Track gas bomb cooldowns per bomber
This commit is contained in:
parent
1d9afcbc2e
commit
eb79efdafe
6 changed files with 193 additions and 49 deletions
65
tests/test_gas_bomber_cooldowns.gd
Normal file
65
tests/test_gas_bomber_cooldowns.gd
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
extends SceneTree
|
||||
|
||||
var main: Node
|
||||
var fleet: Node
|
||||
var skill: GasBombController
|
||||
var elapsed := 0.0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var state: Node = root.get_node("GameState")
|
||||
state.buildings.clear()
|
||||
state.extractors.clear()
|
||||
state.transporters.clear()
|
||||
state.vessel_levels["unlock_gas_bomber"] = 1
|
||||
main = load("res://Main.tscn").instantiate()
|
||||
root.add_child(main)
|
||||
fleet = main.get_node("Fleet")
|
||||
skill = main.get_node("GasBombController")
|
||||
|
||||
|
||||
func _process(delta: float) -> bool:
|
||||
elapsed += delta
|
||||
if elapsed < 0.2:
|
||||
return false
|
||||
main.get_node("EnemySpawner").set_process(false)
|
||||
main.get_node("AsteroidField").set_process(false)
|
||||
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
|
||||
GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_GAS_BOMBER]))
|
||||
skill._process(0.0)
|
||||
var first: Node = fleet.ships[0].get_component("gas_bomber")
|
||||
var second: Node = fleet.ships[1].get_component("gas_bomber")
|
||||
if not first.is_ready() or not second.is_ready() or not skill.button.enabled:
|
||||
return _fail("two fresh bombers did not each begin ready")
|
||||
|
||||
skill.aim_target = Vector2(500, 0)
|
||||
skill._fire()
|
||||
skill._process(0.0)
|
||||
if first.is_ready() or not second.is_ready() or not skill.button.enabled:
|
||||
return _fail("the first shot disabled more than its firing bomber")
|
||||
if skill.projectiles.size() != 1:
|
||||
return _fail("the first bomber did not launch exactly one projectile")
|
||||
|
||||
skill.aim_target = Vector2(-500, 0)
|
||||
skill._fire()
|
||||
skill._process(0.0)
|
||||
if first.is_ready() or second.is_ready() or skill.button.enabled:
|
||||
return _fail("the skill stayed available after both bombers fired")
|
||||
if skill.projectiles.size() != 2:
|
||||
return _fail("independent bombers could not have shots in flight together")
|
||||
|
||||
# Rearming one bomber restores one available shot without touching the
|
||||
# other bomber's cooldown.
|
||||
first.tick(GasBombController.COOLDOWN)
|
||||
skill._process(0.0)
|
||||
if not first.is_ready() or second.is_ready() or not skill.button.enabled:
|
||||
return _fail("one completed cooldown did not restore exactly one shot")
|
||||
print("TEST_GAS_BOMBER_COOLDOWNS: PASS")
|
||||
quit(0)
|
||||
return true
|
||||
|
||||
|
||||
func _fail(message: String) -> bool:
|
||||
print("TEST_GAS_BOMBER_COOLDOWNS: FAIL (%s)" % message)
|
||||
quit(1)
|
||||
return true
|
||||
Loading…
Reference in a new issue