#130 asked for the hull to break away from the fleet, drift a few metres, and go up further off with something more explosive than a light animation. The wreck is a separate node rather than the Ship staying alive to animate, and that is the load-bearing part. A dying Ship still in the tree is still an Area2D in the player_ships group with live weapon components - it would keep firing, keep being fired at, keep counting as a target, and keep colliding on the way out. So the ship's own lifecycle is untouched: it leaves the fleet, emits destroyed, and is freed on exactly the frame it always was. What is left behind is scenery, and the test pins that. The explosion at the end was also the quieter of the two the game has. Killing an enemy was made deliberately loud by #87 while losing one of your own kept the base class's twelve-particle default - the reward louder than the loss. It is now the bigger of the two. #135 is the same scene from the other end: the prologue's convoy flies its escorts on the corners of the box, which is the exposed part of it, and the debris belt can take all four. With no interceptor left, the only hulls the vortex could spare were holds, and the player flew out of the prologue in a carrier. Two guards now: one interceptor is put back into the convoy at the top of the vortex, where a vessel appearing among ten being thrown around a black hole is not something anyone will catch; and the handover checks the TYPES it hands over rather than only the count - one surviving carrier is also a fleet of one, and it is not the fleet a new game starts with.
This commit is contained in:
parent
397983b611
commit
710dcbf230
8 changed files with 419 additions and 6 deletions
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@ -3,9 +3,15 @@ extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_asteroid_ship_collision.gd
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# Verifies that a ship touching an asteroid destroys BOTH the ship (removed
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# from the fleet) and the asteroid itself (mutual destruction), each
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# spawning its own coherent explosion VFX: light-burst blue for the ship,
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# debris brown for the asteroid.
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# from the fleet) and the asteroid itself (mutual destruction), each leaving
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# its own coherent VFX behind.
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#
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# #130 changed what the ship leaves. Its death is a sequence now - the hull
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# breaks away from the fleet, drifts clear, and explodes out there - so what
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# exists on the frame of the collision is the WRECK, and the explosion comes
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# later, somewhere else. That the wreck really does drift and really does go
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# up is test_ship_death's job; what matters here is that the collision still
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# ends the ship, ends the rock, and leaves each of them something to look at.
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const CHECK_DELAY: float = 0.05
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@ -55,7 +61,7 @@ func _check_results() -> void:
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var ship_vfx_ok: bool = false
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var asteroid_vfx_ok: bool = false
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for child in root.get_children():
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if child is ShipExplosionVFX:
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if child is ShipWreckVFX:
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ship_vfx_ok = true
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elif child is AsteroidExplosionVFX:
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asteroid_vfx_ok = true
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224
tests/test_ship_death.gd
Normal file
224
tests/test_ship_death.gd
Normal file
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@ -0,0 +1,224 @@
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extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_ship_death.gd
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# Forgejo #130: "they would break away from the fleet by a few metres, and
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# end up exploding a little further off, with a rather more explosive
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# explosion than just a light animation."
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#
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# Three claims, and the first one is the one that could quietly break
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# everything else: the wreck must be SCENERY. A dying ship kept alive to
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# animate would still be an Area2D in the player_ships group with live
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# weapon components - still shooting, still a target, still colliding - so
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# the test checks that the fleet, the group and the node are all rid of it
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# on the same frame they always were.
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#
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# Covers:
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# A. the ship itself dies immediately: out of the fleet, out of the group,
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# freed - exactly as before
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# B. a wreck is left behind, and it travels AWAY from the fleet
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# C. it explodes where it ended up, not where it was hit
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# D. the explosion is a real one - and no quieter than the one an enemy
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# gets, which is the comparison #130 is making
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# E. #135 - the prologue hands over an interceptor even when the belt has
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# taken every escort
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var game_state: Node
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var scene: Node
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var fleet: Node2D
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var stage: int = 0
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var elapsed: float = 0.0
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var wreck: Node2D
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var wreck_start: Vector2 = Vector2.ZERO
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var fleet_centre: Vector2 = Vector2.ZERO
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var last_wreck_at: Vector2 = Vector2.ZERO
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var ships_before: int = 0
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func _initialize() -> void:
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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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game_state = root.get_node("GameState")
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game_state.reset_new_game()
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game_state.intro_active = false
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game_state.reset_quests()
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func _fail(message: String) -> bool:
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print("TEST_SHIP_DEATH: FAIL (%s)" % message)
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quit(1)
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return true
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func _wrecks() -> Array:
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var out: Array = []
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for node in root.get_children():
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if node is ShipWreckVFX:
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out.append(node)
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return out
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func _explosions() -> Array:
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var out: Array = []
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for node in root.get_children():
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if node is ShipExplosionVFX:
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out.append(node)
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return out
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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fleet = scene.get_node("Fleet")
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.4:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# A wedge, so there is a formation to break away FROM.
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fleet.spawn_ships(3, Vector2.ZERO,
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PackedStringArray([GameState.VESSEL_INTERCEPTOR,
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_INTERCEPTOR]))
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.3:
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return false
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if fleet.ships.size() != 3:
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return _fail("wanted a fleet of 3 to kill one out of, got %d" % fleet.ships.size())
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fleet_centre = fleet.get_centroid()
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var doomed: Node2D = fleet.ships[0]
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wreck_start = doomed.position
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var before: int = get_nodes_in_group("player_ships").size()
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doomed.take_damage(1)
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# --- A. the ship is gone, on this frame ------------------
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if fleet.ships.size() != 2:
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return _fail("a killed ship is still in the fleet (%d ships)" % fleet.ships.size())
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if is_instance_valid(doomed) and not doomed.is_queued_for_deletion():
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return _fail("a killed ship was not freed")
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ships_before = before
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print("the ship leaves the fleet and is freed on the frame it dies")
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# --- B. and leaves a wreck behind ------------------------
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var wrecks: Array = _wrecks()
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if wrecks.size() != 1:
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return _fail("%d wrecks left behind, expected 1" % wrecks.size())
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wreck = wrecks[0]
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if wreck.position.distance_to(wreck_start) > 1.0:
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return _fail("the wreck did not start where the ship died")
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last_wreck_at = wreck.position
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elapsed = 0.0
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stage = 3
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return false
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3:
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# Halfway through the drift: still there, and further out.
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if elapsed < ShipWreckVFX.DRIFT_SECONDS * 0.5:
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return false
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if not is_instance_valid(wreck):
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return _fail("the wreck was gone before it had finished drifting")
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# A frame has passed, so the deletion queue has been flushed: the
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# dead ship is out of the group the enemies pick targets from.
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if get_nodes_in_group("player_ships").size() != ships_before - 1:
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return _fail("a killed ship is still in the player_ships group a frame later")
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var travelled: float = wreck.position.distance_to(wreck_start)
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if travelled < 40.0:
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return _fail("the wreck drifted %.0fpx - it is meant to break away" % travelled)
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# Away from the fleet, not through it.
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if wreck.position.distance_to(fleet_centre) <= wreck_start.distance_to(fleet_centre):
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return _fail("the wreck drifted towards the fleet, not away from it")
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if wreck.rotation == 0.0:
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return _fail("the wreck is not tumbling")
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last_wreck_at = wreck.position
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print("wreck drifted %.0fpx clear of the fleet, tumbling" % travelled)
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < ShipWreckVFX.DRIFT_SECONDS:
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return false
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# --- C. it went up where it ended up ---------------------
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if is_instance_valid(wreck) and not wreck.is_queued_for_deletion():
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return _fail("the wreck never exploded")
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var blasts: Array = _explosions()
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if blasts.is_empty():
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return _fail("the wreck vanished without an explosion")
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var at: Vector2 = blasts[0].position
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if at.distance_to(wreck_start) < 40.0:
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return _fail("the explosion happened at the kill (%.0fpx away), not out where the wreck drifted to" \
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% at.distance_to(wreck_start))
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print("it exploded %.0fpx from where the ship was hit" % at.distance_to(wreck_start))
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# --- D. and it is a real explosion -----------------------
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var ours: ShipExplosionVFX = ShipExplosionVFX.new()
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var theirs: EnemyExplosionVFX = EnemyExplosionVFX.new()
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if ours.shockwave_radius <= 0.0:
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return _fail("a lost vessel still goes up without a shockwave")
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if ours.particle_count < theirs.particle_count:
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return _fail("losing a vessel (%d particles) is quieter than killing an enemy (%d)" \
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% [ours.particle_count, theirs.particle_count])
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if ours.lifetime < theirs.lifetime:
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return _fail("a lost vessel's explosion is shorter than an enemy's")
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print("player explosion: %d particles over %.2fs, shockwave %.0f (enemy: %d over %.2fs)" \
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% [ours.particle_count, ours.lifetime, ours.shockwave_radius,
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theirs.particle_count, theirs.lifetime])
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ours.free()
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theirs.free()
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# --- E. #135: the prologue's survivor --------------------
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scene.free()
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game_state.reset_new_game()
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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fleet = scene.get_node("Fleet")
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elapsed = 0.0
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stage = 5
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return false
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5:
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if elapsed < 0.4:
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return false
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var director: Node2D = scene.get_node("IntroDirector")
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var narration: Control = scene.get_node("UI/NarrationBanner")
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narration.clear()
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# The belt takes every escort on the way through - the corners of
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# the convoy are the exposed part of it. This is the case #135
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# reported: what is left is all cargo.
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for i in range(fleet.ships.size() - 1, -1, -1):
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var ship: Node2D = fleet.ships[i]
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if String(ship.vessel_type) == GameState.VESSEL_INTERCEPTOR:
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fleet.ships.remove_at(i)
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fleet.formation_offsets.remove_at(i)
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ship.free()
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if fleet.ships.is_empty():
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return _fail("the test emptied the convoy instead of stripping its escorts")
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for ship in fleet.ships:
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if String(ship.vessel_type) == GameState.VESSEL_INTERCEPTOR:
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return _fail("an escort survived the test's own belt")
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print("convoy stripped to %d holds and no escorts" % fleet.ships.size())
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director._begin(director.Beat.VORTEX)
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if not fleet.has_vessel_type(GameState.VESSEL_INTERCEPTOR):
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return _fail("the vortex began with no basic vessel to leave behind")
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if String(director._survivor().vessel_type) != GameState.VESSEL_INTERCEPTOR:
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return _fail("the survivor is a %s" % director._survivor().vessel_type)
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director.finish()
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if fleet.ships.size() != GameState.STARTING_SHIP_COUNT:
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return _fail("the prologue handed over %d vessels" % fleet.ships.size())
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if String(fleet.ships[0].vessel_type) != GameState.VESSEL_INTERCEPTOR:
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return _fail("the prologue handed over a %s, not the basic vessel" \
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% fleet.ships[0].vessel_type)
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print("with every escort lost, the prologue still hands over an interceptor")
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print("TEST_SHIP_DEATH: PASS")
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quit(0)
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return true
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return false
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1
tests/test_ship_death.gd.uid
Normal file
1
tests/test_ship_death.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://b13dmq47yfhjn
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