Add planet conquest state and gate extractor placement (#41)
Planets now need every capture point held before an extractor can go up there: GameState tracks per-planet capture progress keyed by the same stable planet_id as extractors, and BuildController's four extractor placement checks (menu enable, status text, info popup, confirm) all re-check conquest, not just proximity/duplication. Part of the #40 conquest-mechanic breakdown.
This commit is contained in:
parent
7da4531f25
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a1ad6cc844
5 changed files with 238 additions and 4 deletions
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@ -543,10 +543,13 @@ func _refresh_build_status() -> void:
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# Prices are shown under each option now, so this only needs to say
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# Prices are shown under each option now, so this only needs to say
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# whether the fleet is somewhere an extractor could go.
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# whether the fleet is somewhere an extractor could go.
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if _planet_under_fleet() != null:
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var planet: Node2D = _planet_under_fleet()
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build_status.text = "Over %s - an extractor can be built here" % _planet_under_fleet().planet_name
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if planet == null:
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else:
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build_status.text = ""
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build_status.text = ""
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elif not GameState.is_planet_conquered(planet.planet_id):
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build_status.text = "Over %s - capture it before building an extractor" % planet.planet_name
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else:
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build_status.text = "Over %s - an extractor can be built here" % planet.planet_name
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func _refresh_build_option_states() -> void:
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func _refresh_build_option_states() -> void:
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@ -554,7 +557,8 @@ func _refresh_build_option_states() -> void:
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var definition: Resource = entry[4]
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var definition: Resource = entry[4]
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var enabled: bool = GameState.is_building_unlocked(definition.definition_id)
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var enabled: bool = GameState.is_building_unlocked(definition.definition_id)
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if definition.placement_mode == "planet":
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if definition.placement_mode == "planet":
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enabled = enabled and _planet_under_fleet() != null
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var planet: Node2D = _planet_under_fleet()
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enabled = enabled and planet != null and GameState.is_planet_conquered(planet.planet_id)
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entry[1].enabled = enabled
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entry[1].enabled = enabled
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entry[1].queue_redraw()
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entry[1].queue_redraw()
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@ -593,6 +597,9 @@ func _show_building_info(type: String) -> void:
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if planet == null:
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if planet == null:
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lines.append("No planet in reach - fly over one.")
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lines.append("No planet in reach - fly over one.")
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can_build = false
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can_build = false
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elif not GameState.is_planet_conquered(planet.planet_id):
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lines.append("%s is not captured yet - take all its capture points." % planet.planet_name)
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can_build = false
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elif GameState.has_extractor_at(planet.planet_id):
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elif GameState.has_extractor_at(planet.planet_id):
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lines.append("%s already has an extractor." % planet.planet_name)
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lines.append("%s already has an extractor." % planet.planet_name)
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can_build = false
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can_build = false
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@ -639,6 +646,9 @@ func _confirm_build() -> void:
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if planet == null or GameState.has_extractor_at(planet.planet_id):
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if planet == null or GameState.has_extractor_at(planet.planet_id):
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build_status.text = "No planet in reach any more"
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build_status.text = "No planet in reach any more"
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return
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return
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if not GameState.is_planet_conquered(planet.planet_id):
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build_status.text = "%s is not captured yet" % planet.planet_name
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return
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if not GameState.spend(definition.cost):
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if not GameState.spend(definition.cost):
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build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.rocks]
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build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.rocks]
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return
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return
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60
GameState.gd
60
GameState.gd
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@ -1020,6 +1020,66 @@ func _extractor_inventory(extractor: Dictionary) -> RefCounted:
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return inventory
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return inventory
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# Planet conquest: a planet must have every one of its capture points held
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# before an extractor can be built there (see BuildController's placement
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# gates). Keyed by the same stable planet_id as `extractors`, entirely
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# separate from it - a planet can be conquered long before anyone builds an
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# extractor on it, or never get one at all.
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var planet_capture: Dictionary = {}
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signal planet_conquered(planet_id: String)
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func register_capture_points(planet_key: String, total: int) -> void:
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# Idempotent: landing again on a planet must not wipe points already
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# captured on a previous visit.
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if planet_capture.has(planet_key):
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return
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var captured: Array = []
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captured.resize(total)
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captured.fill(false)
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planet_capture[planet_key] = {"captured": captured, "conquered": false}
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func capture_state(planet_key: String) -> Dictionary:
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return planet_capture.get(planet_key, {"captured": [], "conquered": false})
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func is_point_captured(planet_key: String, index: int) -> bool:
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var captured: Array = capture_state(planet_key).get("captured", [])
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if index < 0 or index >= captured.size():
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return false
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return bool(captured[index])
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func mark_point_captured(planet_key: String, index: int) -> void:
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if not planet_capture.has(planet_key):
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return
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var state: Dictionary = planet_capture[planet_key]
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var captured: Array = state.captured
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if index < 0 or index >= captured.size():
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return
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captured[index] = true
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if state.conquered:
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return
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if captured.all(func(c): return bool(c)):
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state.conquered = true
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planet_conquered.emit(planet_key)
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func is_planet_conquered(planet_key: String) -> bool:
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return bool(capture_state(planet_key).get("conquered", false))
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func captured_point_count(planet_key: String) -> int:
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var captured: Array = capture_state(planet_key).get("captured", [])
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var count: int = 0
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for c in captured:
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if c:
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count += 1
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return count
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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 mining and transport continue while the player
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# Runs in the autoload, so mining and transport continue while the player
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# is on a planet's surface or nowhere near either.
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# is on a planet's surface or nowhere near either.
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@ -42,6 +42,12 @@ func _initialize() -> void:
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game_state.rocks = 200
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game_state.rocks = 200
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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.planet_capture.clear()
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# This test is about the planet-proximity/duplicate rules, not conquest
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# (see test_planet_conquest_gate), so pre-conquer the target planet.
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var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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game_state.register_capture_points(target_planet_id, 1)
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game_state.mark_point_captured(target_planet_id, 0)
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# Extractors are gated behind research (see test_skill_tree). This test
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# Extractors are gated behind research (see test_skill_tree). This test
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# is about the planet-proximity rule, so grant the research up front.
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# is about the planet-proximity rule, so grant the research up front.
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game_state.reset_progression()
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game_state.reset_progression()
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157
tests/test_planet_conquest_gate.gd
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157
tests/test_planet_conquest_gate.gd
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@ -0,0 +1,157 @@
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_planet_conquest_gate.gd
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# Verifies:
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# 1. GameState starts every planet unconquered, and register_capture_points
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# is idempotent (a second call with the same total doesn't wipe progress)
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# 2. mark_point_captured only conquers once every point is captured, and
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# the planet_conquered signal fires exactly once
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# 3. over an unconquered planet, the extractor build option is disabled,
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# the info popup explains why, and confirming spends nothing and builds
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# nothing
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# 4. once conquered, the same build flow works and charges the cost
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var main_scene: Node
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var fleet: Node
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var game_state: Node
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var controller: Node
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var button: IconButton
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var popup: Control
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var target_chunk: Vector2i
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var stage: int = 0
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var elapsed: float = 0.0
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var conquered_signal_count: int = 0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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if WorldGen.has_planet_at_chunk(chunk):
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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return _fail("no planet chunk to test with")
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game_state = root.get_node("GameState")
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game_state.rocks = 200
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.planet_capture.clear()
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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# Unit-level checks on GameState itself, before any scene involvement.
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if game_state.is_planet_conquered(target_planet_id):
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return _fail("a fresh planet reported conquered")
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game_state.register_capture_points(target_planet_id, 3)
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game_state.mark_point_captured(target_planet_id, 0)
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game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration
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if game_state.captured_point_count(target_planet_id) != 1:
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return _fail("re-registering wiped already-captured progress")
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game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1)
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game_state.mark_point_captured(target_planet_id, 1)
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if game_state.is_planet_conquered(target_planet_id):
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return _fail("conquered with points still missing")
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game_state.mark_point_captured(target_planet_id, 2)
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if not game_state.is_planet_conquered(target_planet_id):
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return _fail("all points captured but planet not marked conquered")
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# Marking an already-captured point again must not double-fire the signal.
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game_state.mark_point_captured(target_planet_id, 2)
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if conquered_signal_count != 1:
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return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
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# Reset conquest for the scene-level gate check below - this run tests
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# the unconquered path first, then conquers it.
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game_state.planet_capture.clear()
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main_scene = load("res://Main.tscn").instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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controller = main_scene.get_node("BuildController")
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button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
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popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
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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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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near
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fleet.move_to(near)
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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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var planet_field: Node = main_scene.get_node("PlanetField")
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if elapsed < planet_field.check_interval + 0.2:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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return _fail("planet never spawned")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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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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var planet_field: Node = main_scene.get_node("PlanetField")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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controller._on_build_pressed()
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if button.enabled:
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return _fail("extractor option enabled over an unconquered planet")
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var explains_capture: bool = popup.visible \
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and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
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var offered: bool = popup.get_node("Panel/BuildButton").visible
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if not explains_capture or offered:
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return _fail("unconquered popup did not explain itself, or offered a build")
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var rocks_before: int = game_state.rocks
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controller._confirm_build() # must do nothing even if somehow pressed
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if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
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return _fail("build proceeded over an unconquered planet")
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popup.visible = false
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# Now conquer it and confirm the same flow succeeds.
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game_state.register_capture_points(planet.planet_id, 2)
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game_state.mark_point_captured(planet.planet_id, 0)
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game_state.mark_point_captured(planet.planet_id, 1)
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controller._on_build_pressed()
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if not button.enabled:
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return _fail("extractor option stayed disabled after conquest")
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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if not popup.get_node("Panel/BuildButton").visible:
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return _fail("conquered planet did not offer a build")
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controller._confirm_build()
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var built: bool = game_state.has_extractor_at(planet.planet_id)
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var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
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if not built or not charged:
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return _fail("conquered planet did not build/charge correctly")
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print("TEST_PLANET_CONQUEST_GATE: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
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quit(1)
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return true
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1
tests/test_planet_conquest_gate.gd.uid
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1
tests/test_planet_conquest_gate.gd.uid
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@ -0,0 +1 @@
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uid://k4l7u3r84jch
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Reference in a new issue