Add timed craft queue and hangar
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14 changed files with 660 additions and 191 deletions
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@ -2,28 +2,29 @@ extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_building_stock_queue.gd
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# Forgejo #16 (part 3 of #12): a building produces out of its OWN stock, and
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# an order it cannot pay for yet is queued rather than refused.
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# Forgejo #16 (part 3 of #12), updated for #23: a building produces out of
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# its OWN stock, an order it cannot pay for yet is queued rather than
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# refused, and building now TAKES TIME.
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#
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# Before this, BuildController deducted from the bank at the moment of
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# purchase and refused outright with "Not enough rocks", so nothing ever had
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# to be delivered anywhere.
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# What #23 changed here: orders no longer complete the instant the ore
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# lands. The head of the queue consumes its ore, builds for build_time, and
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# only then finishes - and it finishes into the mothership hangar rather
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# than straight into the fleet. So a queue is something the player can watch
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# and cancel, and a full fleet no longer stops a crafter working.
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#
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# Verifies:
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# 1. ordering with an empty stock queues instead of failing, and produces
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# nothing yet
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# 2. it does NOT quietly take the cost out of the bank - the whole point is
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# that the building has to be supplied
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# 3. delivering enough stock completes the order on its own
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# 4. one delivery covering several queued orders clears them all, rather
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# than dribbling out one per frame
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# 3. delivering enough stock starts the build, and it completes on its own
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# 4. orders build ONE AT A TIME in order, not all at once the moment a big
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# delivery covers them
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# 5. a part-delivery is not enough: stock below the cost leaves the order
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# queued and the ore untouched
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# 6. stock and queue survive the space scene being torn down (the trip to
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# a planet's surface)
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# 7. production completes with NO fleet in existence, and the fleet picks
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# the vessel up when it comes back - orders must not depend on which
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# scene the player is standing in
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# 6. stock and queue survive the space scene being torn down
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# 7. a build completes with NO fleet in existence, into the hangar, and
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# waits there - it is not lost, and not silently crewed either
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var game_state: Node
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var scene: Node
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@ -34,6 +35,7 @@ var stage: int = 0
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var elapsed: float = 0.0
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var ships_at_start: int = 0
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var bank_at_start: int = 0
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var stored_at_start: int = 0
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var ticks: int = 0
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const CRAFTER_AT: Vector2 = Vector2(900.0, 0.0)
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@ -43,13 +45,12 @@ func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.stored_vessels.clear()
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game_state.rocks = 500
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game_state.fleet_cargo = 0
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game_state.vessels_owed.clear()
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# Room to grow: the default cap is BASE_FLEET_SIZE (5) and the fleet
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# starts at exactly 5, so without this every completed order would have
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# nowhere to put its vessel and the test would be measuring the cap
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# rather than the queue.
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# Real build times are 10s+; the timed path is what matters here, not the
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# wall clock. See GameState.build_time_scale.
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game_state.build_time_scale = 0.02
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game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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@ -57,6 +58,10 @@ func _initialize() -> void:
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field = scene.get_node("BuildingField")
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func _build_time() -> float:
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return game_state.build_time(GameState.PRODUCT_SHIP)
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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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@ -90,7 +95,7 @@ func _process(delta: float) -> bool:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (order did not stay queued: %d pending)" % game_state.pending_orders(crafter_id))
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quit(1)
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return true
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if fleet.ships.size() != ships_at_start:
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if not game_state.stored_vessels.is_empty():
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (a vessel appeared with an empty stock)")
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quit(1)
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return true
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@ -98,8 +103,8 @@ func _process(delta: float) -> bool:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (queueing took %d out of the bank - the building is supposed to be supplied)" % (bank_at_start - game_state.rocks))
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quit(1)
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return true
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print("empty stock -> queued=%d ships=%d bank=%d (untouched)" % [
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game_state.pending_orders(crafter_id), fleet.ships.size(), game_state.rocks
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print("empty stock -> queued=%d stored=%d bank=%d (untouched)" % [
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game_state.pending_orders(crafter_id), game_state.stored_vessels.size(), game_state.rocks
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])
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# --- 5. a part-delivery is not enough -----------------------
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@ -110,7 +115,7 @@ func _process(delta: float) -> bool:
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3:
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if elapsed < 0.3:
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return false
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if game_state.pending_orders(crafter_id) != 1 or fleet.ships.size() != ships_at_start:
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if game_state.pending_orders(crafter_id) != 1 or not game_state.stored_vessels.is_empty():
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (produced on a part-delivery of %d against a cost of %d)" % [
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GameState.SHIP_COST - 1, GameState.SHIP_COST
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])
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@ -124,70 +129,95 @@ func _process(delta: float) -> bool:
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game_state.building_stock(crafter_id), GameState.SHIP_COST
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])
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# --- 3. topping it up completes the order -------------------
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# --- 3. topping it up starts the build ----------------------
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game_state.deposit_to_building(crafter_id, 1)
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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 < 0.4:
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# One tick: the build must have STARTED (ore taken) but not yet
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# finished, or "takes time" means nothing.
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ticks += 1
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if ticks < 2:
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return false
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if game_state.pending_orders(crafter_id) != 0:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (order not completed once the stock arrived)")
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quit(1)
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return true
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if fleet.ships.size() != ships_at_start + 1:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (no vessel delivered: %d -> %d)" % [
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ships_at_start, fleet.ships.size()
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])
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var queue: Array = game_state.order_list(crafter_id)
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if queue.is_empty() or not bool(queue[0].started):
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (a fully funded order never started building)")
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quit(1)
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return true
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if game_state.building_stock(crafter_id) != 0:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (stock not consumed: %d left)" % game_state.building_stock(crafter_id))
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (starting the build did not consume the ore)")
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quit(1)
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return true
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print("supplied -> ships %d->%d, stock spent" % [ships_at_start, fleet.ships.size()])
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if not game_state.stored_vessels.is_empty():
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (the vessel appeared instantly - builds are supposed to take time)")
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quit(1)
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return true
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print("funded -> building started, ore consumed, nothing delivered yet")
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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 < _build_time() * 2.0:
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return false
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if game_state.pending_orders(crafter_id) != 0:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (build never finished)")
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quit(1)
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return true
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if game_state.stored_vessels.size() != 1:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (finished build did not reach the hangar: %d stored)" % game_state.stored_vessels.size())
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quit(1)
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return true
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if fleet.ships.size() != ships_at_start:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (the vessel crewed itself - the player is supposed to pick it up)")
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quit(1)
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return true
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print("built -> 1 vessel waiting in the hangar, fleet untouched at %d" % fleet.ships.size())
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# --- 4. one delivery clears ALL the orders it covers ---------
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# Measured in TICKS, not seconds, and with more orders than the
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# ticks allowed: production that handled one order per frame
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# would still clear them all inside any generous wall-clock wait,
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# so a timed check cannot tell "cleared at once" from "dribbled
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# out". Three orders, two ticks - only clearing them together
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# passes.
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ships_at_start = fleet.ships.size()
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# --- 4. one at a time, in order -----------------------------
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stored_at_start = game_state.stored_vessels.size()
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game_state.queue_order(crafter_id)
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game_state.queue_order(crafter_id)
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game_state.queue_order(crafter_id)
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game_state.deposit_to_building(crafter_id, GameState.SHIP_COST * 3)
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ticks = 0
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stage = 5
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return false
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5:
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ticks += 1
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if ticks < 2:
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return false
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if game_state.pending_orders(crafter_id) != 0 or fleet.ships.size() != ships_at_start + 3:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (a delivery covering 3 orders left %d queued after %d ticks, ships %d->%d)" % [
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game_state.pending_orders(crafter_id), ticks, ships_at_start, fleet.ships.size()
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])
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quit(1)
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return true
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print("one delivery cleared 3 orders in %d ticks -> ships %d->%d" % [
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ticks, ships_at_start, fleet.ships.size()
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])
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# --- 6 + 7. no scene, no fleet: production still completes --
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# The scene has to be GONE before the order is placed. With a
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# fleet still alive and under its cap it claims the vessel the
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# same frame production finishes, which would leave vessels_owed
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# back at 0 and prove nothing about orders surviving without it.
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ships_at_start = fleet.ships.size()
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scene.queue_free()
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elapsed = 0.0
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stage = 6
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return false
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6:
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# Enough time for exactly one build, and no more. Funding all
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# three at once must NOT finish all three at once - that is the
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# behaviour #23 replaced.
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if elapsed < _build_time() * 1.4:
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return false
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var done: int = game_state.stored_vessels.size() - stored_at_start
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if done != 1:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (after one build time, %d of 3 orders finished - they are not building one at a time)" % done)
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quit(1)
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return true
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if game_state.pending_orders(crafter_id) != 2:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (%d orders left, expected 2 still queued)" % game_state.pending_orders(crafter_id))
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quit(1)
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return true
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print("one build time -> 1 of 3 done, 2 still queued (sequential)")
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elapsed = 0.0
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stage = 7
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return false
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7:
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if elapsed < _build_time() * 4.0:
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return false
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if game_state.stored_vessels.size() - stored_at_start != 3:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (the rest of the queue never drained: %d of 3)" % (game_state.stored_vessels.size() - stored_at_start))
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quit(1)
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return true
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print("queue drained in order -> 3 vessels waiting")
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# --- 6 + 7. no scene, no fleet ------------------------------
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stored_at_start = game_state.stored_vessels.size()
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scene.queue_free()
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elapsed = 0.0
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stage = 8
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return false
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8:
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if elapsed < 0.3:
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return false
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if is_instance_valid(fleet):
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@ -195,39 +225,22 @@ func _process(delta: float) -> bool:
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game_state.queue_order(crafter_id)
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game_state.deposit_to_building(crafter_id, GameState.SHIP_COST)
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elapsed = 0.0
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stage = 61
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stage = 9
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return false
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61:
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if elapsed < 0.4:
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9:
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if elapsed < _build_time() * 3.0:
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return false
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# The queue and stock live in the autoload, so tearing the space
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# scene down must not touch them - and the order must complete
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# even with no Fleet node anywhere to hand the vessel to.
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# The queue, the stock and the hangar live in the autoload, so
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# tearing the space scene down must not touch them.
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if game_state.pending_orders(crafter_id) != 0:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (order stalled once the space scene was gone)")
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (build stalled once the space scene was gone)")
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quit(1)
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return true
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if game_state.vessels_owed.is_empty():
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (vessel completed with no fleet present was lost, not owed)")
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if game_state.stored_vessels.size() != stored_at_start + 1:
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (a vessel built with no fleet present was lost)")
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quit(1)
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return true
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print("no scene at all -> order completed, %d vessel owed" % game_state.vessels_owed.size())
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# Come back to space: the fleet should claim what it is owed.
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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elapsed = 0.0
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stage = 8
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return false
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8:
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if elapsed < 0.5:
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return false
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if not game_state.vessels_owed.is_empty():
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (returning fleet never claimed its %d owed vessel(s))" % game_state.vessels_owed.size())
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quit(1)
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return true
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print("fleet returned and claimed the owed vessel (ships=%d)" % fleet.ships.size())
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print("no scene at all -> build completed into the hangar (%d waiting)" % game_state.stored_vessels.size())
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print("TEST_BUILDING_STOCK_QUEUE: PASS")
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quit(0)
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return true
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@ -235,10 +248,6 @@ func _process(delta: float) -> bool:
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func _clear_hazards() -> void:
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# set_process(false) on AsteroidField only stops NEW chunks spawning -
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# rocks already in the world keep drifting and can destroy a parked ship,
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# which silently changes the fleet size this test asserts on. This is a
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# logistics test, not a survival one.
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for a in get_nodes_in_group("asteroids"):
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if is_instance_valid(a):
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a.queue_free()
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