Add gas bomber skill-shot vessel

This commit is contained in:
Loïc Wisniewski 2026-08-15 04:45:15 +02:00
commit 1d9afcbc2e
28 changed files with 882 additions and 85 deletions

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@ -17,12 +17,19 @@ func _ready() -> void:
GameState.fleet_cargo = 24
GameState.fleet_gas_cargo = 12
GameState.unlocked = ["shipyards", "logistics", "freight"]
GameState.vessel_levels["unlock_gas_bomber"] = 1
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BackgroundLayer").visible = false
main.get_node("Fleet").visible = false
main.get_node("AsteroidField").visible = false
main.get_node("PlanetField").visible = false
main.get_node("BuildingField").visible = false
main.get_node("EnemySpawner").set_process(false)
main.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(400.0, 0.0))
var crafter_id: int = int(GameState.buildings[-1].id)
GameState.deposit_to_building(crafter_id, 42)
GameState.find_building(crafter_id).gas_stock = 18
GameState.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 18)
var bc: Node = main.get_node("BuildController")
bc.craft_building_id = crafter_id
# The shared header (#24) is the thing worth eyeballing here, so give it

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@ -0,0 +1,38 @@
extends Node2D
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
GameState.vessel_levels["unlock_gas_bomber"] = 1
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BackgroundLayer").visible = false
main.get_node("AsteroidField").visible = false
main.get_node("PlanetField").visible = false
main.get_node("BuildingField").visible = false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
var fleet: Node = main.get_node("Fleet")
fleet.spawn_ships(3, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_GAS_BOMBER]))
var skill: GasBombController = main.get_node("GasBombController")
skill._process(0.0)
main.get_node("Camera2D").zoom = Vector2(1.8, 1.8)
var button: Control = main.get_node("UI/GasBombButton")
var press := InputEventScreenTouch.new()
press.index = 9
press.position = button.global_position + button.size * 0.5
press.pressed = true
skill.handle_touch(press)
var drag := InputEventScreenDrag.new()
drag.index = 9
drag.position = press.position + Vector2(-245, -235)
skill.handle_drag(drag)
for offset in [Vector2(-65, 0), Vector2(45, -45), Vector2(55, 65)]:
var enemy: Node = load("res://Enemy.tscn").instantiate()
enemy.position = skill.aim_target + offset
enemy.speed = 0.0
main.add_child(enemy)

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

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_gas_bomb_aim_preview.gd" id="1"]
[node name="GasBombAimPreview" type="Node2D"]
script = ExtResource("1")

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@ -11,13 +11,19 @@ func _ready() -> void:
GameState.stored_vessels = [
GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_SHIELD, GameState.VESSEL_SHIELD,
GameState.VESSEL_GAS_BOMBER,
]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BackgroundLayer").visible = false
main.get_node("AsteroidField").visible = false
main.get_node("PlanetField").visible = false
main.get_node("BuildingField").visible = false
main.get_node("AsteroidField").set_process(false)
main.get_node("EnemySpawner").set_process(false)
main.get_node("Fleet").spawn_ships(3, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_SHIELD,
GameState.VESSEL_GAS_BOMBER,
]))
main.get_node("BuildController")._on_hangar_pressed()

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@ -16,19 +16,22 @@ func _ready() -> void:
GameState.unlocked = ["shipyards", "vessel_science"]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BackgroundLayer").visible = false
main.get_node("Fleet").visible = false
main.get_node("AsteroidField").visible = false
main.get_node("PlanetField").visible = false
main.get_node("BuildingField").visible = false
main.get_node("EnemySpawner").set_process(false)
main.get_node("BuildingField").place(GameState.BUILDING_SHIP_LAB, Vector2(400.0, 0.0))
var lab_id: int = int(GameState.buildings[-1].id)
GameState.deposit_to_building(lab_id, 18)
GameState.fleet_cargo = 12
GameState.fleet_gas_cargo = 8
# A level already bought, so the list shows both a researched and an
# unresearched line rather than a uniform page of zeroes.
GameState.vessel_levels["int_damage"] = 1
var bc: Node = main.get_node("BuildController")
# The shared header (#24) hides its HERE column when it has no building,
# so bind it the way opening the panel from the building does.
for bar in bc.resource_bars:
bar.building_id = lab_id
main.get_node("UI/LabMenu").visible = true
bc.lab_vessel = GameState.VESSEL_INTERCEPTOR
bc.lab_vessel = GameState.VESSEL_GAS_BOMBER
bc._refresh_lab()

151
tests/test_gas_bomber.gd Normal file
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@ -0,0 +1,151 @@
extends SceneTree
var game_state: Node
var main: Node
var fleet: Node
var skill: GasBombController
var inside_enemies: Array = []
var outside_enemy: Node
var stage := 0
var elapsed := 0.0
var original_zoom := 2.5
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.vessel_deliveries.clear()
game_state.reset_progression()
game_state.rocks = 0
game_state.gas = 0
game_state.fleet_cargo = 0
game_state.fleet_gas_cargo = 0
game_state.build_time_scale = 0.01
# 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.
var lab_id: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2.ZERO)
if not game_state.queue_lab_research(lab_id, "unlock_gas_bomber"):
_fail_now("could not queue Gas Bomber research")
return
game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_ORE, 200)
game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_GAS, 29)
game_state._advance_lab_research(10.0)
if game_state.outstanding_resource_cost(lab_id, GameState.RESOURCE_GAS) != 1 \
or game_state.outstanding_resource_cost(lab_id, GameState.RESOURCE_ORE) != 0:
_fail_now("research shortfall was not tracked as gas")
return
if game_state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER):
_fail_now("Gas Bomber unlocked without its full gas cost")
return
game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_GAS, 1)
game_state._advance_lab_research(10.0)
if not game_state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER):
_fail_now("30 gas did not unlock the Gas Bomber")
return
# Crafting requires both resources and preserves the vessel type.
var crafter_id: int = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2.ZERO)
if not game_state.queue_order(crafter_id, GameState.VESSEL_GAS_BOMBER):
_fail_now("unlocked Gas Bomber could not be queued")
return
game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_ORE, 10)
game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 7)
game_state._advance_production(10.0)
if game_state.outstanding_resource_cost(crafter_id, GameState.RESOURCE_GAS) != 1 \
or game_state.outstanding_resource_cost(crafter_id, GameState.RESOURCE_ORE) != 0:
_fail_now("crafting shortfall was not tracked as gas")
return
if not game_state.order_list(crafter_id).is_empty() \
and bool(game_state.order_list(crafter_id)[0].started):
_fail_now("Gas Bomber started with insufficient gas")
return
game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 1)
game_state._advance_production(10.0)
if game_state.stored_vessels != [GameState.VESSEL_GAS_BOMBER]:
_fail_now("crafting did not produce a typed Gas Bomber")
return
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)
if main.get_node("UI/GasBombButton").visible:
return _fail_now("bomb control appeared without a Gas Bomber")
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_GAS_BOMBER]))
main.get_node("Camera2D").zoom = Vector2(original_zoom, original_zoom)
skill._process(0.0)
if not main.get_node("UI/GasBombButton").visible:
return _fail_now("fleet Gas Bomber did not reveal the bomb control")
var press := InputEventScreenTouch.new()
press.index = 7
var bomb_button: Control = main.get_node("UI/GasBombButton")
press.position = bomb_button.global_position + bomb_button.size * 0.5
press.pressed = true
main._handle_touch(press)
if not skill.aiming:
return _fail_now("bomb control did not begin aiming")
var drag := InputEventScreenDrag.new()
drag.index = 7
drag.position = Vector2(350, 700)
main._handle_drag(drag)
if main.get_node("Camera2D").zoom.x >= original_zoom:
return _fail_now("long aim did not zoom out")
for offset in [Vector2(-60, 0), Vector2(70, 35)]:
var enemy: Node = load("res://Enemy.tscn").instantiate()
enemy.position = skill.aim_target + offset
enemy.speed = 0.0
main.add_child(enemy)
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.speed = 0.0
main.add_child(outside_enemy)
var release := InputEventScreenTouch.new()
release.index = 7
release.position = drag.position
release.pressed = false
main._handle_touch(release)
if not skill.projectile_active:
return _fail_now("release did not throw a gas bomb")
elapsed = 0.0
stage = 1
1:
if elapsed < 2.5:
return false
if skill.last_hit_count != 2:
return _fail_now("AOE hit %d enemies instead of 2" % skill.last_hit_count)
for enemy in inside_enemies:
if is_instance_valid(enemy):
return _fail_now("an enemy inside the AOE survived")
if not is_instance_valid(outside_enemy) or outside_enemy.hp != outside_enemy.max_hp:
return _fail_now("the AOE damaged an enemy outside its radius")
if absf(main.get_node("Camera2D").zoom.x - original_zoom) > 0.03:
return _fail_now("camera did not restore its pre-aim zoom")
print("TEST_GAS_BOMBER: PASS")
quit(0)
return true
return false
func _fail_now(message: String) -> bool:
print("TEST_GAS_BOMBER: FAIL (%s)" % message)
quit(1)
return true

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@ -0,0 +1 @@
uid://c3vtwrwjpmcbm

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@ -0,0 +1,42 @@
extends SceneTree
func _initialize() -> void:
var state: Node = root.get_node("GameState")
state.buildings.clear()
state.extractors.clear()
state.transporters.clear()
state.stored_vessels.clear()
state.reset_progression()
state.rocks = 0
state.gas = 30
state.build_time_scale = 0.01
state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2.ZERO)
var lab_id: int = state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(120, 0))
if not state.queue_lab_research(lab_id, "unlock_gas_bomber"):
_fail("could not queue gas research")
return
if state.outstanding_resource_cost(lab_id, GameState.RESOURCE_GAS) != 30:
_fail("lab did not request 30 gas")
return
# Large steps make each physical leg complete in one call; multiple calls
# still exercise dispatch -> bank pickup -> lab delivery -> hub return.
for i in range(12):
state._advance_transporters(10.0)
state._advance_lab_research(10.0)
if not state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER):
_fail("hub transporters did not deliver gas to research")
return
if state.gas != 0 or state.building_resource(lab_id, GameState.RESOURCE_GAS) != 0:
_fail("gas was not consumed at the lab")
return
print("TEST_MULTI_RESOURCE_SUPPLY: PASS")
quit(0)
func _fail(message: String) -> void:
print("TEST_MULTI_RESOURCE_SUPPLY: FAIL (%s)" % message)
quit(1)

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@ -0,0 +1 @@
uid://d34djd8v1r1jd

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@ -23,7 +23,7 @@ func _process(delta: float) -> bool:
return false
var definitions: Array = VESSEL_DEFINITIONS.all()
var fleet_definitions: Array = VESSEL_DEFINITIONS.fleet()
if fleet_definitions.size() != 2 \
if fleet_definitions.size() != 3 \
or fleet_definitions.any(func(definition): return definition.has_capability("transport")):
return _fail("logistics transporters leaked into the combat-fleet catalog")
if ships.size() != definitions.size():
@ -45,7 +45,13 @@ func _process(delta: float) -> bool:
or definitions[1].hull_points.size() != 6
or definitions[1].icon != IconButton.Icon.SHIELD_VESSEL):
return _fail("shield vessel is not an unarmed hexagon")
if ships[2].has_capability("weapon") or not ships[2].has_capability("transport"):
var gas_index: int = VESSEL_DEFINITIONS.ORDER.find(GameState.VESSEL_GAS_BOMBER)
if gas_index < 0 or ships[gas_index].has_capability("weapon") \
or not ships[gas_index].definition.has_capability("gas_bomber"):
return _fail("gas bomber is not an unarmed skill vessel")
var transporter_index: int = VESSEL_DEFINITIONS.ORDER.find(GameState.VESSEL_TRANSPORTER)
if ships[transporter_index].has_capability("weapon") \
or not ships[transporter_index].has_capability("transport"):
return _fail("transporter capabilities were composed incorrectly")
print("TEST_VESSEL_COMPOSITION: PASS")
quit(0)