Laser shooters consume energy from the fleet hold when firing (#61)

Mirrors #60's gas bomber ammunition exactly: ENERGY_PER_SHOT (8) drawn
from GameState.fleet_inventory before consuming the firing ship's
cooldown, the button's enabled rule requires affordability too, and an
unaffordable-but-otherwise-ready press still explains itself through a
new LaserStatus label rather than silently doing nothing.

Added two small generic GameState helpers this needed:
deposit_fleet_resource()/deposit_bank_resource(), counterparts to
#60's withdraw_fleet_resource() for resources (energy) with no
dedicated fleet_cargo/fleet_gas_cargo-style property. Along the way,
confirmed deposit_resource_to_building() on a "bank" building deposits
into that building's own per-record inventory, NOT bank_inventory
itself - only building_resource()/building_inventory() special-case
the "bank" capability to redirect there.

test_laser_vessel.gd (#58) updated to stock fleet energy first, since
shots are no longer free - same fix #60 required for the gas bomber's
own pre-existing tests. Also fixed test_laser_vessel.gd's own instance
of the bare-ClassName.CONST script-corruption trap (documented in
#60's commit): var skill: LaserController and a bare
LaserController.BEAM_HALF_WIDTH reference, mirrored into a local const
instead.
This commit is contained in:
Loïc Wisniewski 2026-08-16 19:11:31 +02:00
commit facbd83dd2
6 changed files with 236 additions and 6 deletions

View file

@ -110,6 +110,20 @@ func withdraw_fleet_resource(resource_type: String, amount: int) -> int:
return fleet_inventory.withdraw(resource_type, amount)
# #61: generic counterparts, for resources (energy) with no dedicated
# fleet_cargo/fleet_gas_cargo-style property of their own. Deliberately NOT
# the same as deposit_resource_to_building() on a "bank" building - that
# deposits into the building's OWN per-record inventory, not bank_inventory
# itself (only building_resource()/building_inventory() special-case "bank"
# capability to redirect there).
func deposit_fleet_resource(resource_type: String, amount: int) -> int:
return fleet_inventory.deposit(resource_type, amount)
func deposit_bank_resource(resource_type: String, amount: int) -> int:
return bank_inventory.deposit(resource_type, amount)
# #56: total across every resource type in the hold, and the combined cap
# that limits it - a HUD readout wants both, not any one resource's amount.
func fleet_cargo_used() -> int:

View file

@ -18,11 +18,16 @@ const TARGET_COLOR := Color(0.6, 0.95, 1.0)
const BEAM_HALF_WIDTH := 22.0
const DRAG_DEADZONE := 22.0
const FLASH_DURATION := 0.22
# #61: ammunition from the fleet hold, mirroring #60's gas bomber exactly.
const ENERGY_PER_SHOT: int = 8
@export var minimum_zoom: float = 0.4
@onready var fleet: Node2D = get_node("../Fleet")
@onready var camera: Camera2D = get_node("../Camera2D")
@onready var button: IconButton = get_node("../UI/LaserButton")
@onready var status: Label = get_node("../UI/LaserStatus")
var status_message_until: int = 0
var aiming := false
var aim_touch := -1
@ -37,15 +42,27 @@ var last_hit_count := 0
func _ready() -> void:
button.visible = false
status.text = ""
queue_redraw()
func _can_afford_shot() -> bool:
return GameState.fleet_resource(GameState.RESOURCE_ENERGY) >= ENERGY_PER_SHOT
func _say(message: String) -> void:
status.text = message
status_message_until = Time.get_ticks_msec() + 3000
func _process(delta: float) -> void:
var had_visuals := aiming or not beams.is_empty()
button.visible = fleet.has_capability("laser")
button.enabled = _next_ready_laser_ship() != null
button.enabled = _next_ready_laser_ship() != null and _can_afford_shot()
if not button.visible and aiming:
_cancel_aim()
if status.text != "" and Time.get_ticks_msec() >= status_message_until:
status.text = ""
if restoring_zoom and not aiming:
var z := move_toward(camera.zoom.x, saved_zoom, maxf(saved_zoom, 0.1) * delta * 5.0)
@ -63,14 +80,22 @@ func _process(delta: float) -> void:
func can_begin_aim() -> bool:
return button.visible and button.enabled and not button._blocked_by_modal() \
and not aiming
# Deliberately NOT button.enabled: an unaffordable shot still needs the
# press to reach here so it can explain itself (#60's identical
# reasoning on the gas bomber). A wholly unready fleet (no laser ship at
# all) has nothing more useful to say than "greyed out".
return button.visible and not button._blocked_by_modal() \
and not aiming and _next_ready_laser_ship() != null
func handle_touch(event: InputEventScreenTouch) -> bool:
if event.pressed:
if not can_begin_aim() or not Rect2(button.global_position, button.size).has_point(event.position):
return false
if not _can_afford_shot():
_say("Need %d energy in the fleet hold to fire (have %d)" \
% [ENERGY_PER_SHOT, GameState.fleet_resource(GameState.RESOURCE_ENERGY)])
return true
aiming = true
aim_touch = event.index
aim_start_screen = event.position
@ -149,16 +174,22 @@ func _fire() -> void:
if shooter == null:
_cancel_aim()
return
if not _can_afford_shot():
_say("Need %d energy in the fleet hold to fire (have %d)" \
% [ENERGY_PER_SHOT, GameState.fleet_resource(GameState.RESOURCE_ENERGY)])
_cancel_aim()
return
var component: Node = shooter.get_component("laser")
if not component.consume_shot():
_cancel_aim()
return
GameState.withdraw_fleet_resource(GameState.RESOURCE_ENERGY, ENERGY_PER_SHOT)
var direction: Vector2 = (aim_target - _aim_origin())
direction = direction.normalized() if direction.length() > 0.001 else Vector2.UP
var beam_to: Vector2 = shooter.global_position + direction * component.beam_range
_strike(shooter.global_position, beam_to, direction, int(component.damage))
_finish_aim()
button.enabled = _next_ready_laser_ship() != null
button.enabled = _next_ready_laser_ship() != null and _can_afford_shot()
func _strike(from: Vector2, to: Vector2, direction: Vector2, damage: int) -> void:

View file

@ -303,6 +303,22 @@ autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="LaserStatus" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -344
offset_right = -24
offset_top = -540
offset_bottom = -490
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.3, 0.9, 1, 1)
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="PivotCWButton" type="Control" parent="UI"]
mouse_filter = 2
anchor_left = 1.0

View file

@ -245,6 +245,22 @@ autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="LaserStatus" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -344
offset_right = -24
offset_top = -540
offset_bottom = -490
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.2, 0.6, 0.68, 1)
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="PivotCWButton" type="Control" parent="UI"]
mouse_filter = 2
anchor_left = 1.0

141
tests/test_laser_ammo.gd Normal file
View file

@ -0,0 +1,141 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_laser_ammo.gd
# Forgejo #61: laser shots draw ammunition from the FLEET HOLD
# (GameState.fleet_inventory), the same way gas bomb shots do (#60) - the
# fleet has to be carrying its own energy.
#
# Covers:
# A. banked energy does not enable firing - only the fleet hold counts
# B. with insufficient fleet energy the button is disabled, pressing it
# explains why, and no beam is fired / no cooldown consumed
# C. firing drains exactly ENERGY_PER_SHOT from the fleet hold and
# nothing from the bank
var game_state: Node
var main: Node
var fleet: Node
var skill: Node
var laser_component: Node
var stage: int = 0
var elapsed: float = 0.0
# Mirrors LaserController.ENERGY_PER_SHOT's value rather than referencing
# the class constant directly - a bare ClassName.CONST reference elsewhere
# in a test script has been observed to corrupt method resolution for the
# WHOLE script (an unrelated skill._process() call earlier in the same
# file then fails with "Nonexistent function '_process' in base 'Nil'"),
# root cause unconfirmed. See tests/test_gas_bomber_cooldowns.gd's
# identical fix (#60).
const ENERGY_PER_SHOT: int = 8
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.reset_progression()
game_state.vessel_levels["unlock_laser"] = 1
game_state.rocks = 0
game_state.gas = 0
game_state.fleet_gas_cargo = 0
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
skill = main.get_node("LaserController")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
# An interceptor rides along purely for its "cargo" capability
# (#56): a fleet made only of a laser ship has zero cargo
# capacity, which would silently clamp every fleet energy
# deposit below to 0.
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER]))
laser_component = fleet.ships[1].get_component("laser")
skill._process(0.0)
# --- A. bank energy does not count ----------------------------
game_state.deposit_bank_resource(GameState.RESOURCE_ENERGY, 500)
skill._process(0.0)
if skill.button.enabled:
return _fail_now("500 banked energy (0 in the fleet hold) left the control enabled")
print("500 banked energy, 0 fleet energy: control correctly disabled")
# --- B. insufficient fleet energy -------------------------------
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, ENERGY_PER_SHOT - 1)
skill._process(0.0)
if skill.button.enabled:
return _fail_now("fleet energy one short of ENERGY_PER_SHOT left the control enabled")
var press := InputEventScreenTouch.new()
press.index = 3
press.position = skill.button.global_position + skill.button.size * 0.5
press.pressed = true
main._handle_touch(press)
if skill.aiming:
return _fail_now("aiming began despite insufficient fleet energy")
if skill.status.text == "":
return _fail_now("an unaffordable press did not explain itself")
print("insufficient fleet energy: disabled, press explains itself, no aiming began")
if not laser_component.is_ready():
return _fail_now("a refused press consumed the laser ship's cooldown")
if game_state.fleet_resource(GameState.RESOURCE_ENERGY) != ENERGY_PER_SHOT - 1:
return _fail_now("a refused press spent fleet energy anyway")
print("no cooldown consumed, no energy spent on a refused press")
# --- C. exact ammo cost on a real shot -----------------------------
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 8)
skill._process(0.0)
if not skill.button.enabled:
return _fail_now("enough fleet energy still left the control disabled")
var fleet_energy_before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
var press2 := InputEventScreenTouch.new()
press2.index = 4
press2.position = skill.button.global_position + skill.button.size * 0.5
press2.pressed = true
main._handle_touch(press2)
if not skill.aiming:
return _fail_now("an affordable press did not begin aiming")
var drag := InputEventScreenDrag.new()
drag.index = 4
drag.position = press2.position + Vector2(-300.0, 0.0)
main._handle_drag(drag)
var release := InputEventScreenTouch.new()
release.index = 4
release.position = drag.position
release.pressed = false
main._handle_touch(release)
if laser_component.is_ready():
return _fail_now("firing did not consume the laser ship's cooldown")
var fleet_energy_after: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
if fleet_energy_before - fleet_energy_after != ENERGY_PER_SHOT:
return _fail_now("firing spent %d fleet energy, expected exactly %d" \
% [fleet_energy_before - fleet_energy_after, ENERGY_PER_SHOT])
if game_state.banked_resource(GameState.RESOURCE_ENERGY) != 500:
return _fail_now("firing touched the bank (%d), expected it untouched at 500" \
% game_state.banked_resource(GameState.RESOURCE_ENERGY))
print("firing drained exactly %d from the fleet hold, bank untouched" % ENERGY_PER_SHOT)
print("TEST_LASER_AMMO: PASS")
quit(0)
return true
return false
func _fail_now(message: String) -> bool:
print("TEST_LASER_AMMO: FAIL (%s)" % message)
quit(1)
return true

View file

@ -20,7 +20,12 @@ extends SceneTree
var game_state: Node
var main: Node
var fleet: Node
var skill: LaserController
var skill: Node
# Mirrors LaserController.BEAM_HALF_WIDTH's value rather than referencing
# the class constant directly - a bare ClassName.CONST reference elsewhere
# in a test script has been observed to corrupt method resolution for the
# WHOLE script. See tests/test_gas_bomber_cooldowns.gd's identical fix (#60).
const BEAM_HALF_WIDTH: float = 22.0
var on_line_enemies: Array = []
var off_line_enemy: Node
var beyond_range_enemy: Node
@ -42,6 +47,13 @@ func _initialize() -> void:
# this ticket is about the laser's own behaviour, not re-proving the
# ship-lab research flow (already covered generically elsewhere).
game_state.vessel_levels["unlock_laser"] = 1
# #61: shots draw energy from the fleet hold now - stock enough for two
# fires. Set BEFORE the first spawn_ships() call (inside Main.tscn's own
# _ready(), triggered by instantiate() below): the fleet hold has no
# capacity cap yet at this point (#56's cap is only computed once a
# fleet composition exists), so this deposit can't be clamped by the
# soon-to-exist all-laser fleet having zero "cargo" capability.
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 20)
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
@ -106,7 +118,7 @@ func _process(delta: float) -> bool:
off_line_enemy = load("res://Enemy.tscn").instantiate()
off_line_enemy.position = first_shooter.global_position \
+ Vector2(200.0, LaserController.BEAM_HALF_WIDTH + 60.0)
+ Vector2(200.0, BEAM_HALF_WIDTH + 60.0)
main.add_child(off_line_enemy)
off_line_enemy.speed = 0.0