Refine context actions and preserve fleet landings

This commit is contained in:
Loïc Wisniewski 2026-08-14 23:15:12 +02:00
commit 663648d949
20 changed files with 197 additions and 103 deletions

View file

@ -24,7 +24,13 @@ var target_chunk: Vector2i
var position_before_leaving: Vector2
var cached_fade_duration: float = 0.4
var returned_ship_count: int = -1
var returned_vessel_types: PackedStringArray = PackedStringArray()
var game_state: Node
var expected_vessel_types: PackedStringArray = PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_TRANSPORTER, GameState.VESSEL_SHIELD,
GameState.VESSEL_INTERCEPTOR,
])
func _initialize() -> void:
@ -58,7 +64,7 @@ func _initialize() -> void:
landing_controller = main_scene.get_node("LandingController")
asteroid_field_ref = main_scene.get_node("AsteroidField")
planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:
@ -85,6 +91,10 @@ func _process(delta: float) -> bool:
# collide with a ship mid-test. Clear the existing ones too.
for a in get_nodes_in_group("asteroids"):
a.queue_free()
# A mixed fleet proves the handoff preserves composition rather
# than merely reconstructing the same number of interceptors.
fleet.spawn_ships(expected_vessel_types.size(), fleet.get_centroid(),
expected_vessel_types)
# Get the fleet into the target chunk's vicinity first so
# PlanetField's spawn radius covers it - the planet's own exact
@ -151,12 +161,13 @@ func _process(delta: float) -> bool:
var surface_fleet: Node = current_scene.get_node("Fleet")
var ship_count_ok: bool = surface_fleet.ships.size() == 5
var composition_ok: bool = surface_fleet.vessel_types() == expected_vessel_types
var no_asteroids: bool = get_nodes_in_group("asteroids").is_empty()
var no_enemies: bool = get_nodes_in_group("enemies").is_empty()
print("ship_count_ok=%s (count=%d) no_asteroids=%s no_enemies=%s" % [
ship_count_ok, surface_fleet.ships.size(), no_asteroids, no_enemies
])
if not (ship_count_ok and no_asteroids and no_enemies):
if not (ship_count_ok and composition_ok and no_asteroids and no_enemies):
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (surface scene contents wrong)")
quit(1)
return true
@ -217,6 +228,7 @@ func _process(delta: float) -> bool:
for a in get_nodes_in_group("asteroids"):
a.queue_free()
returned_ship_count = space_fleet.ships.size()
returned_vessel_types = space_fleet.vessel_types()
# Ships respawn in a wedge and then steer into formation, so the
# centroid only means anything once they have actually stopped.
@ -236,12 +248,13 @@ func _process(delta: float) -> bool:
# across correctly and a fleet came back.
var handoff_ok: bool = game_state.surviving_ship_count == 5
var ship_count_ok: bool = handoff_ok and returned_ship_count >= 1
var composition_ok: bool = returned_vessel_types == expected_vessel_types
var position_ok: bool = space_fleet.get_centroid().distance_to(position_before_leaving) < 50.0
print("handoff=%d returned_ships=%d ship_count_ok=%s position_ok=%s centroid=%s expected=%s" % [
game_state.surviving_ship_count, returned_ship_count,
ship_count_ok, position_ok, space_fleet.get_centroid(), position_before_leaving
])
if ship_count_ok and position_ok:
if ship_count_ok and composition_ok and position_ok:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: PASS")
quit(0)
else: