Route extractor ore through transporters
This commit is contained in:
parent
13492a52e2
commit
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3 changed files with 141 additions and 140 deletions
132
GameState.gd
132
GameState.gd
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@ -767,26 +767,13 @@ func rotate_formation(radians: float) -> void:
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formation[i] = formation[i].rotated(radians)
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formation[i] = formation[i].rotated(radians)
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# --- Extractors and their haulers -----------------------------------------
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# --- Extractors ------------------------------------------------------------
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# An extractor sits on a planet and runs a single automated hauler back and
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# Extractors mine into their OWN local stock. They do not own a magical
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# forth to the mothership, delivering ore on each arrival.
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# hauler: ore becomes spendable only when a hub-stationed transporter picks
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#
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# up a full load and physically delivers it to the mothership. Entries are
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# The round trip is SIMULATED HERE, in the autoload, rather than by any
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# {"position", "planet_name", "stock", "mining_progress"}.
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# node: it advances whether the player is in space, on a planet's surface,
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const EXTRACTOR_RATE: float = 2.0 # ore per second
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# or far enough away that nothing about the route is loaded. `progress` is
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# a fraction of one full there-and-back cycle, so a hauler's drawn position
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# is derived from the same number that decides when ore is delivered - the
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# visual arrival and the payout cannot drift apart, because they are the
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# same event.
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#
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# Entries are {"position": Vector2 (the planet's position in SPACE),
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# "planet_name": String, "progress": float}.
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const HAULER_SPEED: float = 260.0
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const HAULER_YIELD: int = 4
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# Progress value at which the hauler reaches the mothership: exactly half
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# way through the cycle, the outbound leg being the first half.
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const HAULER_ARRIVAL: float = 0.5
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var extractors: Array = []
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var extractors: Array = []
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@ -805,7 +792,8 @@ func add_extractor(planet_name: String, at_position: Vector2) -> void:
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extractors.append({
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extractors.append({
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"position": at_position,
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"position": at_position,
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"planet_name": planet_name,
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"planet_name": planet_name,
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"progress": 0.0,
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"stock": 0,
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"mining_progress": 0.0,
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})
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})
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# An extractor is built from SPACE, with the fleet parked on the planet -
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# An extractor is built from SPACE, with the fleet parked on the planet -
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# so the Planet node is already in the tree with its _ready() long since
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# so the Planet node is already in the tree with its _ready() long since
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@ -814,49 +802,23 @@ func add_extractor(planet_name: String, at_position: Vector2) -> void:
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extractor_added.emit(planet_name)
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extractor_added.emit(planet_name)
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func get_hauler_route_time(extractor: Dictionary) -> float:
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func extractor_stock(index: int) -> int:
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# Full cycle: out to the mothership and back again.
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if index < 0 or index >= extractors.size():
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var mothership: Variant = get_mothership_position()
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return 0
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if mothership == null:
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return int(extractors[index].get("stock", 0))
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return 0.0
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var distance: float = extractor.position.distance_to(mothership)
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if distance < 1.0:
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return 0.0
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return (distance * 2.0) / HAULER_SPEED
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func get_hauler_position(extractor: Dictionary) -> Variant:
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# Where the hauler is right now, derived purely from `progress`. Returns
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# null when there is no route (no mothership built yet).
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var mothership: Variant = get_mothership_position()
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if mothership == null:
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return null
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var t: float = extractor.progress
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if t <= HAULER_ARRIVAL:
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return extractor.position.lerp(mothership, t / HAULER_ARRIVAL)
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return mothership.lerp(extractor.position, (t - HAULER_ARRIVAL) / (1.0 - HAULER_ARRIVAL))
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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# Runs in the autoload, so extraction keeps earning - and queued orders
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# Runs in the autoload, so mining and transport continue while the player
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# keep completing - while the player is on a planet's surface or nowhere
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# is on a planet's surface or nowhere near either.
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# near either.
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_advance_production(delta)
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_advance_production(delta)
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_advance_transporters(delta)
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if extractors.is_empty():
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return
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for e in extractors:
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for e in extractors:
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var cycle: float = get_hauler_route_time(e)
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e.mining_progress = float(e.get("mining_progress", 0.0)) + delta * EXTRACTOR_RATE
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if cycle <= 0.0:
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var whole: int = int(floor(float(e.mining_progress)))
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continue # nothing to deliver to yet
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if whole > 0:
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var before: float = e.progress
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e.stock = int(e.get("stock", 0)) + whole
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e.progress += delta / cycle
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e.mining_progress = float(e.mining_progress) - whole
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# Ore lands the instant the hauler reaches the mothership - the same
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_advance_transporters(delta)
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# instant get_hauler_position() puts it there.
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if before < HAULER_ARRIVAL and e.progress >= HAULER_ARRIVAL:
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rocks += HAULER_YIELD
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while e.progress >= 1.0:
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e.progress -= 1.0
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# --- transporters (#19) ---------------------------------------------------
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# --- transporters (#19) ---------------------------------------------------
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@ -882,6 +844,8 @@ const TRANSPORTER_IDLE: String = "idle"
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const TRANSPORTER_TO_MOTHERSHIP: String = "to_mothership"
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const TRANSPORTER_TO_MOTHERSHIP: String = "to_mothership"
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const TRANSPORTER_TO_BUILDING: String = "to_building"
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const TRANSPORTER_TO_BUILDING: String = "to_building"
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const TRANSPORTER_RETURNING: String = "returning"
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const TRANSPORTER_RETURNING: String = "returning"
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const TRANSPORTER_TO_EXTRACTOR: String = "to_extractor"
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const TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR: String = "extractor_to_mothership"
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var transporters: Array = []
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var transporters: Array = []
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@ -980,10 +944,42 @@ func _transporter_inbound_to(building_id: int) -> bool:
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return false
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return false
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func _transporter_inbound_to_extractor(index: int) -> bool:
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for t in transporters:
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if t.state == TRANSPORTER_TO_EXTRACTOR \
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or t.state == TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR:
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if int(t.get("extractor_index", -1)) == index:
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return true
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return false
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func _dispatch_transporters() -> void:
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func _dispatch_transporters() -> void:
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var mothership: Variant = get_mothership_position()
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var mothership: Variant = get_mothership_position()
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if mothership == null:
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if mothership == null:
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return # nowhere to load from
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return # nowhere to load from
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# A distant extractor is worth visiting only once it has a full hold ready.
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# This keeps the transporter system meaningful: mining is local until a
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# vessel physically carries a researched-sized load home.
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var load: int = transporter_load_limit()
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for i in range(extractors.size()):
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var extractor: Dictionary = extractors[i]
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if int(extractor.get("stock", 0)) < load or _transporter_inbound_to_extractor(i):
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continue
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var chosen_extractor: Dictionary = {}
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var best_extractor_distance: float = INF
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for t in transporters:
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if t.state != TRANSPORTER_IDLE:
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continue
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var d: float = transporter_position(t).distance_squared_to(extractor.position)
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if d < best_extractor_distance:
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best_extractor_distance = d
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chosen_extractor = t
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if chosen_extractor.is_empty():
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return
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chosen_extractor.extractor_index = i
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chosen_extractor.target_id = 0
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_begin_leg(chosen_extractor, transporter_position(chosen_extractor), extractor.position,
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TRANSPORTER_TO_EXTRACTOR)
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for b in buildings:
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for b in buildings:
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if outstanding_cost(int(b.id)) <= 0:
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if outstanding_cost(int(b.id)) <= 0:
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continue
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continue
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@ -1049,6 +1045,26 @@ func _arrive(t: Dictionary) -> void:
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t.carrying = 0
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t.carrying = 0
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t.target_id = 0
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t.target_id = 0
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_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
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_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
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TRANSPORTER_TO_EXTRACTOR:
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var extractor_index: int = int(t.get("extractor_index", -1))
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if extractor_index < 0 or extractor_index >= extractors.size():
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_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
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return
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var extractor: Dictionary = extractors[extractor_index]
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var load: int = transporter_load_limit()
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if int(extractor.get("stock", 0)) < load:
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t.extractor_index = -1
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_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
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return
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extractor.stock = int(extractor.stock) - load
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t.carrying = load
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_begin_leg(t, here, get_mothership_position(), TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR)
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TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR:
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# Bank only on arrival; while in flight the ore remains in carrying.
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rocks += int(t.carrying)
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t.carrying = 0
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t.extractor_index = -1
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_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
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TRANSPORTER_RETURNING:
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TRANSPORTER_RETURNING:
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t.state = TRANSPORTER_IDLE
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t.state = TRANSPORTER_IDLE
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t.progress = 1.0
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t.progress = 1.0
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@ -17,7 +17,6 @@
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[ext_resource type="Script" path="res://BuildController.gd" id="15"]
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[ext_resource type="Script" path="res://BuildController.gd" id="15"]
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[ext_resource type="Script" path="res://ResourceCounter.gd" id="16"]
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[ext_resource type="Script" path="res://ResourceCounter.gd" id="16"]
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[ext_resource type="Script" path="res://FormationEditor.gd" id="17"]
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[ext_resource type="Script" path="res://FormationEditor.gd" id="17"]
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[ext_resource type="Script" path="res://HaulerField.gd" id="18"]
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[ext_resource type="Script" path="res://NeonNumber.gd" id="19"]
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[ext_resource type="Script" path="res://NeonNumber.gd" id="19"]
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[ext_resource type="Script" path="res://NeonPanel.gd" id="20"]
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[ext_resource type="Script" path="res://NeonPanel.gd" id="20"]
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[ext_resource type="Script" path="res://SkillTreeView.gd" id="21"]
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[ext_resource type="Script" path="res://SkillTreeView.gd" id="21"]
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@ -71,9 +70,6 @@ script = ExtResource("11")
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[node name="BuildingField" type="Node2D" parent="."]
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[node name="BuildingField" type="Node2D" parent="."]
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script = ExtResource("14")
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script = ExtResource("14")
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[node name="HaulerField" type="Node2D" parent="."]
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script = ExtResource("18")
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[node name="TransporterField" type="Node2D" parent="."]
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[node name="TransporterField" type="Node2D" parent="."]
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script = ExtResource("23")
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script = ExtResource("23")
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@ -1,28 +1,17 @@
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extends SceneTree
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extends SceneTree
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# Headless gameplay test: run with
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# Extractors now mine into local stock. A hub-stationed transporter is the
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# godot --headless -s res://tests/test_extractor_income.gd
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# only route to the bank, and it waits for a full researched-size load.
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# Covers the extractor's automated hauler:
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# 1. income accrues with NOTHING about the route loaded (no scene showing
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# it), because the simulation lives in the GameState autoload
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# 2. ore is delivered exactly when the hauler reaches the mothership -
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# the payout and the drawn arrival are the same event, driven by the
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# same `progress` value, so they cannot drift apart
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# 3. no mothership means no route and therefore no income
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# 4. the hauler's drawn position tracks that progress along the route
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var game_state: Node
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var game_state: Node
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var stage: int = 0
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var stage: int = 0
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var elapsed: float = 0.0
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var elapsed: float = 0.0
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# The test has to sit through a whole there-and-back hauler cycle, and the
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var extractor_index: int = 0
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# cycle length is distance/HAULER_SPEED - so this fixture distance IS the
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var base_load: int = 0
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# test's runtime. 600 units is ~4.6s of simulated round trip, against ~31s
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var upgraded_load: int = 0
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# for the 4000 it used to be. Nothing here asserts on the distance itself,
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const MOTHERSHIP_AT := Vector2.ZERO
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# only on payout and drawn position tracking the same `progress`, so a short
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const HUB_AT := Vector2(100.0, 0.0)
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# route exercises exactly the same code.
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const EXTRACTOR_AT := Vector2(300.0, 0.0)
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var mothership_pos: Vector2 = Vector2(600.0, 0.0)
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var planet_pos: Vector2 = Vector2.ZERO
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var rocks_before_arrival: int = 0
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func _initialize() -> void:
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func _initialize() -> void:
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@ -30,83 +19,83 @@ func _initialize() -> void:
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game_state.rocks = 0
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game_state.rocks = 0
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game_state.buildings.clear()
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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# An extractor with NO mothership: there is nowhere to deliver, so it
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game_state.reset_progression()
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# must not pay out.
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game_state.add_extractor("Test Planet", EXTRACTOR_AT)
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game_state.add_extractor("Test Planet", planet_pos)
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extractor_index = 0
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func _process(delta: float) -> bool:
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func _process(delta: float) -> bool:
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elapsed += delta
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elapsed += delta
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match stage:
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match stage:
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0:
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0:
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if elapsed < 1.0:
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# Mining is local even without a mothership or transporter.
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if elapsed < 1.2:
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return false
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return false
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if game_state.rocks != 0:
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if game_state.extractor_stock(extractor_index) < 2 or game_state.rocks != 0:
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print("earned %d rocks with no mothership" % game_state.rocks)
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_fail("extractor did not hold locally: stock=%d bank=%d" % [
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print("TEST_EXTRACTOR_INCOME: FAIL (income without a delivery point)")
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game_state.extractor_stock(extractor_index), game_state.rocks])
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quit(1)
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return true
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return true
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print("no mothership -> no income (rocks=%d)" % game_state.rocks)
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print("extractor mined locally: stock=%d bank=%d" % [
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game_state.extractor_stock(extractor_index), game_state.rocks])
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# Give it somewhere to deliver.
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, mothership_pos)
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var hub_id: int = game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
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game_state.extractors[0].progress = 0.0
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# A manually seeded idle transporter is enough to exercise the same
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# simulation used by a produced one.
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game_state.transporters.append({"hub_id": hub_id, "state": GameState.TRANSPORTER_IDLE,
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"target_id": 0, "extractor_index": -1, "carrying": 0, "progress": 1.0,
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"from": HUB_AT, "to": HUB_AT})
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base_load = game_state.transporter_load_limit()
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game_state.extractors[extractor_index].stock = base_load - 1
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elapsed = 0.0
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elapsed = 0.0
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stage = 1
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stage = 1
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return false
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return false
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1:
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1:
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var e: Dictionary = game_state.extractors[0]
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# No partial pickup: it stays local until it can fill the hold.
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var cycle: float = game_state.get_hauler_route_time(e)
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if elapsed < 0.2:
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if cycle <= 0.0:
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print("TEST_EXTRACTOR_INCOME: FAIL (route never established)")
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quit(1)
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return true
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# Nothing in this scene tree draws the route at all - no Main
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# scene, no HaulerField, no hauler node. Income must still tick.
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if e.progress < GameState.HAULER_ARRIVAL:
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rocks_before_arrival = game_state.rocks
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# The drawn position must track progress along the route.
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var pos: Variant = game_state.get_hauler_position(e)
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var expected: Vector2 = planet_pos.lerp(mothership_pos, e.progress / GameState.HAULER_ARRIVAL)
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if pos == null or pos.distance_to(expected) > 1.0:
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print("hauler at %s, expected %s" % [pos, expected])
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print("TEST_EXTRACTOR_INCOME: FAIL (drawn position does not follow the simulation)")
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quit(1)
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return true
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return false
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return false
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if game_state.transporters[0].state != GameState.TRANSPORTER_IDLE or game_state.rocks != 0:
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# Just crossed the arrival point: the payout must have landed on
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_fail("transporter left for a partial load")
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# the very same step, and the hauler must be AT the mothership.
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var paid: bool = game_state.rocks == rocks_before_arrival + GameState.HAULER_YIELD
|
|
||||||
var at_mothership: Variant = game_state.get_hauler_position(e)
|
|
||||||
var arrived: bool = at_mothership != null and at_mothership.distance_to(mothership_pos) < 40.0
|
|
||||||
print("arrival: rocks %d -> %d (paid=%s) hauler at %s (arrived=%s)" % [
|
|
||||||
rocks_before_arrival, game_state.rocks, paid, at_mothership, arrived
|
|
||||||
])
|
|
||||||
if not (paid and arrived):
|
|
||||||
print("TEST_EXTRACTOR_INCOME: FAIL (payout and arrival did not coincide)")
|
|
||||||
quit(1)
|
|
||||||
return true
|
return true
|
||||||
|
game_state.extractors[extractor_index].stock = base_load
|
||||||
rocks_before_arrival = game_state.rocks
|
|
||||||
elapsed = 0.0
|
elapsed = 0.0
|
||||||
stage = 2
|
stage = 2
|
||||||
return false
|
return false
|
||||||
2:
|
2:
|
||||||
# It must not pay again until it has been back and returned.
|
# It must lift exactly the capacity amount, then bank it only when
|
||||||
var e2: Dictionary = game_state.extractors[0]
|
# it reaches the mothership.
|
||||||
if e2.progress > GameState.HAULER_ARRIVAL:
|
if game_state.rocks >= base_load:
|
||||||
if game_state.rocks != rocks_before_arrival:
|
print("full transporter load banked: %d ore" % base_load)
|
||||||
print("paid %d extra mid-return" % (game_state.rocks - rocks_before_arrival))
|
# Fund the lab purchase independently of the delivery assertion.
|
||||||
print("TEST_EXTRACTOR_INCOME: FAIL (paid while returning empty)")
|
game_state.rocks = 100
|
||||||
quit(1)
|
game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-100.0, 0.0))
|
||||||
|
if not game_state.buy_upgrade("trn_capacity"):
|
||||||
|
_fail("could not research Expanded Hold at a ship lab")
|
||||||
|
return true
|
||||||
|
upgraded_load = game_state.transporter_load_limit()
|
||||||
|
if upgraded_load <= base_load:
|
||||||
|
_fail("Expanded Hold did not raise capacity")
|
||||||
|
return true
|
||||||
|
game_state.extractors[extractor_index].stock = upgraded_load
|
||||||
|
elapsed = 0.0
|
||||||
|
stage = 3
|
||||||
|
return false
|
||||||
|
if elapsed > 10.0:
|
||||||
|
_fail("full extractor load was never collected")
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
# Wrapped past the planet and started a new outbound leg.
|
3:
|
||||||
print("returned empty without paying again (rocks=%d)" % game_state.rocks)
|
if game_state.rocks >= 100 - 30 + upgraded_load:
|
||||||
|
print("Expanded Hold %d -> %d, upgraded load banked" % [base_load, upgraded_load])
|
||||||
print("TEST_EXTRACTOR_INCOME: PASS")
|
print("TEST_EXTRACTOR_INCOME: PASS")
|
||||||
quit(0)
|
quit(0)
|
||||||
return true
|
return true
|
||||||
|
if elapsed > 10.0:
|
||||||
|
_fail("upgraded load was not transported")
|
||||||
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
|
|
||||||
|
func _fail(message: String) -> void:
|
||||||
|
print("TEST_EXTRACTOR_INCOME: FAIL (%s)" % message)
|
||||||
|
quit(1)
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue