diff --git a/GameState.gd b/GameState.gd index b608490..eb939f3 100644 --- a/GameState.gd +++ b/GameState.gd @@ -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: diff --git a/GasBombController.gd b/GasBombController.gd index 4a5b213..489bf49 100644 --- a/GasBombController.gd +++ b/GasBombController.gd @@ -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: diff --git a/Main.tscn b/Main.tscn index 125ce54..7e14f37 100644 --- a/Main.tscn +++ b/Main.tscn @@ -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 diff --git a/PlanetSurface.tscn b/PlanetSurface.tscn index e4ab07a..53f12ed 100644 --- a/PlanetSurface.tscn +++ b/PlanetSurface.tscn @@ -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 diff --git a/tests/test_gas_bomber.gd b/tests/test_gas_bomber.gd index cda2a2f..8dc10cd 100644 --- a/tests/test_gas_bomber.gd +++ b/tests/test_gas_bomber.gd @@ -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 diff --git a/tests/test_gas_bomber_ammo.gd b/tests/test_gas_bomber_ammo.gd new file mode 100644 index 0000000..54aa122 --- /dev/null +++ b/tests/test_gas_bomber_ammo.gd @@ -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 diff --git a/tests/test_gas_bomber_cooldowns.gd b/tests/test_gas_bomber_cooldowns.gd index 2a25403..968d0da 100644 --- a/tests/test_gas_bomber_cooldowns.gd +++ b/tests/test_gas_bomber_cooldowns.gd @@ -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") diff --git a/tests/test_gas_bomber_cooldowns.gd.uid b/tests/test_gas_bomber_cooldowns.gd.uid deleted file mode 100644 index d03a550..0000000 --- a/tests/test_gas_bomber_cooldowns.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://cwo6ake5taias