Fleet carries mined ore until it delivers it to the mothership
Forgejo #14, part 1 of #12. Rock.gd credited GameState.rocks on pickup, so ore was banked instantly from anywhere on the map and a mining run had nothing at stake. Ore now goes into GameState.fleet_cargo and only becomes spendable when the fleet reaches the mothership. Delivery lives in BuildingField because that node already knows where the buildings are and already answers "is the fleet standing on one?", using the fleet CENTROID - the same stable single-number test Planet and Building use, rather than per-ship collision that flickers as ships jostle in formation. Cargo lives in the GameState autoload so it survives Main.tscn being torn down on every trip to a planet's surface - cargo mined ON a surface would otherwise be dropped the moment the player took off. test_resources_and_buildings asserted the old behaviour (gathering a rock raises `rocks`) and now asserts the new one. That is a spec change, not a weakened test - the gathering assertion itself is intact. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
2eb779e5de
commit
fc32e26d1b
5 changed files with 235 additions and 6 deletions
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@ -17,6 +17,19 @@ func _ready() -> void:
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rebuild_all()
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rebuild_all()
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func _process(_delta: float) -> void:
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# Unloading the fleet's hold (#14). Done here because this is the node
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# that already knows where the buildings are and already answers "is the
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# fleet standing on one?" - and it uses the fleet CENTROID, the same
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# stable single-number test Planet and Building already use, rather than
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# per-ship collision that flickers as ships jostle in formation.
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if GameState.fleet_cargo <= 0:
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return
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var under: Node2D = get_building_fleet_is_on()
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if under != null and under.building_type == GameState.BUILDING_MOTHERSHIP:
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GameState.deliver_cargo()
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func rebuild_all() -> void:
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func rebuild_all() -> void:
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for b in spawned:
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for b in spawned:
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if is_instance_valid(b):
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if is_instance_valid(b):
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32
GameState.gd
32
GameState.gd
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@ -22,11 +22,41 @@ var explored_chunks: Dictionary = {}
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# --- Resources -------------------------------------------------------------
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# --- Resources -------------------------------------------------------------
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# Rocks mined from asteroid-planet surfaces, spent on buildings and ships.
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# Ore that has been BANKED at the mothership. This is the only pool anything
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# can be bought with.
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# Starts stocked for play-testing so buildings can be tried without mining
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# Starts stocked for play-testing so buildings can be tried without mining
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# first - drop this back to 0 for a real playthrough.
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# first - drop this back to 0 for a real playthrough.
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var rocks: int = 500
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var rocks: int = 500
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# Ore the fleet is physically carrying and has not delivered yet (#14). Mining
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# fills this, not `rocks`: ore is cargo until the fleet brings it home, so a
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# long mining run is a real trip with something to lose rather than instant
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# income from anywhere on the map.
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#
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# Lives here, like everything else that has to survive Main.tscn being torn
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# down and rebuilt on every trip to a planet's surface - and cargo mined ON a
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# surface would otherwise be dropped the moment the player took off.
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var fleet_cargo: int = 0
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signal cargo_delivered(amount: int)
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func collect_cargo(amount: int = 1) -> void:
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fleet_cargo += amount
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func deliver_cargo() -> int:
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# Everything the fleet is carrying, banked at once. Returns how much moved
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# so a caller can react to a delivery actually having happened rather than
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# to merely being in range.
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if fleet_cargo <= 0:
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return 0
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var delivered: int = fleet_cargo
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rocks += delivered
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fleet_cargo = 0
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cargo_delivered.emit(delivered)
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return delivered
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const MOTHERSHIP_COST: int = 20
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const MOTHERSHIP_COST: int = 20
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const SHIP_CRAFTER_COST: int = 12
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const SHIP_CRAFTER_COST: int = 12
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const SHIP_COST: int = 6
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const SHIP_COST: int = 6
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4
Rock.gd
4
Rock.gd
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@ -80,7 +80,9 @@ func _nearest_ship() -> Node2D:
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func _on_area_entered(area: Area2D) -> void:
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func _on_area_entered(area: Area2D) -> void:
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if area.is_in_group("player_ships"):
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if area.is_in_group("player_ships"):
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GameState.rocks += 1
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# Into the fleet's hold, not the bank (#14). It only counts as
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# spendable once the fleet has flown it back to the mothership.
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GameState.collect_cargo(1)
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collected.emit()
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collected.emit()
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queue_free()
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queue_free()
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179
tests/test_fleet_cargo.gd
Normal file
179
tests/test_fleet_cargo.gd
Normal file
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@ -0,0 +1,179 @@
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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_fleet_cargo.gd
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# Forgejo #14 (part 1 of #12): mined ore is CARGO the fleet is carrying, not
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# instant global income. It only becomes spendable once the fleet flies it
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# back to the mothership.
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#
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# Before this, Rock.gd did `GameState.rocks += 1` on pickup, so ore was
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# banked instantly from anywhere on the map and a mining run had nothing to
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# lose.
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#
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# Verifies:
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# 1. mining fills the hold and leaves the bank alone
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# 2. reaching the mothership banks the lot, and empties the hold
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# 3. with no mothership there is nowhere to deliver, so cargo just
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# accumulates - it is never quietly banked anyway
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# 4. sitting on a DIFFERENT building is not a delivery
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# 5. ore is conserved: nothing is created or destroyed in the transfer
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# 6. cargo survives the trip to a planet's surface and back, which is
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# exactly the trip a mining run is
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var game_state: Node
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var scene: Node
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var fleet: Node
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var field: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var banked_before: int = 0
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const MOTHERSHIP_AT: Vector2 = Vector2(1200.0, 0.0)
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const CRAFTER_AT: Vector2 = Vector2(-4000.0, 0.0)
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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.rocks = 100
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game_state.fleet_cargo = 0
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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field = scene.get_node("BuildingField")
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func _park_fleet_on(at: Vector2) -> void:
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for ship in fleet.ships:
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ship.position = at
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fleet.move_to(at)
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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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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# --- 1. mining fills the hold, not the bank -----------------
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# Through a REAL Rock, flown over by a real ship, rather than by
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# calling collect_cargo() directly: the whole change is which
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# pool Rock.gd credits on pickup, and a test that calls the new
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# API by hand passes just as happily with Rock.gd left untouched.
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banked_before = game_state.rocks
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var rock: Area2D = load("res://Rock.tscn").instantiate()
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rock.build_shape(1)
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rock.global_position = fleet.ships[0].global_position
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scene.add_child(rock)
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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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# A tick for the Area2D overlap to register.
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if elapsed < 0.25:
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return false
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if game_state.fleet_cargo != 1:
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print("TEST_FLEET_CARGO: FAIL (flying over a rock put %d in the hold)" % game_state.fleet_cargo)
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quit(1)
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return true
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if game_state.rocks != banked_before:
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print("TEST_FLEET_CARGO: FAIL (a mined rock was banked instantly: %d -> %d)" % [
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banked_before, game_state.rocks
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])
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quit(1)
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return true
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print("flew over a real rock -> hold=%d bank=%d (unchanged)" % [
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game_state.fleet_cargo, game_state.rocks
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])
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game_state.collect_cargo(1)
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game_state.collect_cargo(1)
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if game_state.fleet_cargo != 3:
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print("TEST_FLEET_CARGO: FAIL (mining did not fill the hold: %d)" % game_state.fleet_cargo)
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quit(1)
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return true
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if game_state.rocks != banked_before:
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print("TEST_FLEET_CARGO: FAIL (mining banked %d straight away)" % (game_state.rocks - banked_before))
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quit(1)
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return true
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print("mined 3 -> hold=%d bank=%d (unchanged)" % [game_state.fleet_cargo, game_state.rocks])
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# --- 3. no mothership means nowhere to deliver --------------
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_park_fleet_on(Vector2.ZERO)
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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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if elapsed < 0.4:
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return false
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if game_state.fleet_cargo != 3 or game_state.rocks != banked_before:
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print("TEST_FLEET_CARGO: FAIL (delivered with no mothership built)")
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quit(1)
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return true
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print("no mothership -> hold still %d, bank still %d" % [game_state.fleet_cargo, game_state.rocks])
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# --- 4. a different building is not a delivery point --------
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field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
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field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
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_park_fleet_on(CRAFTER_AT)
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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 < 0.4:
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return false
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if game_state.fleet_cargo != 3:
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print("TEST_FLEET_CARGO: FAIL (the ship crafter accepted a delivery)")
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quit(1)
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return true
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print("parked on the crafter -> hold still %d" % game_state.fleet_cargo)
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# --- 2. the mothership banks it -----------------------------
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_park_fleet_on(MOTHERSHIP_AT)
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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 < 0.4:
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return false
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var total_before: int = banked_before + 3
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print("delivered: hold=%d bank=%d (expected hold=0 bank=%d)" % [
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game_state.fleet_cargo, game_state.rocks, total_before
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])
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if game_state.fleet_cargo != 0:
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print("TEST_FLEET_CARGO: FAIL (hold not emptied on delivery)")
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quit(1)
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return true
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# --- 5. conservation ----------------------------------------
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if game_state.rocks != total_before:
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print("TEST_FLEET_CARGO: FAIL (ore was created or destroyed in the transfer)")
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quit(1)
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return true
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# --- 6. cargo survives the scene swap -----------------------
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# Not simulated by loading PlanetSurface.tscn here: the point is
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# that cargo lives in the autoload rather than in Main.tscn, so
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# tearing Main.tscn down must not touch it.
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# Fly off the mothership first, or this new cargo is (correctly)
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# banked the moment BuildingField next runs, and the teardown
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# check below would be measuring a delivery instead.
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_park_fleet_on(CRAFTER_AT)
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game_state.collect_cargo(5)
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scene.queue_free()
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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 game_state.fleet_cargo != 5:
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print("TEST_FLEET_CARGO: FAIL (cargo lost when the space scene was torn down: %d)" % game_state.fleet_cargo)
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quit(1)
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return true
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print("cargo survived the scene teardown: hold=%d" % game_state.fleet_cargo)
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print("TEST_FLEET_CARGO: PASS")
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quit(0)
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return true
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return false
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@ -3,7 +3,9 @@ extends SceneTree
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# Headless gameplay test: run with
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_resources_and_buildings.gd
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# godot --headless -s res://tests/test_resources_and_buildings.gd
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# Covers the resource/building loop end to end:
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# Covers the resource/building loop end to end:
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# 1. flying a ship over a surface rock banks it in GameState
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# 1. flying a ship over a surface rock loads it into the fleet's hold
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# (banking it needs a trip to the mothership - see #14 and
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# tests/test_fleet_cargo.gd)
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# 2. buildings are paid for, persist in GameState, and respawn with the
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# 2. buildings are paid for, persist in GameState, and respawn with the
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# space scene (they must survive the trip to a planet and back)
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# space scene (they must survive the trip to a planet and back)
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# 3. a ship crafter adds a vessel to the fleet for rocks
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# 3. a ship crafter adds a vessel to the fleet for rocks
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@ -21,6 +23,7 @@ var mothership_pos: Vector2 = Vector2(900.0, -400.0)
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func _initialize() -> void:
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state = root.get_node("GameState")
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game_state.rocks = 0
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game_state.rocks = 0
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game_state.fleet_cargo = 0
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game_state.buildings.clear()
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game_state.buildings.clear()
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game_state.has_return_position = false
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game_state.has_return_position = false
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@ -49,12 +52,14 @@ func _process(delta: float) -> bool:
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1:
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1:
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if elapsed < 1.5:
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if elapsed < 1.5:
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return false
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return false
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if game_state.rocks != 1:
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# Into the hold, not the bank: since #14 ore is cargo until the
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print("rocks=%d after flying a ship onto one" % game_state.rocks)
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# fleet delivers it to the mothership.
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if game_state.fleet_cargo != 1:
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print("fleet_cargo=%d after flying a ship onto one" % game_state.fleet_cargo)
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (rock not gathered)")
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (rock not gathered)")
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quit(1)
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quit(1)
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return true
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return true
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print("gathered rock -> rocks=%d" % game_state.rocks)
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print("gathered rock -> hold=%d bank=%d" % [game_state.fleet_cargo, game_state.rocks])
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# Bank enough to build with, then move to the space scene.
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# Bank enough to build with, then move to the space scene.
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game_state.rocks = 60
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game_state.rocks = 60
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Loading…
Reference in a new issue