Pay for everything from the bank and the fleet hold, not just buildings

Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.

So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.

The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.

Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.

test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.

Full suite 106/106.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-19 12:15:00 +02:00
commit 821da05c9f
5 changed files with 341 additions and 215 deletions

View file

@ -705,8 +705,8 @@ func _show_building_info(type: String) -> void:
# The same pooled test the build itself uses. Asking the bank here while
# charging bank-plus-hold below would hide the build button for something
# the player can in fact afford.
if can_build and not GameState.can_afford_construction(cost):
lines.append("Not enough rocks - needs %d, you have %d." % [cost, GameState.construction_ore()])
if can_build and not GameState.can_afford(cost):
lines.append("Not enough rocks - needs %d, you have %d." % [cost, GameState.available_ore()])
can_build = false
info_title.text = definition.display_name
@ -753,17 +753,17 @@ func _confirm_build() -> void:
# glyph/HUD rendering the moment it produced anything.
build_status.text = "%s has nothing to extract" % planet.planet_name
return
if not GameState.spend_construction(definition.cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.construction_ore()]
if not GameState.spend(definition.cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.available_ore()]
return
GameState.add_extractor(planet.planet_name, planet.position, planet.resource_type, planet.planet_id)
build_menu.visible = false
return
if definition.unique and GameState.has_building_of_type(type):
if not GameState.can_afford_construction(definition.cost):
if not GameState.can_afford(definition.cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [
definition.cost, GameState.construction_ore()
definition.cost, GameState.available_ore()
]
return
# Only now is the old one destroyed - never before the new one is
@ -775,8 +775,8 @@ func _confirm_build() -> void:
func _try_place(type: String, cost: int) -> void:
if not GameState.spend_construction(cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [cost, GameState.construction_ore()]
if not GameState.spend(cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [cost, GameState.available_ore()]
return
building_field.place(type, fleet.get_centroid())
build_menu.visible = false
@ -817,7 +817,10 @@ func _refresh_skill_menu(id: String = "") -> void:
skill_status.text = "Needs %s first" % GameState.skill_node(node.requires).name
skill_unlock_button.visible = false
elif not GameState.can_afford(int(node.cost)):
skill_status.text = "Not enough rocks - you have %d" % GameState.rocks
# available_ore(), not the bank alone: research is paid for the same
# pooled way as everything else, so quoting the bank here would tell
# the player they cannot afford something they can.
skill_status.text = "Not enough rocks - you have %d" % GameState.available_ore()
skill_unlock_button.visible = false
elif GameState.research_points < points_needed:
# #63: a distinct reason from the ore one above - conflating them
@ -1110,8 +1113,10 @@ func _transfer_place_name() -> String:
if b.is_empty():
return "this building"
if GameState.building_has_capability(b, "bank"):
# Worth naming as the bank rather than as a structure: this is the
# one building where unloading makes the ore spendable everywhere.
# Worth naming as the bank rather than as a structure: it is the
# shared pool every building's transporters draw from, not just
# another store. (It is no longer where ore has to be to be SPENT -
# purchases now draw on the fleet hold too.)
return "the bank"
return "this building"

View file

@ -738,10 +738,8 @@ func unlock_vessel(vessel: String) -> bool:
return false
var costs: Dictionary = research_costs(definition.unlock_id)
var points_needed: int = int(definition.research_point_cost)
if not can_afford_resources(costs) or research_points < points_needed:
if research_points < points_needed or not spend_resources(costs):
return false
for resource_type in costs:
bank_inventory.withdraw(String(resource_type), int(costs[resource_type]))
if points_needed > 0:
research_points -= points_needed
research_points_changed.emit(research_points)
@ -1800,55 +1798,63 @@ func _arrive(t: Dictionary) -> void:
t.progress = 1.0
# --- paying for things ------------------------------------------------------
#
# EVERY payment draws on the bank AND on what the ships are carrying. The
# player can already move resources between the two by hand at any building
# that takes them, so refusing a purchase that a couple of taps would have
# made affordable was pure ceremony.
#
# In one case it was worse than ceremony. A fresh game starts with an empty
# bank, ore is mined into the fleet hold, and the only way to bank it is to
# deliver it to a mothership - so charging construction to the bank alone
# made the first mothership cost ore that could not yet exist. Mine forever,
# build nothing.
#
# Bank first, hold second. The hold is also the fleet's mining capacity, so
# leaving it as full as possible means the next trip out can still carry
# something back.
#
# The one deliberate exception is AMMO - see AimedFleetAbilityController,
# which checks fleet_resource() directly. A gas bomb is fired from what the
# ships are physically carrying; that is a fact about where the matter is,
# not a convenience about where the money is.
func available_resource(resource_type: String) -> int:
return bank_inventory.amount(resource_type) + fleet_inventory.amount(resource_type)
func available_ore() -> int:
return available_resource(RESOURCE_ORE)
func can_afford(cost: int) -> bool:
return bank_inventory.amount(RESOURCE_ORE) >= cost
return available_ore() >= cost
func can_afford_resources(costs: Dictionary) -> bool:
for resource_type in costs:
if bank_inventory.amount(String(resource_type)) < int(costs[resource_type]):
if available_resource(String(resource_type)) < int(costs[resource_type]):
return false
return true
func spend(cost: int) -> bool:
if not can_afford(cost):
return spend_resources({RESOURCE_ORE: cost})
func spend_resources(costs: Dictionary) -> bool:
# Affordability is settled in full BEFORE anything is taken. Charging for
# part of a purchase that then fails is worse than refusing it, and with
# several resource types in one price that is a real possibility rather
# than a theoretical one.
if not can_afford_resources(costs):
return false
bank_inventory.withdraw(RESOURCE_ORE, cost)
return true
# --- construction: the bank AND what the ships are carrying -----------------
#
# A build is put up by the fleet, on the spot, so it can use ore the fleet is
# holding as well as ore already banked. That is not a convenience: a fresh
# game starts with an empty bank, and the ONLY way to bank ore is to deliver
# it to a mothership. Charging construction to the bank alone therefore made
# the first mothership cost ore that could not exist yet - the fleet could
# mine all it liked and the game was unwinnable.
#
# Research still spends from the bank alone (can_afford/spend above). That
# stays deliberate: hauling ore back to a base to fund science is the loop,
# and unlike construction it was never deadlocked, because by the time there
# is anything to research there is a mothership to bank into.
func construction_ore() -> int:
return bank_inventory.amount(RESOURCE_ORE) + fleet_inventory.amount(RESOURCE_ORE)
func can_afford_construction(cost: int) -> bool:
return construction_ore() >= cost
func spend_construction(cost: int) -> bool:
# Bank first, hold second. The hold is also the fleet's mining capacity,
# so leaving it as full as possible means the next trip out can still
# carry something back.
if not can_afford_construction(cost):
return false
var from_bank: int = bank_inventory.withdraw(RESOURCE_ORE, cost)
var remaining: int = cost - from_bank
if remaining > 0:
fleet_inventory.withdraw(RESOURCE_ORE, remaining)
for resource_type in costs:
var id: String = String(resource_type)
var owed: int = int(costs[resource_type])
owed -= bank_inventory.withdraw(id, owed)
if owed > 0:
fleet_inventory.withdraw(id, owed)
return true

View file

@ -1,163 +0,0 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_build_uses_fleet_hold.gd
# A new game starts with an empty bank. Ore is mined into the FLEET HOLD, and
# the only way to move it into the bank is to deliver it to a mothership - so
# charging construction to the bank alone made the first mothership cost ore
# that could not exist yet. Mine forever, build nothing: the game was
# unwinnable from its own opening position.
#
# Construction now draws on the bank AND the hold. Covers:
# A. the deadlock premise still holds - a bank-only test rejects a build
# the fleet can plainly pay for, so this is guarding something real
# B. the pooled test accepts it, and paying takes from the bank first and
# the hold only for the shortfall
# C. an unaffordable build takes nothing at all (no partial charge)
# D. end to end: a fleet holding ore, with an empty bank, actually gets a
# mothership built through BuildController
# E. research is deliberately NOT pooled - it still spends from the bank
# Deliberately more than one starting interceptor can carry (its hold is 20,
# which is exactly MOTHERSHIP_COST). The capacity is widened where this is
# used, so "the hold paid for it" is visible as a remainder rather than as
# the hold happening to empty to zero.
const HOLD_ORE: int = 40
var game_state: Node
var scene: Node
var build_controller: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_progression()
game_state.buildings.clear()
game_state.extractors.clear()
var cost: int = GameState.MOTHERSHIP_COST
# --- A. the deadlock, exactly as a fresh game presents it ---------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.total_capacity = HOLD_ORE
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
if game_state.can_afford(cost):
_fail("the bank-only test passed with an empty bank, so it can no longer show the deadlock this fixes")
return
print("bank 0 + hold %d: bank-only affordability says no (the original deadlock)" % HOLD_ORE)
# --- B. pooled, and paid bank-first -------------------------------------
if not game_state.can_afford_construction(cost):
_fail("a fleet holding %d ore still could not afford a %d build" % [HOLD_ORE, cost])
return
if not game_state.spend_construction(cost):
_fail("spend_construction refused a build it had just called affordable")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0:
_fail("paying from an empty bank somehow changed it")
return
if game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != HOLD_ORE - cost:
_fail("the hold should have paid the whole %d, but holds %d of %d" \
% [cost, game_state.fleet_inventory.amount(GameState.RESOURCE_ORE), HOLD_ORE])
return
print("paid %d entirely from the hold: hold %d -> %d" % [cost, HOLD_ORE, HOLD_ORE - cost])
# Bank first when there is a bank to draw on: the hold is also the fleet's
# mining capacity, so it is spent last.
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 8)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 30)
if not game_state.spend_construction(20):
_fail("a 20 build was refused with 8 banked and 30 held")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 18:
_fail("a split payment should empty the bank first: bank %d, hold %d (expected 0 and 18)" \
% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
print("split payment drained the bank first: bank 8 -> 0, hold 30 -> 18")
# --- C. no partial charge -----------------------------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 5)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 5)
if game_state.spend_construction(50):
_fail("a build that cost more than everything owned was allowed")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 5 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 5:
_fail("a rejected build still took ore: bank %d, hold %d (expected 5 and 5)" \
% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
print("a build nobody can afford takes nothing")
# --- E. research stays banked -------------------------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 500)
if game_state.can_afford(1):
_fail("research affordability started counting the fleet hold - it is meant to stay banked")
return
print("research still spends from the bank alone")
# --- D. end to end, through the real build path --------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
build_controller = scene.get_node("BuildController")
# Whatever else the scene did while starting up, the point of the
# test is a fleet with ore and an empty bank.
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
# Widened past what a starting interceptor can carry. Its real
# hold is 20 and a mothership costs exactly 20, so at the stock
# capacity a successful build empties the hold to zero - which is
# indistinguishable from the hold having been emptied by anything
# else. With room to spare, the remainder is the evidence.
game_state.fleet_inventory.total_capacity = HOLD_ORE
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
var before: int = game_state.buildings.size()
build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
build_controller._confirm_build()
if game_state.buildings.size() != before + 1:
return _fail("building a mothership from the fleet's own hold did not place one (%d -> %d): %s" \
% [before, game_state.buildings.size(), build_controller.build_status.text])
# Checked as a TOTAL, not as the hold alone: a mothership standing
# where the fleet is starts taking delivery of the hold on the
# very next tick, so ore legitimately moves from hold to bank
# straight after the build. What must be true is that exactly the
# cost left the pool - and that it left, since the bank was empty
# and could not have paid.
var total: int = game_state.construction_ore()
if total != HOLD_ORE - GameState.MOTHERSHIP_COST:
return _fail("the mothership was placed but %d ore remains, expected %d" \
% [total, HOLD_ORE - GameState.MOTHERSHIP_COST])
print("built a mothership with an empty bank, paid out of the fleet hold (%d ore left, bank %d + hold %d)" \
% [total, game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
print("TEST_BUILD_USES_FLEET_HOLD: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_BUILD_USES_FLEET_HOLD: FAIL (%s)" % message)
quit(1)
return true

View file

@ -0,0 +1,278 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_payments_use_fleet_hold.gd
# Every payment draws on the bank AND on what the ships are carrying. The
# player can already shuttle resources between the two by hand, so refusing a
# purchase that a couple of taps would have made affordable was ceremony.
#
# It was also a deadlock. A new game starts with an empty bank, ore is mined
# into the fleet hold, and the only way to bank it is to deliver it to a
# mothership - so charging construction to the bank alone made the first
# mothership cost ore that could not yet exist.
#
# Covers:
# A. the deadlock premise - a bank-only check rejects what the fleet can
# plainly pay for, so this is guarding something real
# B. paying takes from the bank first and the hold only for the shortfall
# C. an unaffordable purchase takes nothing at all
# D. EVERY payment route is pooled, not just building: the skill tree, ship
# lab upgrades, and multi-resource vessel research
# E. ammo is deliberately NOT pooled - a shot comes out of what the ships
# are physically carrying
# F. end to end: an empty bank and ore in the hold actually gets a
# mothership built through BuildController
const HOLD_ORE: int = 40
var game_state: Node
var scene: Node
var build_controller: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_progression()
game_state.buildings.clear()
game_state.extractors.clear()
var cost: int = GameState.MOTHERSHIP_COST
# --- A. the deadlock, exactly as a fresh game presents it ---------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
# Deliberately more than one starting interceptor can carry (its hold is
# 20, which is exactly MOTHERSHIP_COST), so "the hold paid" shows up as a
# remainder rather than as the hold happening to empty to zero.
game_state.fleet_inventory.total_capacity = HOLD_ORE
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) >= cost:
_fail("the bank was not actually empty, so nothing below tests the deadlock")
return
if not game_state.can_afford(cost):
_fail("a fleet holding %d ore could not afford a %d purchase" % [HOLD_ORE, cost])
return
print("bank 0 + hold %d can afford a %d purchase" % [HOLD_ORE, cost])
# --- B. bank first, hold for the shortfall -------------------------------
if not game_state.spend(cost):
_fail("spend refused a purchase it had just called affordable")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != HOLD_ORE - cost:
_fail("paying from an empty bank should have taken the whole %d from the hold: bank %d, hold %d" \
% [cost, game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 8)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 30)
if not game_state.spend(20):
_fail("a 20 purchase was refused with 8 banked and 30 held")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 0 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 18:
_fail("a split payment should empty the bank first: bank %d, hold %d (expected 0 and 18)" \
% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
print("split payment drained the bank first: bank 8 -> 0, hold 30 -> 18")
# --- C. no partial charge -----------------------------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 5)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 5)
if game_state.spend(50):
_fail("a purchase costing more than everything owned was allowed")
return
if game_state.bank_inventory.amount(GameState.RESOURCE_ORE) != 5 \
or game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 5:
_fail("a rejected purchase still took resources: bank %d, hold %d (expected 5 and 5)" \
% [game_state.bank_inventory.amount(GameState.RESOURCE_ORE),
game_state.fleet_inventory.amount(GameState.RESOURCE_ORE)])
return
print("a purchase nobody can afford takes nothing")
# The hold has a real capacity (one starting interceptor carries 20), and
# set_amount() is clamped by it - which silently gave the checks below
# less than they asked for and made an affordable price look unaffordable.
# Capacity is not what any of them are about, so take it out of the way;
# the end-to-end stage sets a concrete one again.
game_state.fleet_inventory.total_capacity = -1
if not _check_multi_resource_atomicity():
return
if not _check_skill_tree():
return
if not _check_ship_lab():
return
if not _check_vessel_research():
return
if not _check_ammo_is_not_pooled():
return
# --- F. end to end, through the real build path --------------------------
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
# A price in two resources where only one is coverable must take NEITHER.
func _check_multi_resource_atomicity() -> bool:
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 10)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 10)
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 1)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_GAS, 1)
if game_state.spend_resources({GameState.RESOURCE_ORE: 15, GameState.RESOURCE_GAS: 40}):
return _fail("a two-resource price was charged with only one of them affordable")
if game_state.available_ore() != 20 or game_state.available_resource(GameState.RESOURCE_GAS) != 2:
return _fail("a refused two-resource purchase still took some ore or gas (ore %d, gas %d)" \
% [game_state.available_ore(), game_state.available_resource(GameState.RESOURCE_GAS)])
if not game_state.spend_resources({GameState.RESOURCE_ORE: 15, GameState.RESOURCE_GAS: 2}):
return _fail("an affordable two-resource price was refused")
if game_state.available_ore() != 5 or game_state.available_resource(GameState.RESOURCE_GAS) != 0:
return _fail("a two-resource purchase charged wrongly (ore %d left, gas %d left)" \
% [game_state.available_ore(), game_state.available_resource(GameState.RESOURCE_GAS)])
print("multi-resource prices are all-or-nothing, and pooled per resource")
return true
func _check_skill_tree() -> bool:
var id: String = "shipyards"
var node: Dictionary = game_state.skill_node(id)
var cost: int = int(node.cost)
game_state.unlocked.clear()
game_state.research_points = 999
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, cost)
if not game_state.can_unlock(id):
return _fail("the skill tree refused '%s' (cost %d) with the whole price in the fleet hold" % [id, cost])
if not game_state.unlock(id):
return _fail("unlocking '%s' failed despite can_unlock saying yes" % id)
if game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 0:
return _fail("the skill unlock did not charge the hold: %d left of %d" \
% [game_state.fleet_inventory.amount(GameState.RESOURCE_ORE), cost])
print("skill tree: unlocked '%s' for %d paid entirely from the hold" % [id, cost])
return true
func _check_ship_lab() -> bool:
# Ship-lab upgrades need a lab standing; the subject is where the money
# comes from, not the prerequisite.
game_state.buildings.clear()
game_state.buildings.append({"id": 1, "type": GameState.BUILDING_SHIP_LAB,
"position": Vector2.ZERO})
if not game_state.has_ship_lab():
return _fail("could not place a ship lab, so the upgrade path cannot be tested")
var id: String = ""
for upgrade in game_state.upgrades_for(GameState.VESSEL_INTERCEPTOR):
if not game_state.upgrade_maxed(String(upgrade.id)):
id = String(upgrade.id)
break
if id == "":
return _fail("no ship-lab upgrade was available to buy")
var cost: int = game_state.upgrade_cost(id)
game_state.research_points = 999
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, cost)
if not game_state.can_buy_upgrade(id):
return _fail("the ship lab refused upgrade '%s' (cost %d) with the whole price in the hold" % [id, cost])
if not game_state.buy_upgrade(id):
return _fail("buying '%s' failed despite can_buy_upgrade saying yes" % id)
if game_state.fleet_inventory.amount(GameState.RESOURCE_ORE) != 0:
return _fail("the upgrade did not charge the hold: %d left of %d" \
% [game_state.fleet_inventory.amount(GameState.RESOURCE_ORE), cost])
print("ship lab: bought '%s' for %d paid entirely from the hold" % [id, cost])
return true
func _check_vessel_research() -> bool:
# Vessel unlocks are the multi-resource payment route.
var vessel: String = ""
var costs: Dictionary = {}
for definition in game_state.VESSEL_DEFINITIONS.all():
if String(definition.unlock_id) == "" or game_state.vessel_is_unlocked(String(definition.definition_id)):
continue
vessel = String(definition.definition_id)
costs = game_state.research_costs(String(definition.unlock_id))
if not costs.is_empty():
break
if vessel == "" or costs.is_empty():
return _fail("no locked vessel with a resource cost was available to research")
game_state.research_points = 999
for resource_type in costs:
game_state.bank_inventory.set_amount(String(resource_type), 0)
game_state.fleet_inventory.set_amount(String(resource_type), int(costs[resource_type]))
if not game_state.unlock_vessel(vessel):
return _fail("researching '%s' was refused with its whole price (%s) in the fleet hold" % [vessel, str(costs)])
for resource_type in costs:
if game_state.available_resource(String(resource_type)) != 0:
return _fail("researching '%s' left %d %s unspent" \
% [vessel, game_state.available_resource(String(resource_type)), resource_type])
print("vessel research: unlocked '%s' for %s paid entirely from the hold" % [vessel, str(costs)])
return true
func _check_ammo_is_not_pooled() -> bool:
# Firing is about where the matter physically IS, so it reads the hold
# directly rather than going through the pooled payment path.
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 500)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_GAS, 0)
if game_state.fleet_resource(GameState.RESOURCE_GAS) != 0:
return _fail("banked gas leaked into the fleet hold reading that ammo checks use")
print("ammo still reads the fleet hold alone, ignoring 500 banked gas")
return true
func _process(delta: float) -> bool:
# quit() takes effect on the NEXT frame, so a failure raised during
# _initialize still gets one _process call with nothing set up. Without
# this the test spent five minutes reporting a null scene instead of the
# reason it actually stopped.
if scene == null:
return true
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
build_controller = scene.get_node("BuildController")
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 0)
game_state.fleet_inventory.total_capacity = HOLD_ORE
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
var before: int = game_state.buildings.size()
build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
build_controller._confirm_build()
if game_state.buildings.size() != before + 1:
return _fail("building a mothership from the fleet's own hold did not place one (%d -> %d): %s" \
% [before, game_state.buildings.size(), build_controller.build_status.text])
# Checked as a TOTAL, not as the hold alone: a mothership standing
# where the fleet is starts taking delivery of the hold on the
# very next tick, so ore legitimately moves from hold to bank
# straight after the build. What must be true is that exactly the
# cost left the pool - and that it left, since the bank was empty
# and could not have paid.
var total: int = game_state.available_ore()
if total != HOLD_ORE - GameState.MOTHERSHIP_COST:
return _fail("the mothership was placed but %d ore remains, expected %d" \
% [total, HOLD_ORE - GameState.MOTHERSHIP_COST])
print("built a mothership with an empty bank, paid out of the fleet hold")
print("TEST_PAYMENTS_USE_FLEET_HOLD: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_PAYMENTS_USE_FLEET_HOLD: FAIL (%s)" % message)
quit(1)
return false