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

@ -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")