enemy.position = skill.aim_target + Vector2(GasBombController.AOE_RADIUS + 80.0, 0)
outside_enemy.position = skill.aim_target + Vector2(AOE_RADIUS_FOR_TEST + 80.0, 0)
main.add_child(outside_enemy)
outside_enemy.speed = 0.0

View file

@ -0,0 +1,142 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_gas_bomber_ammo.gd
# Forgejo #60: gas bomb shots draw ammunition from the FLEET HOLD
# (GameState.fleet_inventory), not the bank - the fleet has to be carrying
# its own gas.
#
# Covers:
# A. gas sitting in the bank does not enable firing - only the fleet
# hold counts
# B. with insufficient fleet gas the button is disabled, pressing it
# explains why, and no projectile is created / no cooldown consumed
# C. firing drains exactly GAS_PER_SHOT from the fleet hold and nothing
# from the bank
var game_state: Node
var main: Node
var fleet: Node
var skill: Node
var bomber_component: Node
var stage: int = 0
var elapsed: float = 0.0
# Mirrors GasBombController.GAS_PER_SHOT's value rather than referencing
# the class constant directly - a bare ClassName.CONST reference elsewhere
# in a test
# script has been observed to corrupt method resolution for the WHOLE
# script (an unrelated skill._process() call earlier in the same file then
# fails with "Nonexistent function '_process' in base 'Nil'"), root cause
# unconfirmed. See tests/test_gas_bomber_cooldowns.gd's identical fix.
const GAS_PER_SHOT: int = 5
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.reset_progression()
game_state.vessel_levels["unlock_gas_bomber"] = 1
game_state.rocks = 0
game_state.gas = 0
game_state.fleet_gas_cargo = 0
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
skill = main.get_node("GasBombController")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
# An interceptor rides along purely for its "cargo" capability
# (#56): a fleet made only of a gas bomber has zero cargo
# capacity, which would silently clamp every fleet_gas_cargo
# assignment below to 0.
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_GAS_BOMBER]))
bomber_component = fleet.ships[1].get_component("gas_bomber")
skill._process(0.0)
# --- A. bank gas does not count -----------------------------------
game_state.gas = 500
game_state.fleet_gas_cargo = 0
skill._process(0.0)
if skill.button.enabled:
return _fail_now("500 banked gas (0 in the fleet hold) left the control enabled")
print("500 banked gas, 0 fleet gas: control correctly disabled")
# --- B. insufficient fleet gas --------------------------------------
game_state.fleet_gas_cargo = GAS_PER_SHOT - 1
skill._process(0.0)
if skill.button.enabled:
return _fail_now("fleet gas one short of GAS_PER_SHOT left the control enabled")
var press := InputEventScreenTouch.new()
press.index = 3
press.position = skill.button.global_position + skill.button.size * 0.5
press.pressed = true
main._handle_touch(press)
if skill.aiming:
return _fail_now("aiming began despite insufficient fleet gas")
if skill.status.text == "":
return _fail_now("an unaffordable press did not explain itself")
print("insufficient fleet gas: disabled, press explains itself, no aiming began")
if not bomber_component.is_ready():
return _fail_now("a refused press consumed the bomber's cooldown")
if game_state.fleet_resource(GameState.RESOURCE_GAS) != GAS_PER_SHOT - 1:
return _fail_now("a refused press spent fleet gas anyway")
print("no cooldown consumed, no gas spent on a refused press")
# --- C. exact ammo cost on a real shot ------------------------------
game_state.fleet_gas_cargo = GAS_PER_SHOT + 7
skill._process(0.0)
if not skill.button.enabled:
return _fail_now("enough fleet gas still left the control disabled")
var press2 := InputEventScreenTouch.new()
press2.index = 4
press2.position = skill.button.global_position + skill.button.size * 0.5
press2.pressed = true
main._handle_touch(press2)
if not skill.aiming:
return _fail_now("an affordable press did not begin aiming")
var drag := InputEventScreenDrag.new()
drag.index = 4
drag.position = press2.position + Vector2(-300.0, 0.0)
main._handle_drag(drag)
var release := InputEventScreenTouch.new()
release.index = 4
release.position = drag.position
release.pressed = false
main._handle_touch(release)
if skill.projectiles.size() != 1:
return _fail_now("a paid-for shot did not launch a projectile")
if bomber_component.is_ready():
return _fail_now("firing did not consume the bomber's cooldown")
if game_state.fleet_resource(GameState.RESOURCE_GAS) != 7:
return _fail_now("fleet gas after firing is %d, expected 7 (paid exactly %d)" \
% [game_state.fleet_resource(GameState.RESOURCE_GAS), GAS_PER_SHOT])
if game_state.gas != 500:
return _fail_now("firing touched the bank (%d), expected it untouched at 500" % game_state.gas)
print("firing drained exactly %d from the fleet hold, bank untouched" % GAS_PER_SHOT)
print("TEST_GAS_BOMBER_AMMO: PASS")
quit(0)
return true
return false
func _fail_now(message: String) -> bool:
print("TEST_GAS_BOMBER_AMMO: FAIL (%s)" % message)
quit(1)
return true

View file

@ -2,7 +2,7 @@ extends SceneTree
var main: Node
var fleet: Node
var skill: GasBombController
var skill: Node
var elapsed := 0.0
@ -12,6 +12,8 @@ func _initialize() -> void:
state.extractors.clear()
state.transporters.clear()
state.vessel_levels["unlock_gas_bomber"] = 1
# #60: shots draw from the fleet hold now - stock enough for both fires.
state.fleet_gas_cargo = 20
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
@ -53,7 +55,7 @@ func _process(delta: float) -> bool:
# Rearming one bomber restores one available shot without touching the
# other bomber's cooldown.
first.tick(GasBombController.COOLDOWN)
first.tick(5.0) # matches GasBombController.COOLDOWN
skill._process(0.0)
if not first.is_ready() or second.is_ready() or not skill.button.enabled:
return _fail("one completed cooldown did not restore exactly one shot")

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@ -1 +0,0 @@
uid://cwo6ake5taias