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.
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6 changed files with 236 additions and 6 deletions
141
tests/test_laser_ammo.gd
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141
tests/test_laser_ammo.gd
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@ -0,0 +1,141 @@
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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_laser_ammo.gd
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# Forgejo #61: laser shots draw ammunition from the FLEET HOLD
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# (GameState.fleet_inventory), the same way gas bomb shots do (#60) - the
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# fleet has to be carrying its own energy.
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#
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# Covers:
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# A. banked energy does not enable firing - only the fleet hold counts
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# B. with insufficient fleet energy the button is disabled, pressing it
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# explains why, and no beam is fired / no cooldown consumed
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# C. firing drains exactly ENERGY_PER_SHOT from the fleet hold and
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# nothing from the bank
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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 skill: Node
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var laser_component: Node
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var stage: int = 0
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var elapsed: float = 0.0
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# Mirrors LaserController.ENERGY_PER_SHOT's value rather than referencing
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# the class constant directly - a bare ClassName.CONST reference elsewhere
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# in a test script has been observed to corrupt method resolution for the
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# WHOLE script (an unrelated skill._process() call earlier in the same
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# file then fails with "Nonexistent function '_process' in base 'Nil'"),
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# root cause unconfirmed. See tests/test_gas_bomber_cooldowns.gd's
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# identical fix (#60).
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const ENERGY_PER_SHOT: int = 8
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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.transporters.clear()
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game_state.stored_vessels.clear()
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game_state.reset_progression()
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game_state.vessel_levels["unlock_laser"] = 1
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game_state.rocks = 0
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game_state.gas = 0
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game_state.fleet_gas_cargo = 0
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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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skill = main.get_node("LaserController")
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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 < 0.2:
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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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# An interceptor rides along purely for its "cargo" capability
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# (#56): a fleet made only of a laser ship has zero cargo
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# capacity, which would silently clamp every fleet energy
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# deposit below to 0.
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER]))
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laser_component = fleet.ships[1].get_component("laser")
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skill._process(0.0)
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# --- A. bank energy does not count ----------------------------
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game_state.deposit_bank_resource(GameState.RESOURCE_ENERGY, 500)
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skill._process(0.0)
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if skill.button.enabled:
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return _fail_now("500 banked energy (0 in the fleet hold) left the control enabled")
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print("500 banked energy, 0 fleet energy: control correctly disabled")
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# --- B. insufficient fleet energy -------------------------------
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, ENERGY_PER_SHOT - 1)
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skill._process(0.0)
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if skill.button.enabled:
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return _fail_now("fleet energy one short of ENERGY_PER_SHOT left the control enabled")
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var press := InputEventScreenTouch.new()
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press.index = 3
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press.position = skill.button.global_position + skill.button.size * 0.5
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press.pressed = true
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main._handle_touch(press)
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if skill.aiming:
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return _fail_now("aiming began despite insufficient fleet energy")
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if skill.status.text == "":
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return _fail_now("an unaffordable press did not explain itself")
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print("insufficient fleet energy: disabled, press explains itself, no aiming began")
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if not laser_component.is_ready():
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return _fail_now("a refused press consumed the laser ship's cooldown")
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if game_state.fleet_resource(GameState.RESOURCE_ENERGY) != ENERGY_PER_SHOT - 1:
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return _fail_now("a refused press spent fleet energy anyway")
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print("no cooldown consumed, no energy spent on a refused press")
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# --- C. exact ammo cost on a real shot -----------------------------
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 8)
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skill._process(0.0)
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if not skill.button.enabled:
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return _fail_now("enough fleet energy still left the control disabled")
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var fleet_energy_before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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var press2 := InputEventScreenTouch.new()
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press2.index = 4
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press2.position = skill.button.global_position + skill.button.size * 0.5
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press2.pressed = true
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main._handle_touch(press2)
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if not skill.aiming:
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return _fail_now("an affordable press did not begin aiming")
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var drag := InputEventScreenDrag.new()
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drag.index = 4
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drag.position = press2.position + Vector2(-300.0, 0.0)
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main._handle_drag(drag)
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var release := InputEventScreenTouch.new()
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release.index = 4
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release.position = drag.position
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release.pressed = false
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main._handle_touch(release)
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if laser_component.is_ready():
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return _fail_now("firing did not consume the laser ship's cooldown")
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var fleet_energy_after: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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if fleet_energy_before - fleet_energy_after != ENERGY_PER_SHOT:
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return _fail_now("firing spent %d fleet energy, expected exactly %d" \
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% [fleet_energy_before - fleet_energy_after, ENERGY_PER_SHOT])
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if game_state.banked_resource(GameState.RESOURCE_ENERGY) != 500:
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return _fail_now("firing touched the bank (%d), expected it untouched at 500" \
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% game_state.banked_resource(GameState.RESOURCE_ENERGY))
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print("firing drained exactly %d from the fleet hold, bank untouched" % ENERGY_PER_SHOT)
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print("TEST_LASER_AMMO: 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_now(message: String) -> bool:
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print("TEST_LASER_AMMO: FAIL (%s)" % message)
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quit(1)
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return true
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@ -20,7 +20,12 @@ extends SceneTree
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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 skill: LaserController
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var skill: Node
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# Mirrors LaserController.BEAM_HALF_WIDTH's value rather than referencing
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# the class constant directly - a bare ClassName.CONST reference elsewhere
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# in a test script has been observed to corrupt method resolution for the
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# WHOLE script. See tests/test_gas_bomber_cooldowns.gd's identical fix (#60).
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const BEAM_HALF_WIDTH: float = 22.0
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var on_line_enemies: Array = []
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var off_line_enemy: Node
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var beyond_range_enemy: Node
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@ -42,6 +47,13 @@ func _initialize() -> void:
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# this ticket is about the laser's own behaviour, not re-proving the
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# ship-lab research flow (already covered generically elsewhere).
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game_state.vessel_levels["unlock_laser"] = 1
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# #61: shots draw energy from the fleet hold now - stock enough for two
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# fires. Set BEFORE the first spawn_ships() call (inside Main.tscn's own
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# _ready(), triggered by instantiate() below): the fleet hold has no
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# capacity cap yet at this point (#56's cap is only computed once a
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# fleet composition exists), so this deposit can't be clamped by the
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# soon-to-exist all-laser fleet having zero "cargo" capability.
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 20)
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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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@ -106,7 +118,7 @@ func _process(delta: float) -> bool:
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off_line_enemy = load("res://Enemy.tscn").instantiate()
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off_line_enemy.position = first_shooter.global_position \
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+ Vector2(200.0, LaserController.BEAM_HALF_WIDTH + 60.0)
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+ Vector2(200.0, BEAM_HALF_WIDTH + 60.0)
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main.add_child(off_line_enemy)
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off_line_enemy.speed = 0.0
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