Add capture points and the planet conquest loop (#43)
CapturePoint tracks neutral/blocked/capturing/captured state by polling proximity each frame (a ship in capture_radius, no enemy within enemy_clear_radius), draining gradually rather than resetting when interrupted, and calling GameState.mark_point_captured() on completion. PlanetSetupHost now instantiates the real CapturePoint scene per authored point (restoring already-captured state immediately on re-landing) and spawns each setup's authored enemies, replacing the placeholder markers from #42. CaptureLabel is a small self-polling HUD (same convention as ResourceCounter) showing "CAPTURED n/m" or "CONQUERED" with a one-shot fade on completion, themed per surface profile alongside the existing bank/fleet captions. test_planet_atmosphere_transition.gd's "no enemies on a landed surface" assumption no longer holds now that setups can place guard enemies by design - narrowed the check to what it actually needs to prove: no space-side EnemySpawner/AsteroidField node leaks across the scene swap. Part of the #40 conquest-mechanic breakdown.
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tests/test_capture_points.gd
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tests/test_capture_points.gd
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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_capture_points.gd
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# Verifies:
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# 1. PlanetSetupHost restores an already-captured point immediately on
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# (re-)composition, instead of restarting its fill
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# 2. a ship parked in range with no enemies nearby fills a point to
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# CAPTURED in about capture_time seconds, and GameState reflects it
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# (captured_point_count, is_planet_conquered - which is what
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# BuildController's extractor gate reads, see test_planet_conquest_gate)
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# 3. an enemy within enemy_clear_radius blocks further progress
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# (state == BLOCKED) without erasing what was already filled
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# 4. moving out of range drains progress gradually, not instantly, and
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# never below what a completed point already holds
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# Resolved via load() inside _initialize(), NOT a top-level `const ...
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# preload(...)`. A top-level preload in a script-mode ENTRY point (-s
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# this_file.gd) evaluates during this file's own early compilation, which
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# can happen before autoloads are registered - and CapturePoint.gd
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# references GameState in a function body, which GDScript resolves at
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# compile time. preload()ing it from inside _initialize() defers that
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# until after the engine has finished booting, same as every plain load()
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# call elsewhere in this file.
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var CAPTURE_POINT_SCRIPT: Script
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var PLANET_SETUP_SCRIPT: Script
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var game_state: Node
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var main: Node
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var fleet: Node
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var point: Node
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var enemy: Node
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var planet_id: String = "test_capture_planet"
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var stage: int = 0
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var elapsed: float = 0.0
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var progress_before_block: float = 0.0
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var progress_before_drain: float = 0.0
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func _initialize() -> void:
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CAPTURE_POINT_SCRIPT = load("res://CapturePoint.gd")
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PLANET_SETUP_SCRIPT = load("res://PlanetSetup.gd")
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game_state = root.get_node("GameState")
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game_state.planet_capture.clear()
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# --- 1. restoration: an already-captured point stays captured -----
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var restore_planet_id: String = "test_capture_restore_planet"
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var fake_setup: Resource = PLANET_SETUP_SCRIPT.new()
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fake_setup.setup_id = "test_restore"
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fake_setup.surface_profile_id = "rocky"
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fake_setup.capture_points = PackedVector2Array([Vector2(0, 0), Vector2(500, 0)])
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game_state.planet_id = restore_planet_id
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var host1: Node = load("res://PlanetSetupHost.tscn").instantiate()
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host1.apply_setup(fake_setup)
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game_state.mark_point_captured(restore_planet_id, 0) # simulates a completed prior visit
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var host2: Node = load("res://PlanetSetupHost.tscn").instantiate()
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host2.apply_setup(fake_setup)
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var restored: Node = null
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var fresh: Node = null
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for child in host2.get_children():
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if child.get_script() == CAPTURE_POINT_SCRIPT and child.point_index == 0:
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restored = child
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elif child.get_script() == CAPTURE_POINT_SCRIPT and child.point_index == 1:
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fresh = child
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if restored == null or restored.state != CAPTURE_POINT_SCRIPT.State.CAPTURED or restored.progress < 0.999:
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return _fail("re-landing did not restore an already-captured point")
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if fresh == null or fresh.state == CAPTURE_POINT_SCRIPT.State.CAPTURED:
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return _fail("an uncaptured point came back already CAPTURED")
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# --- 2-4. capture mechanics, in a live scene with a real fleet -----
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game_state.planet_capture.clear()
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game_state.planet_id = planet_id
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game_state.register_capture_points(planet_id, 1)
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.rocks = 200
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main = load("res://Main.tscn").instantiate()
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root.add_child(main)
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fleet = main.get_node("Fleet")
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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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if elapsed < 0.1:
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return false
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main.get_node("EnemySpawner").set_process(false)
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main.get_node("AsteroidField").set_process(false)
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for a in get_nodes_in_group("asteroids"):
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a.queue_free()
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point = load("res://CapturePoint.tscn").instantiate()
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point.point_index = 0
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point.capture_time = 1.0
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point.capture_radius = 200.0
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point.enemy_clear_radius = 300.0
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point.drain_rate = 0.5
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point.position = Vector2(4000, 0) # well clear of spawn-time activity
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main.add_child(point)
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var far_away: Vector2 = point.position + Vector2(2500, 0)
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for ship in fleet.ships:
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ship.position = far_away
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fleet.move_to(far_away)
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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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# Out of range: no progress at all.
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if elapsed < 0.3:
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return false
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if point.progress > 0.001 or point.state != CAPTURE_POINT_SCRIPT.State.NEUTRAL:
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return _fail("progress rose while no ship was in capture_radius")
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for ship in fleet.ships:
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ship.position = point.position
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fleet.move_to(point.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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# Partway through capture_time: rising, not yet complete.
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if elapsed < point.capture_time * 0.4:
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return false
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if point.state != CAPTURE_POINT_SCRIPT.State.CAPTURING or point.progress <= 0.05:
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return _fail("point did not start filling with a ship in range (state=%d progress=%.2f)" % [
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point.state, point.progress
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])
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# An enemy shows up within enemy_clear_radius: must block further
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# fill without erasing what's already there. A bare "enemies"
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# group member (not a real Enemy.tscn) is deliberate: CapturePoint
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# only cares that something is in the group and in range, and
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# this avoids a real chaser/weapon exchange destroying the fleet
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# ships this test also needs alive in later stages.
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enemy = Node2D.new()
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enemy.add_to_group("enemies")
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enemy.position = point.position + Vector2(50, 0)
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main.add_child(enemy)
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progress_before_block = point.progress
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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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if elapsed < 0.5:
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return false
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if point.state != CAPTURE_POINT_SCRIPT.State.BLOCKED:
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return _fail("point did not report BLOCKED with an enemy nearby (state=%d)" % point.state)
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if point.progress > progress_before_block + 0.01:
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return _fail("progress rose while an enemy was inside enemy_clear_radius")
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# Enemy leaves and the ship backs off out of range: progress
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# should drain, but gradually - not snap to zero.
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enemy.queue_free()
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var far_away: Vector2 = point.position + Vector2(2500, 0)
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for ship in fleet.ships:
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ship.position = far_away
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fleet.move_to(far_away)
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progress_before_drain = point.progress
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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 < 0.3:
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return false
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if point.progress >= progress_before_drain - 0.001:
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return _fail("progress did not drain while out of range")
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if point.progress <= 0.001:
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return _fail("progress dropped to zero instantly instead of draining gradually")
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if point.state != CAPTURE_POINT_SCRIPT.State.NEUTRAL:
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return _fail("point state did not return to NEUTRAL while draining out of range")
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# Move back in and let it finish this time.
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for ship in fleet.ships:
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ship.position = point.position
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fleet.move_to(point.position)
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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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# Draining first means completion now takes longer than a bare
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# capture_time - give it a generous margin.
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if elapsed < point.capture_time * 2.0 + 0.5:
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return false
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if point.state != CAPTURE_POINT_SCRIPT.State.CAPTURED:
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return _fail("point never reached CAPTURED (state=%d progress=%.2f after %.2fs)" % [
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point.state, point.progress, elapsed
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])
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if game_state.captured_point_count(planet_id) != 1:
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return _fail("GameState.captured_point_count did not record the capture")
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# is_planet_conquered is exactly what BuildController's extractor
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# gate reads (see test_planet_conquest_gate.gd) - not re-tested
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# through the build UI here to avoid duplicating that coverage.
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if not game_state.is_planet_conquered(planet_id):
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return _fail("single-point planet was not marked conquered")
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print("TEST_CAPTURE_POINTS: 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_CAPTURE_POINTS: FAIL (%s)" % message)
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quit(1)
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return true
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