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Author SHA1 Message Date
Loïc Wisniewski
df2f252970 Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.

Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.

Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
Loïc Wisniewski
def224667d Add artillery enemy with telegraphed AOE (#46)
EnemyArtilleryComponent is a stationary siege piece (slow drift toward
the fleet, deliberately no pursuit component) that fires at the fleet
centroid on a long cooldown via a standalone ArtilleryShell -
telegraph ring (~1.8s, growing radius plus a filling countdown arc) ->
slow visible travel -> AOE explosion via Ship.take_damage() on every
player_ships node inside, same all-or-nothing shield absorption as
every other damage source. The shell is independent of the enemy that
fired it (added to the tree root, like EnemyProjectile/Projectile) so
the shooter dying mid-flight doesn't cancel an already-telegraphed
shot, and the impact point is fixed at fire time - never re-aimed at
where the fleet moves to afterward.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 21:23:43 +02:00
Loïc Wisniewski
fc2b5ca74a Add standoff sniper enemy (#45)
EnemyStandoffComponent holds a preferred distance from the nearest
player ship instead of ramming (advance beyond it, retreat inside
retreat_range_factor of it, drift laterally in the comfortable band
between) - never paired with a pursuit component. EnemyRangedWeaponComponent
mirrors VesselWeaponComponent for an enemy: fires an EnemyProjectile
aimed at the target's CURRENT position rather than led, so a moving
ship can dodge it (projectile_speed 260 vs the interceptor's 460
max_speed). Registered in EnemyDefinitions so it's placeable from a
planet setup by enemy_id.

test_sniper_enemy.gd went through a few iterations to get its own
timing right: physics ticks can run ahead of a SceneTree test's own
_process() clock under this device's load, so the cooldown-violation
check reads the component's own fire_timer directly (a rising value
means it refired) instead of comparing projectile counts against a
wall-clock wait, and manually repositioned ships need their
move_target re-pinned or Ship's own steering silently drives them back
to the stale target.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 21:23:01 +02:00
Loïc Wisniewski
c4e2ee7178 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.
2026-08-15 21:22:10 +02:00
56 changed files with 2296 additions and 52 deletions

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[gd_resource type="Resource" script_class="EnemyDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://EnemyDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://EnemyArtilleryComponent.tscn" id="2"]
[resource]
script = ExtResource("1")
enemy_id = "artillery"
display_name = "Artillery"
max_hp = 8
speed = 60.0
acceleration = 120.0
rotation_speed = 3.0
hull_points = PackedVector2Array(0, -26, 18.4, -18.4, 26, 0, 18.4, 18.4, 0, 26, -18.4, 18.4, -26, 0, -18.4, -18.4)
glow_color = Color(1.0, 0.5, 0.2, 1)
component_scenes = Array[PackedScene]([ExtResource("2")])

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ArtilleryShell.gd Normal file
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class_name ArtilleryShell
extends Node2D
# Self-contained telegraph -> travel -> explode sequence for the artillery
# enemy's attack (see EnemyArtilleryComponent). Lives independently of the
# enemy that fired it once launched - added to the tree root, exactly like
# EnemyProjectile/Projectile - so the shooter dying mid-flight doesn't
# cancel a shot already telegraphed to the player.
#
# Shield interaction: a shield charge absorbs this hit entirely, same
# all-or-nothing semantics as every other damage source in this game
# (VesselShieldComponent.absorb_hit) - _explode() just calls
# Ship.take_damage() like everything else and lets that logic decide.
signal finished
@export var telegraph_time: float = 1.8
@export var shell_speed: float = 180.0
@export var aoe_radius: float = 220.0
@export var damage: int = 3
@export var color: Color = Color(1.0, 0.5, 0.2)
enum Phase { TELEGRAPHING, TRAVELING, EXPLODING }
const EXPLOSION_DURATION: float = 0.8
var phase: int = Phase.TELEGRAPHING
var target: Vector2 = Vector2.ZERO
var shell_pos: Vector2 = Vector2.ZERO
var telegraph_left: float = 0.0
var explosion_time: float = 0.0
var trail: PackedVector2Array = PackedVector2Array()
func _ready() -> void:
add_to_group("artillery_shells")
func launch(from: Vector2, at: Vector2) -> void:
target = at
shell_pos = from
telegraph_left = telegraph_time
phase = Phase.TELEGRAPHING
position = target
queue_redraw()
func _process(delta: float) -> void:
match phase:
Phase.TELEGRAPHING:
telegraph_left -= delta
if telegraph_left <= 0.0:
phase = Phase.TRAVELING
trail = PackedVector2Array([shell_pos])
queue_redraw()
Phase.TRAVELING:
var to_target: Vector2 = target - shell_pos
var step: float = shell_speed * delta
if to_target.length() <= step:
shell_pos = target
_explode()
else:
shell_pos += to_target.normalized() * step
trail.append(shell_pos)
while trail.size() > 14:
trail.remove_at(0)
position = shell_pos
queue_redraw()
Phase.EXPLODING:
explosion_time -= delta
queue_redraw()
if explosion_time <= 0.0:
finished.emit()
queue_free()
func _explode() -> void:
phase = Phase.EXPLODING
explosion_time = EXPLOSION_DURATION
position = target
for ship in get_tree().get_nodes_in_group("player_ships"):
if is_instance_valid(ship) and ship.global_position.distance_to(target) <= aoe_radius:
ship.take_damage(damage)
func _draw() -> void:
match phase:
Phase.TELEGRAPHING:
var progress: float = clampf(1.0 - telegraph_left / maxf(telegraph_time, 0.001), 0.0, 1.0)
# Growing ring plus a filling countdown arc: the warning reads
# clearly without needing a number on screen.
var radius: float = lerpf(24.0, aoe_radius, progress)
_draw_ring(radius, 0.7)
draw_arc(Vector2.ZERO, aoe_radius + 14.0, -PI / 2.0, -PI / 2.0 + TAU * progress, 48,
Color(color, 0.85), 8.0, true)
Phase.TRAVELING:
for i in range(1, trail.size()):
var alpha: float = float(i) / trail.size()
draw_line(trail[i - 1] - shell_pos, trail[i] - shell_pos, Color(color, alpha * 0.6), 5.0, true)
draw_circle(Vector2.ZERO, 14.0, Color(color, 0.35))
NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 8.0, color, 1.0)
Phase.EXPLODING:
var eprogress: float = 1.0 - explosion_time / EXPLOSION_DURATION
var eradius: float = lerpf(30.0, aoe_radius, minf(eprogress * 1.5, 1.0))
draw_circle(Vector2.ZERO, eradius, Color(color, (1.0 - eprogress) * 0.18))
_draw_ring(eradius, 1.0 - eprogress)
func _draw_ring(radius: float, alpha: float) -> void:
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(color, 0.16 * alpha), 16.0, true)
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(color, 0.5 * alpha), 6.0, true)
draw_arc(Vector2.ZERO, radius, 0.0, TAU, 64, Color(1.0, 0.92, 0.86, 0.9 * alpha), 2.0, true)

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ArtilleryShell.gd.uid Normal file
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uid://cvxao0mjslo5x

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://ArtilleryShell.gd" id="1"]
[node name="ArtilleryShell" type="Node2D"]
script = ExtResource("1")

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extends Label
# Polls GameState directly, same convention as ResourceCounter/GasCounter,
# so it stays correct without anyone having to push updates into it. Hidden
# entirely when the current planet has no capture points (e.g. no setup
# resolved for it) rather than showing "0/0".
var _was_conquered: bool = false
func _process(_delta: float) -> void:
var planet_id: String = GameState.planet_id
var total: int = GameState.total_capture_points(planet_id)
if total <= 0:
visible = false
return
visible = true
var conquered: bool = GameState.is_planet_conquered(planet_id)
if conquered:
text = "CONQUERED"
if not _was_conquered:
_flash()
else:
text = "CAPTURED %d/%d" % [GameState.captured_point_count(planet_id), total]
_was_conquered = conquered
func _flash() -> void:
modulate.a = 0.0
var tween: Tween = create_tween()
tween.tween_property(self, "modulate:a", 1.0, 1.2)

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uid://dxuwfa5j7oh80

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CapturePoint.gd Normal file
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class_name CapturePoint
extends Area2D
# One point on a landed planet's surface that must be held (fleet ship
# nearby, no enemy nearby) for capture_time seconds. Progress is polled by
# distance each frame rather than through physics signals - same idiom as
# RockField/GasVentField - since no collision response is needed, only
# proximity.
signal captured
enum State { NEUTRAL, BLOCKED, CAPTURING, CAPTURED }
@export var point_index: int = 0
@export var capture_radius: float = 220.0
@export var capture_time: float = 8.0
@export var enemy_clear_radius: float = 700.0
@export var drain_rate: float = 0.5
const NEUTRAL_COLOR: Color = Color(0.55, 0.85, 1.0)
const BLOCKED_COLOR: Color = Color(1.0, 0.3, 0.3)
const CAPTURING_COLOR: Color = Color(0.4, 1.0, 0.55)
const CAPTURED_COLOR: Color = Color(1.0, 0.85, 0.3)
const CORE_RADIUS: float = 60.0
var progress: float = 0.0
var state: int = State.NEUTRAL
func _ready() -> void:
queue_redraw()
# Called by PlanetSetupHost when this point was already captured on a
# previous visit, so re-landing restores it instead of starting the fill
# over. Permanent for the run - _process() below returns early once
# CAPTURED and never re-evaluates it.
func mark_captured() -> void:
progress = 1.0
state = State.CAPTURED
queue_redraw()
func _process(delta: float) -> void:
if state == State.CAPTURED:
return
var enemy_nearby: bool = _enemy_nearby()
var ship_in_range: bool = _ship_in_range()
if enemy_nearby:
state = State.BLOCKED
progress = maxf(progress - drain_rate * delta / capture_time, 0.0)
elif ship_in_range:
state = State.CAPTURING
progress = minf(progress + delta / capture_time, 1.0)
if progress >= 1.0:
state = State.CAPTURED
GameState.mark_point_captured(GameState.planet_id, point_index)
captured.emit()
else:
state = State.NEUTRAL
progress = maxf(progress - drain_rate * delta / capture_time, 0.0)
queue_redraw()
func _ship_in_range() -> bool:
for ship in get_tree().get_nodes_in_group("player_ships"):
if is_instance_valid(ship) and global_position.distance_to(ship.global_position) <= capture_radius:
return true
return false
func _enemy_nearby() -> bool:
for enemy in get_tree().get_nodes_in_group("enemies"):
if is_instance_valid(enemy) and global_position.distance_to(enemy.global_position) <= enemy_clear_radius:
return true
return false
func _state_color() -> Color:
match state:
State.BLOCKED:
return BLOCKED_COLOR
State.CAPTURING:
return CAPTURING_COLOR
State.CAPTURED:
return CAPTURED_COLOR
_:
return NEUTRAL_COLOR
func _draw() -> void:
var color: Color = _state_color()
# Outer ring: the actual capture radius, faint - tells the player how
# close they need to stay without dominating the screen.
_draw_ring(capture_radius, 0.0, TAU, color, 0.35)
# Inner beacon: fixed size regardless of capture_radius, so it reads
# clearly even when zoomed out. A filling arc sweeps clockwise from the
# top as progress advances, same "fill toward completion" idea as
# VesselGasBomberComponent's hull fill, adapted to a ring since a
# capture point has no hull.
_draw_ring(CORE_RADIUS, 0.0, TAU, color, 1.0)
if progress > 0.001:
var sweep: float = TAU * progress
_draw_ring(CORE_RADIUS, -PI / 2.0, -PI / 2.0 + sweep, color, 1.0, 10.0)
func _draw_ring(radius: float, from_angle: float, to_angle: float, color: Color, alpha: float,
core_width: float = 6.0) -> void:
draw_arc(Vector2.ZERO, radius, from_angle, to_angle, 64, Color(color, 0.16 * alpha), core_width * 2.6, true)
draw_arc(Vector2.ZERO, radius, from_angle, to_angle, 64, Color(color, 0.5 * alpha), core_width, true)
draw_arc(Vector2.ZERO, radius, from_angle, to_angle, 64, Color(1.0, 0.96, 0.9, 0.9 * alpha), core_width * 0.3, true)

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CapturePoint.gd.uid Normal file
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uid://dwt256xl1txjo

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CapturePoint.tscn Normal file
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://CapturePoint.gd" id="1"]
[node name="CapturePoint" type="Area2D"]
script = ExtResource("1")
monitoring = false
monitorable = false

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class_name EnemyArtilleryComponent
extends Node
# Stationary siege piece: drifts slowly toward the fleet (deliberately no
# pursuit component - closing distance is incidental, not its purpose) and
# fires a slow, heavily telegraphed AOE shell on a long cooldown via a
# standalone ArtilleryShell, so an already-launched shot survives this
# enemy dying mid-flight, same as EnemyProjectile/Projectile already do.
var capability_id: String = "artillery"
@export var fire_cooldown: float = 6.0
@export var fire_range: float = 900.0
@export var telegraph_time: float = 1.8
@export var shell_speed: float = 180.0
@export var aoe_radius: float = 220.0
@export var damage: int = 3
@export var drift_speed: float = 20.0
@export var color: Color = Color(1.0, 0.5, 0.2)
var cooldown_left: float = 0.0
var shell_scene: PackedScene = preload("res://ArtilleryShell.tscn")
func tick(delta: float) -> void:
var enemy: Node2D = get_parent()
_drift(enemy, delta)
cooldown_left -= delta
if cooldown_left > 0.0:
return
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return
var centroid: Vector2 = fleet.get_centroid()
if enemy.global_position.distance_to(centroid) > fire_range:
return
var shell: Node2D = shell_scene.instantiate()
shell.telegraph_time = telegraph_time
shell.shell_speed = shell_speed
shell.aoe_radius = aoe_radius
shell.damage = damage
shell.color = color
enemy.get_tree().root.add_child(shell)
shell.launch(enemy.global_position, centroid)
cooldown_left = fire_cooldown
func _drift(enemy: Node2D, delta: float) -> void:
# Local position throughout, same convention as EnemyPursuitComponent/
# EnemyStandoffComponent: valid as long as the enemy's container and
# Fleet share a common origin, which every scene in this project does.
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return
var to_fleet: Vector2 = fleet.get_centroid() - enemy.position
if to_fleet.length() < 1.0:
return
enemy.position += to_fleet.normalized() * drift_speed * delta

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uid://b0woyjce8kl6x

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://EnemyArtilleryComponent.gd" id="1"]
[node name="EnemyArtilleryComponent" type="Node"]
script = ExtResource("1")

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@ -2,9 +2,11 @@ class_name EnemyDefinitions
extends RefCounted
const DEFAULT_ID: String = "chaser"
const ORDER: PackedStringArray = ["chaser"]
const ORDER: PackedStringArray = ["chaser", "sniper", "artillery"]
const DEFINITIONS: Dictionary = {
"chaser": preload("res://ChaserEnemyDefinition.tres"),
"sniper": preload("res://SniperEnemyDefinition.tres"),
"artillery": preload("res://ArtilleryEnemyDefinition.tres"),
}

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class_name EnemyRangedWeaponComponent
extends Node
# Same shape as VesselWeaponComponent, mirrored for an enemy: fires an
# EnemyProjectile at the nearest player ship's CURRENT position, not led,
# so a moving ship can dodge it.
var capability_id: String = "ranged_weapon"
@export var fire_range: float = 700.0
@export var fire_cooldown: float = 2.2
@export var projectile_speed: float = 260.0
@export var damage: int = 1
var fire_timer: float = 0.0
var projectile_scene: PackedScene = preload("res://EnemyProjectile.tscn")
func tick(delta: float) -> void:
fire_timer -= delta
if fire_timer > 0.0:
return
var enemy: Node2D = get_parent()
var target: Node2D = _nearest_ship_in_range(enemy)
if target == null:
fire_timer = 0.25
return
var projectile: Area2D = projectile_scene.instantiate()
# global_position: the projectile is reparented to root, a different
# node than the enemy's own (possibly nested) parent, so local
# position would be wrong the moment an enemy isn't a direct root
# child - exactly the case #44 introduced (planet-surface hosting).
projectile.position = enemy.global_position
projectile.damage = damage
projectile.speed = projectile_speed
enemy.get_tree().root.add_child(projectile)
projectile.launch(target.global_position - enemy.global_position)
fire_timer = fire_cooldown
func _nearest_ship_in_range(enemy: Node2D) -> Node2D:
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null:
return null
var nearest: Node2D = null
var best_distance: float = fire_range
for ship in fleet.ships:
if not is_instance_valid(ship):
continue
var distance: float = enemy.global_position.distance_to(ship.global_position)
if distance <= best_distance:
best_distance = distance
nearest = ship
return nearest

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uid://dx1lmxw6ia66a

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://EnemyRangedWeaponComponent.gd" id="1"]
[node name="EnemyRangedWeaponComponent" type="Node"]
script = ExtResource("1")

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class_name EnemyStandoffComponent
extends Node
# Holds a preferred distance from the nearest player ship instead of
# ramming: advances when too far, retreats when too close, drifts
# laterally in the comfortable band between so it still reads as alive
# rather than frozen. Never pair with a pursuit component on the same
# enemy - the two would fight over velocity every tick.
var capability_id: String = "standoff"
@export var preferred_range: float = 620.0
@export var retreat_range_factor: float = 0.75
var velocity: Vector2 = Vector2.ZERO
func tick(delta: float) -> void:
var enemy: Node2D = get_parent()
var target: Node2D = _nearest_ship(enemy)
if target == null:
return
var to_target: Vector2 = target.position - enemy.position
var distance: float = to_target.length()
if distance < 1.0:
return
var direction: Vector2 = to_target / distance
var retreat_range: float = preferred_range * retreat_range_factor
var desired_velocity: Vector2
if distance > preferred_range:
desired_velocity = direction * enemy.speed
elif distance < retreat_range:
desired_velocity = -direction * enemy.speed
else:
var lateral: Vector2 = Vector2(-direction.y, direction.x)
desired_velocity = lateral * enemy.speed * 0.5
velocity = velocity.move_toward(desired_velocity, enemy.acceleration * delta)
enemy.position += velocity * delta
if velocity.length() > 5.0:
var target_angle: float = velocity.angle() + PI / 2.0
enemy.rotation = lerp_angle(enemy.rotation, target_angle, enemy.rotation_speed * delta)
func _nearest_ship(enemy: Node2D) -> Node2D:
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return null
var nearest: Node2D = fleet.ships[0]
var best_dist: float = enemy.position.distance_to(nearest.position)
for ship in fleet.ships:
var d: float = enemy.position.distance_to(ship.position)
if d < best_dist:
best_dist = d
nearest = ship
return nearest

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uid://c7axi54f6p7gk

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://EnemyStandoffComponent.gd" id="1"]
[node name="EnemyStandoffComponent" type="Node"]
script = ExtResource("1")

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@ -1107,6 +1107,10 @@ func captured_point_count(planet_key: String) -> int:
return count
func total_capture_points(planet_key: String) -> int:
return capture_state(planet_key).get("captured", []).size()
func _process(delta: float) -> void:
# Runs in the autoload, so mining and transport continue while the player
# is on a planet's surface or nowhere near either.

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@ -9,10 +9,7 @@ extends Node2D
func _ready() -> void:
play_button.pressed.connect(_on_play_pressed)
editor_button.pressed.connect(_on_editor_pressed)
# #48 wires the real map editor scene up to this button; until then it
# stays visible but explains itself instead of silently doing nothing
# or pointing at a scene that doesn't exist yet.
editor_button.enabled = false
editor_button.enabled = true
quit_button.pressed.connect(_on_quit_pressed)
quit_button.visible = not OS.has_feature("web")

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class_name PaletteEntryButton
extends Control
# One selectable tile in the setup editor's palette: either the generic
# capture-point marker, or one enemy definition's own hull/colour. Drawn
# directly from the definition rather than a fixed icon set, so a new
# EnemyDefinitions entry shows up automatically with no editor code change.
signal pressed
@export var is_capture_point: bool = false
@export var enemy_definition: Resource
@export var selected: bool = false: set = set_selected
const RING_COLOR: Color = Color(0.55, 0.85, 1.0)
func set_selected(value: bool) -> void:
selected = value
queue_redraw()
func _ready() -> void:
queue_redraw()
func _gui_input(event: InputEvent) -> void:
if event is InputEventScreenTouch and not event.pressed \
and Rect2(Vector2.ZERO, size).has_point(event.position):
pressed.emit()
elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and not event.pressed:
pressed.emit()
func _draw() -> void:
var center: Vector2 = size / 2.0
var margin: float = 4.0
var frame: PackedVector2Array = PackedVector2Array([
Vector2(margin, margin), Vector2(size.x - margin, margin),
Vector2(size.x - margin, size.y - margin), Vector2(margin, size.y - margin),
])
var frame_color: Color = Color(1.0, 0.95, 0.9) if selected else Color(0.4, 0.45, 0.5)
NeonDraw.draw_glowing_polygon(self, frame, frame_color, 0.85 if selected else 0.5)
if is_capture_point:
var points: PackedVector2Array = PackedVector2Array()
for i in range(16):
var angle: float = float(i) / 16.0 * TAU
points.append(center + Vector2(cos(angle), sin(angle)) * (size.x * 0.28))
NeonDraw.draw_glowing_polygon(self, points, RING_COLOR, 0.8)
elif enemy_definition != null:
var scale_factor: float = (size.x * 0.5) / 28.0
var points: PackedVector2Array = PackedVector2Array()
for p in enemy_definition.hull_points:
points.append(center + p * scale_factor * 0.6)
NeonDraw.draw_glowing_polygon(self, points, enemy_definition.glow_color, 0.9)

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uid://ge3e0dc3cekb

460
PlanetSetupEditor.gd Normal file
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extends Node2D
# Authoring tool for PlanetSetup resources (#40/#48): place/move/delete
# capture points and enemy spawns for a chosen surface profile, then save
# to res://PlanetSetups/<id>.tres so the game picks it up the same way it
# picks up every other authored setup. Deliberately does not touch
# GameState - this tool only edits committed resources, never gameplay
# state.
#
# The mutation methods below (new_setup/load_setup/add_*/move_*/remove_*/
# save_setup) are the editor's whole model and are safe to call directly
# without any touch input, which is how tests/test_setup_editor.gd drives
# them; the touch handlers at the bottom are a thin input layer on top.
# Preloaded by path rather than referenced by global class name, same as
# every other cross-file lookup added this session (see #42/#44's
# load-order notes) - a bare class-name reference needs the global
# class_name cache already warm, which an explicit script path never does.
const ENEMY_DEFINITIONS = preload("res://EnemyDefinitions.gd")
const PLANET_SETUP_SCRIPT = preload("res://PlanetSetup.gd")
const PLANET_SETUP_SPAWN_SCRIPT = preload("res://PlanetSetupSpawn.gd")
const PALETTE_ENTRY_BUTTON_SCRIPT = preload("res://PaletteEntryButton.gd")
const MIN_ZOOM: float = 0.3
const MAX_ZOOM: float = 4.0
const WHEEL_ZOOM_STEP: float = 1.1
const HIT_RADIUS: float = 50.0
const ORIGIN_COLOR: Color = Color(1.0, 0.9, 0.4)
# Duplicated from PaletteEntryButton.RING_COLOR rather than referenced
# cross-class - a global class_name lookup at parse time needs the class
# cache already warm (see #42/#44's load-order notes), which a plain
# local const sidesteps entirely.
const CAPTURE_MARKER_COLOR: Color = Color(0.55, 0.85, 1.0)
const PALETTE_STEP: float = 92.0
@onready var camera: Camera2D = $Camera2D
@onready var background: ColorRect = $BackgroundLayer/Background
@onready var item_host: Node2D = $ItemHost
@onready var back_button: IconButton = $UI/BackButton
@onready var profile_button: IconButton = $UI/ProfileButton
@onready var profile_value_label: Label = $UI/ProfileValueLabel
@onready var name_input: LineEdit = $UI/NameInput
@onready var new_button: IconButton = $UI/NewButton
@onready var save_button: IconButton = $UI/SaveButton
@onready var load_button: IconButton = $UI/LoadButton
@onready var delete_button: IconButton = $UI/DeleteButton
@onready var status_label: Label = $UI/StatusLabel
@onready var palette_row: Control = $UI/PaletteRow
var current_setup: Resource
var selected_palette: String = "capture_point"
var selected_item: Dictionary = {}
var _profile_ids: Array = []
var _profile_cursor: int = 0
var _load_cursor: int = -1
var _palette_buttons: Array = []
var _origin_marker: NeonPiece
var touches: Dictionary = {}
var pinch_active: bool = false
var pinch_start_distance: float = 0.0
var pinch_start_zoom: float = 1.0
var drag_touch_index: int = -1
var drag_mode: String = ""
var dragging_item: Dictionary = {}
var pan_start_screen: Vector2 = Vector2.ZERO
var pan_start_camera: Vector2 = Vector2.ZERO
func _ready() -> void:
_profile_ids = PlanetSurfaceProfiles.PROFILES.keys()
back_button.pressed.connect(func(): get_tree().change_scene_to_file("res://MainMenu.tscn"))
profile_button.pressed.connect(_on_profile_pressed)
new_button.pressed.connect(_on_new_pressed)
save_button.pressed.connect(_on_save_pressed)
load_button.pressed.connect(_on_load_pressed)
delete_button.pressed.connect(_on_delete_pressed)
name_input.text_changed.connect(_on_name_changed)
_origin_marker = NeonPiece.create(item_host, Vector2.ZERO, ORIGIN_COLOR)
var cross_size: float = 26.0
_origin_marker.add_line(Vector2(-cross_size, 0), Vector2(cross_size, 0), 0.6)
_origin_marker.add_line(Vector2(0, -cross_size), Vector2(0, cross_size), 0.6)
_origin_marker.queue_redraw()
_build_palette()
new_setup("untitled", "Untitled", _profile_ids[0])
# --- model: setup lifecycle -------------------------------------------------
func new_setup(setup_id: String, display_name: String, profile_id: String) -> void:
current_setup = PLANET_SETUP_SCRIPT.new()
current_setup.setup_id = setup_id
current_setup.display_name = display_name
current_setup.surface_profile_id = profile_id
# capture_points/enemy_spawns are left at PlanetSetup's own declared
# defaults (already empty) rather than reassigned here - assigning a
# plain `[]` to enemy_spawns from outside PlanetSetup.gd's own file
# fails at runtime, since the compiler here only sees current_setup as
# a plain Resource and can't confirm the target is Array[Resource].
selected_item = {}
_profile_cursor = maxi(_profile_ids.find(profile_id), 0)
if name_input != null:
name_input.text = display_name
_refresh_background()
_rebuild_markers()
_set_status("")
func load_setup(setup_id: String) -> bool:
for setup in PlanetSetups.all():
if setup.setup_id == setup_id:
# Edit a duplicate so in-progress edits never mutate the live
# registry entry (which other code may be reading) until an
# explicit save.
current_setup = setup.duplicate(true)
selected_item = {}
_profile_cursor = maxi(_profile_ids.find(current_setup.surface_profile_id), 0)
if name_input != null:
name_input.text = current_setup.display_name
_refresh_background()
_rebuild_markers()
_set_status("Loaded '%s'." % setup_id)
return true
return false
func save_setup() -> Dictionary:
if current_setup == null:
return {"ok": false, "message": "No setup to save."}
if current_setup.setup_id.strip_edges() == "":
return {"ok": false, "message": "Name the setup before saving."}
if not OS.has_feature("editor"):
return {"ok": false, "message": "Setups can only be saved when running from the project."}
var path: String = "res://PlanetSetups/%s.tres" % current_setup.setup_id
var err: int = ResourceSaver.save(current_setup, path)
if err != OK:
return {"ok": false, "message": "Save failed (error %d)." % err}
PlanetSetups.rescan()
return {"ok": true, "message": "Saved '%s'." % current_setup.setup_id}
# --- model: capture points ---------------------------------------------
func add_capture_point(at: Vector2) -> int:
if current_setup == null:
return -1
var points: PackedVector2Array = current_setup.capture_points
points.append(at)
current_setup.capture_points = points
_rebuild_markers()
return points.size() - 1
func move_capture_point(index: int, at: Vector2) -> void:
if current_setup == null or index < 0 or index >= current_setup.capture_points.size():
return
current_setup.capture_points[index] = at
_rebuild_markers()
func remove_capture_point(index: int) -> void:
if current_setup == null or index < 0 or index >= current_setup.capture_points.size():
return
var points: PackedVector2Array = current_setup.capture_points
points.remove_at(index)
current_setup.capture_points = points
_rebuild_markers()
# --- model: enemy spawns ------------------------------------------------
func add_enemy(enemy_id: String, at: Vector2) -> int:
if current_setup == null:
return -1
var spawn: Resource = PLANET_SETUP_SPAWN_SCRIPT.new()
spawn.enemy_id = enemy_id
spawn.position = at
current_setup.enemy_spawns.append(spawn)
_rebuild_markers()
return current_setup.enemy_spawns.size() - 1
func move_enemy(index: int, at: Vector2) -> void:
if current_setup == null or index < 0 or index >= current_setup.enemy_spawns.size():
return
current_setup.enemy_spawns[index].position = at
_rebuild_markers()
func remove_enemy(index: int) -> void:
if current_setup == null or index < 0 or index >= current_setup.enemy_spawns.size():
return
current_setup.enemy_spawns.remove_at(index)
_rebuild_markers()
# --- background/markers --------------------------------------------------
func _refresh_background() -> void:
if current_setup == null or background == null:
return
var profile: Resource = PlanetSurfaceProfiles.get_profile(current_setup.surface_profile_id)
var material: ShaderMaterial = background.material
material.set_shader_parameter("base_color", profile.base_color)
material.set_shader_parameter("crater_color", profile.crater_color)
material.set_shader_parameter("highlight_color", profile.highlight_color)
if profile_value_label != null:
profile_value_label.text = current_setup.surface_profile_id.to_upper()
func _rebuild_markers() -> void:
if item_host == null:
return
for child in item_host.get_children():
if child != _origin_marker:
child.queue_free()
if current_setup == null:
return
for i in range(current_setup.capture_points.size()):
_add_capture_marker(i, current_setup.capture_points[i])
for i in range(current_setup.enemy_spawns.size()):
_add_enemy_marker(i, current_setup.enemy_spawns[i])
func _add_capture_marker(index: int, at: Vector2) -> void:
var is_selected: bool = selected_item.get("kind", "") == "capture" and selected_item.get("index", -1) == index
var color: Color = Color(1.0, 0.95, 0.9) if is_selected else CAPTURE_MARKER_COLOR
var marker: NeonPiece = NeonPiece.create(item_host, at, color)
var points: PackedVector2Array = PackedVector2Array()
for i in range(16):
var angle: float = float(i) / 16.0 * TAU
points.append(Vector2(cos(angle), sin(angle)) * 60.0)
marker.add_polygon(points, 0.6)
marker.queue_redraw()
func _add_enemy_marker(index: int, spawn: Resource) -> void:
var definition: Resource = ENEMY_DEFINITIONS.get_definition(spawn.enemy_id)
var is_selected: bool = selected_item.get("kind", "") == "enemy" and selected_item.get("index", -1) == index
var color: Color = Color(1.0, 0.95, 0.9) if is_selected else definition.glow_color
var marker: NeonPiece = NeonPiece.create(item_host, spawn.position, color)
marker.add_polygon(definition.hull_points, 0.9)
marker.queue_redraw()
# --- palette ---------------------------------------------------------------
func _build_palette() -> void:
var entries: Array = [{"id": "capture_point", "is_point": true, "definition": null}]
for definition in ENEMY_DEFINITIONS.all():
entries.append({"id": definition.enemy_id, "is_point": false, "definition": definition})
var x: float = 0.0
for entry in entries:
var button: Control = PALETTE_ENTRY_BUTTON_SCRIPT.new()
button.position = Vector2(x, 0)
button.size = Vector2(84, 84)
button.is_capture_point = entry.is_point
button.enemy_definition = entry.definition
button.selected = entry.id == selected_palette
button.pressed.connect(_on_palette_pressed.bind(entry.id))
palette_row.add_child(button)
_palette_buttons.append(button)
x += PALETTE_STEP
func _on_palette_pressed(id: String) -> void:
selected_palette = id
_refresh_palette_selection()
func _refresh_palette_selection() -> void:
for button in _palette_buttons:
var entry_id: String = "capture_point" if button.is_capture_point else button.enemy_definition.enemy_id
button.selected = entry_id == selected_palette
# --- UI handlers -------------------------------------------------------
func _on_profile_pressed() -> void:
if _profile_ids.is_empty():
return
_profile_cursor = (_profile_cursor + 1) % _profile_ids.size()
current_setup.surface_profile_id = _profile_ids[_profile_cursor]
_refresh_background()
func _on_new_pressed() -> void:
new_setup("untitled", "Untitled", _profile_ids[_profile_cursor])
func _on_save_pressed() -> void:
var result: Dictionary = save_setup()
_set_status(result.message)
func _on_load_pressed() -> void:
var setups: Array = PlanetSetups.all()
if setups.is_empty():
_set_status("No saved setups yet.")
return
_load_cursor = (_load_cursor + 1) % setups.size()
load_setup(setups[_load_cursor].setup_id)
func _on_delete_pressed() -> void:
if selected_item.is_empty():
_set_status("Nothing selected to delete.")
return
if selected_item.kind == "capture":
remove_capture_point(selected_item.index)
else:
remove_enemy(selected_item.index)
selected_item = {}
func _on_name_changed(new_text: String) -> void:
if current_setup == null:
return
current_setup.display_name = new_text
current_setup.setup_id = _sanitize_id(new_text)
func _sanitize_id(text: String) -> String:
var lowered: String = text.strip_edges().to_lower()
var result: String = ""
for c in lowered:
result += c if (c.to_lower() != c.to_upper() or c == "_" or (c >= "0" and c <= "9")) else "_"
return result if result != "" else "untitled"
func _set_status(message: String) -> void:
if status_label != null:
status_label.text = message
# --- placement/selection helpers ----------------------------------------
func _place_selected(world_pos: Vector2) -> void:
if selected_palette == "capture_point":
add_capture_point(world_pos)
else:
add_enemy(selected_palette, world_pos)
func _find_marker_near(world_pos: Vector2) -> Dictionary:
if current_setup == null:
return {}
var best: Dictionary = {}
var best_dist: float = HIT_RADIUS
for i in range(current_setup.capture_points.size()):
var d: float = world_pos.distance_to(current_setup.capture_points[i])
if d <= best_dist:
best_dist = d
best = {"kind": "capture", "index": i}
for i in range(current_setup.enemy_spawns.size()):
var d: float = world_pos.distance_to(current_setup.enemy_spawns[i].position)
if d <= best_dist:
best_dist = d
best = {"kind": "enemy", "index": i}
return best
func _move_selected(world_pos: Vector2) -> void:
if dragging_item.is_empty():
return
if dragging_item.kind == "capture":
move_capture_point(dragging_item.index, world_pos)
else:
move_enemy(dragging_item.index, world_pos)
func _screen_to_world(screen_pos: Vector2) -> Vector2:
var viewport_size: Vector2 = get_viewport_rect().size
return camera.position + (screen_pos - viewport_size / 2.0) / camera.zoom.x
# --- touch/pan/zoom (mirrors GameController's pinch idiom) ---------------
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
_handle_touch(event)
elif event is InputEventScreenDrag:
_handle_drag(event)
elif event is InputEventMagnifyGesture:
_set_zoom(camera.zoom.x * event.factor)
elif event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
_set_zoom(camera.zoom.x * WHEEL_ZOOM_STEP)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
_set_zoom(camera.zoom.x / WHEEL_ZOOM_STEP)
func _handle_touch(event: InputEventScreenTouch) -> void:
if event.pressed:
touches[event.index] = event.position
if touches.size() == 2:
_start_pinch()
drag_touch_index = -1
drag_mode = ""
return
if touches.size() == 1:
var world_pos: Vector2 = _screen_to_world(event.position)
var hit: Dictionary = _find_marker_near(world_pos)
drag_touch_index = event.index
if not hit.is_empty():
selected_item = hit
dragging_item = hit
drag_mode = "item"
_rebuild_markers()
elif selected_palette != "":
_place_selected(world_pos)
drag_mode = ""
else:
drag_mode = "pan"
pan_start_screen = event.position
pan_start_camera = camera.position
else:
touches.erase(event.index)
if touches.size() < 2:
pinch_active = false
if event.index == drag_touch_index:
drag_touch_index = -1
drag_mode = ""
dragging_item = {}
func _handle_drag(event: InputEventScreenDrag) -> void:
if not touches.has(event.index):
return
touches[event.index] = event.position
if pinch_active and touches.size() == 2 and pinch_start_distance > 0.0:
var positions: Array = touches.values()
var current_distance: float = positions[0].distance_to(positions[1])
_set_zoom(pinch_start_zoom * (current_distance / maxf(pinch_start_distance, 1.0)))
return
if event.index != drag_touch_index:
return
match drag_mode:
"item":
_move_selected(_screen_to_world(event.position))
"pan":
var delta_screen: Vector2 = event.position - pan_start_screen
camera.position = pan_start_camera - delta_screen / camera.zoom.x
func _start_pinch() -> void:
pinch_active = true
var positions: Array = touches.values()
pinch_start_distance = positions[0].distance_to(positions[1])
pinch_start_zoom = camera.zoom.x
func _set_zoom(raw_zoom: float) -> void:
var z: float = clampf(raw_zoom, MIN_ZOOM, MAX_ZOOM)
camera.zoom = Vector2(z, z)

1
PlanetSetupEditor.gd.uid Normal file
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uid://bprbw56kcmdsk

179
PlanetSetupEditor.tscn Normal file
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@ -0,0 +1,179 @@
[gd_scene load_steps=5 format=3]
[ext_resource type="Script" path="res://PlanetSetupEditor.gd" id="1"]
[ext_resource type="Script" path="res://LunarBackground.gd" id="2"]
[ext_resource type="Shader" path="res://lunar_surface.gdshader" id="3"]
[ext_resource type="Script" path="res://IconButton.gd" id="4"]
[sub_resource type="ShaderMaterial" id="1"]
shader = ExtResource("3")
shader_parameter/camera_zoom = 1.0
shader_parameter/viewport_size = Vector2(720, 1280)
shader_parameter/cell_size = 220.0
shader_parameter/base_color = Color(0.75, 0.75, 0.76, 1)
shader_parameter/crater_color = Color(0.44, 0.44, 0.45, 1)
shader_parameter/highlight_color = Color(0.89, 0.89, 0.9, 1)
[node name="PlanetSetupEditor" type="Node2D"]
script = ExtResource("1")
[node name="BackgroundLayer" type="CanvasLayer" parent="."]
layer = -10
[node name="Background" type="ColorRect" parent="BackgroundLayer"]
material = SubResource("1")
mouse_filter = 2
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("2")
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(0, 0)
zoom = Vector2(1, 1)
[node name="ItemHost" type="Node2D" parent="."]
[node name="UI" type="CanvasLayer" parent="."]
layer = 1
[node name="BackButton" type="Control" parent="UI"]
offset_left = 20
offset_top = 20
offset_right = 92
offset_bottom = 92
script = ExtResource("4")
icon = 1
glow_color = Color(0.9, 0.35, 0.35, 1)
[node name="BackCaption" type="Label" parent="UI"]
mouse_filter = 2
offset_left = 20
offset_top = 96
offset_right = 92
offset_bottom = 122
theme_override_font_sizes/font_size = 18
horizontal_alignment = 1
text = "Back"
[node name="ProfileButton" type="Control" parent="UI"]
offset_left = 110
offset_top = 20
offset_right = 182
offset_bottom = 92
script = ExtResource("4")
icon = 0
glow_color = Color(0.5, 0.75, 1, 1)
[node name="ProfileValueLabel" type="Label" parent="UI"]
mouse_filter = 2
offset_left = 190
offset_top = 36
offset_right = 340
offset_bottom = 76
theme_override_font_sizes/font_size = 26
text = "ROCKY"
[node name="NameInput" type="LineEdit" parent="UI"]
offset_left = 350
offset_top = 36
offset_right = 696
offset_bottom = 76
placeholder_text = "Setup name"
text = "Untitled"
[node name="NewButton" type="Control" parent="UI"]
offset_left = 20
offset_top = 140
offset_right = 92
offset_bottom = 212
script = ExtResource("4")
icon = 5
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="NewCaption" type="Label" parent="UI"]
mouse_filter = 2
offset_left = 20
offset_top = 216
offset_right = 92
offset_bottom = 242
theme_override_font_sizes/font_size = 18
horizontal_alignment = 1
text = "New"
[node name="SaveButton" type="Control" parent="UI"]
offset_left = 110
offset_top = 140
offset_right = 182
offset_bottom = 212
script = ExtResource("4")
icon = 4
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="SaveCaption" type="Label" parent="UI"]
mouse_filter = 2
offset_left = 110
offset_top = 216
offset_right = 182
offset_bottom = 242
theme_override_font_sizes/font_size = 18
horizontal_alignment = 1
text = "Save"
[node name="LoadButton" type="Control" parent="UI"]
offset_left = 200
offset_top = 140
offset_right = 272
offset_bottom = 212
script = ExtResource("4")
icon = 3
glow_color = Color(0.5, 0.75, 1, 1)
[node name="LoadCaption" type="Label" parent="UI"]
mouse_filter = 2
offset_left = 200
offset_top = 216
offset_right = 272
offset_bottom = 242
theme_override_font_sizes/font_size = 18
horizontal_alignment = 1
text = "Load"
[node name="DeleteButton" type="Control" parent="UI"]
offset_left = 290
offset_top = 140
offset_right = 362
offset_bottom = 212
script = ExtResource("4")
icon = 28
glow_color = Color(0.9, 0.35, 0.35, 1)
[node name="DeleteCaption" type="Label" parent="UI"]
mouse_filter = 2
offset_left = 290
offset_top = 216
offset_right = 362
offset_bottom = 242
theme_override_font_sizes/font_size = 18
horizontal_alignment = 1
text = "Delete"
[node name="StatusLabel" type="Label" parent="UI"]
mouse_filter = 2
offset_left = 380
offset_top = 140
offset_right = 696
offset_bottom = 242
theme_override_font_sizes/font_size = 20
autowrap_mode = 2
text = ""
[node name="PaletteRow" type="Control" parent="UI"]
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 20
offset_top = -110
offset_right = 696
offset_bottom = -20

View file

@ -1,14 +1,13 @@
class_name PlanetSetupHost
extends Node2D
# Instantiates the contents of a PlanetSetup onto a landed surface. Capture
# points are placeholder markers here; #43 replaces them with the real
# CapturePoint scene through the same apply_setup() entry point, and enemy
# spawning is filled in by the enemy-foundation ticket (#44). Keeping this
# seam stable is the point of this ticket.
# Instantiates the contents of a PlanetSetup onto a landed surface: one
# CapturePoint per authored point - registering/restoring conquest progress
# through GameState so re-landing on a partly-taken planet keeps its
# progress - and one enemy per authored spawn.
const MARKER_COLOR: Color = Color(0.55, 0.85, 1.0)
const MARKER_RADIUS: float = 36.0
const CAPTURE_POINT_SCENE: PackedScene = preload("res://CapturePoint.tscn")
const ENEMY_SCENE: PackedScene = preload("res://Enemy.tscn")
var setup: Resource
@ -19,15 +18,25 @@ func apply_setup(new_setup: Resource) -> void:
child.queue_free()
if setup == null:
return
for point in setup.capture_points:
_add_capture_point_marker(point)
GameState.register_capture_points(GameState.planet_id, setup.capture_points.size())
for i in range(setup.capture_points.size()):
_add_capture_point(i, setup.capture_points[i])
for spawn in setup.enemy_spawns:
_add_enemy(spawn)
func _add_capture_point_marker(at: Vector2) -> void:
var marker: NeonPiece = NeonPiece.create(self, at, MARKER_COLOR)
var points: PackedVector2Array = PackedVector2Array()
for i in range(16):
var angle: float = float(i) / 16.0 * TAU
points.append(Vector2(cos(angle), sin(angle)) * MARKER_RADIUS)
marker.add_polygon(points, 0.6)
marker.queue_redraw()
func _add_capture_point(index: int, at: Vector2) -> void:
var point: Node = CAPTURE_POINT_SCENE.instantiate()
point.point_index = index
point.position = at
add_child(point)
if GameState.is_point_captured(GameState.planet_id, index):
point.mark_captured()
func _add_enemy(spawn: Resource) -> void:
var enemy: Node = ENEMY_SCENE.instantiate()
enemy.enemy_id = spawn.enemy_id
enemy.position = spawn.position
add_child(enemy)

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=16 format=3]
[gd_scene load_steps=17 format=3]
[ext_resource type="Script" path="res://GameController.gd" id="1"]
[ext_resource type="Script" path="res://LunarBackground.gd" id="2"]
@ -12,6 +12,7 @@
[ext_resource type="Script" path="res://CargoCounter.gd" id="12"]
[ext_resource type="Script" path="res://GasCargoCounter.gd" id="13"]
[ext_resource type="Script" path="res://GasBombController.gd" id="14"]
[ext_resource type="Script" path="res://CaptureLabel.gd" id="15"]
[sub_resource type="ShaderMaterial" id="1"]
shader = ExtResource("3")
@ -132,6 +133,20 @@ theme_override_colors/font_color = Color(0.08, 0.08, 0.11, 1)
theme_override_colors/font_outline_color = Color(0.95, 0.95, 0.96, 0.85)
theme_override_constants/outline_size = 5
[node name="CaptureLabel" type="Label" parent="UI"]
mouse_filter = 2
offset_left = 24
offset_top = 286
offset_right = 696
offset_bottom = 326
theme_override_font_sizes/font_size = 28
theme_override_colors/font_color = Color(0.08, 0.16, 0.2, 1)
theme_override_colors/font_outline_color = Color(0.9, 0.95, 0.96, 0.8)
theme_override_constants/outline_size = 4
horizontal_alignment = 1
text = ""
script = ExtResource("15")
[node name="ExitButton" type="Control" parent="UI"]
anchor_top = 1.0
anchor_bottom = 1.0

View file

@ -44,7 +44,7 @@ func _compose_surface(profile: Resource) -> void:
atmosphere.set_shader_parameter("base_color", profile.base_color)
atmosphere.set_shader_parameter("crater_color", profile.crater_color)
atmosphere.set_shader_parameter("highlight_color", profile.highlight_color)
for caption_path in ["../UI/BankCaption", "../UI/FleetCaption"]:
for caption_path in ["../UI/BankCaption", "../UI/FleetCaption", "../UI/CaptureLabel"]:
var caption: Label = get_node(caption_path)
caption.add_theme_color_override("font_color", profile.caption_color)
caption.add_theme_color_override("font_outline_color", profile.caption_outline_color)

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@ -0,0 +1,17 @@
[gd_resource type="Resource" script_class="EnemyDefinition" load_steps=4 format=3]
[ext_resource type="Script" path="res://EnemyDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://EnemyStandoffComponent.tscn" id="2"]
[ext_resource type="PackedScene" path="res://EnemyRangedWeaponComponent.tscn" id="3"]
[resource]
script = ExtResource("1")
enemy_id = "sniper"
display_name = "Sniper"
max_hp = 4
speed = 90.0
acceleration = 180.0
rotation_speed = 5.0
hull_points = PackedVector2Array(0, -28, 7, -6, 7, 22, -7, 22, -7, -6)
glow_color = Color(0.42, 0.72, 1.0, 1)
component_scenes = Array[PackedScene]([ExtResource("2"), ExtResource("3")])

View file

@ -0,0 +1,20 @@
extends Node2D
func _ready() -> void:
GameState.planet_name = "Violet Tempest"
GameState.planet_id = "artillery_preview_gas"
GameState.planet_definition_id = "gas_giant"
GameState.surviving_ship_count = 3
var surface: Node = load("res://PlanetSurface.tscn").instantiate()
surface.get_node("SurfaceController").fade_duration = 0.0
add_child(surface)
var shell: Node = load("res://ArtilleryShell.tscn").instantiate()
shell.telegraph_time = 10.0 # frozen mid-countdown for the screenshot
shell.aoe_radius = 220.0
surface.add_child(shell)
shell.launch(Vector2(-600, -600), Vector2.ZERO)
shell.telegraph_left = shell.telegraph_time * 0.45
shell.set_process(false)
shell.queue_redraw()

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@ -0,0 +1 @@
uid://be13xddivhtr

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_artillery_telegraph_gas_preview.gd" id="1"]
[node name="ArtilleryTelegraphGasPreview" type="Node2D"]
script = ExtResource("1")

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@ -0,0 +1,20 @@
extends Node2D
func _ready() -> void:
GameState.planet_name = "Kepler's Rest"
GameState.planet_id = "artillery_preview_rocky"
GameState.planet_definition_id = "rocky"
GameState.surviving_ship_count = 3
var surface: Node = load("res://PlanetSurface.tscn").instantiate()
surface.get_node("SurfaceController").fade_duration = 0.0
add_child(surface)
var shell: Node = load("res://ArtilleryShell.tscn").instantiate()
shell.telegraph_time = 10.0 # frozen mid-countdown for the screenshot
shell.aoe_radius = 220.0
surface.add_child(shell)
shell.launch(Vector2(-600, -600), Vector2.ZERO)
shell.telegraph_left = shell.telegraph_time * 0.45
shell.set_process(false)
shell.queue_redraw()

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@ -0,0 +1 @@
uid://dlaxr7it3582h

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_artillery_telegraph_rocky_preview.gd" id="1"]
[node name="ArtilleryTelegraphRockyPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,54 @@
extends Node2D
# Preloaded by path rather than an `is CapturePoint` check - this preview
# runs through screenshot.sh, which (unlike run_tests.sh) does not run an
# import pass first, so the global class_name cache may not be warm yet.
const CAPTURE_POINT_SCRIPT = preload("res://CapturePoint.gd")
func _ready() -> void:
GameState.planet_name = "Kepler's Rest"
GameState.planet_id = "chunk:3:7"
GameState.planet_definition_id = "rocky"
GameState.surviving_ship_count = 3
GameState.rocks = 128
var surface: Node = load("res://PlanetSurface.tscn").instantiate()
surface.get_node("SurfaceController").fade_duration = 0.0
add_child(surface)
# Zoomed out so all three ~220-radius capture rings fit the frame with
# margin, regardless of wherever the real setup's points happen to sit.
surface.get_node("Camera2D").zoom = Vector2(0.55, 0.55)
var host: Node = surface.get_node("SurfaceFeatures/PlanetSetupHost")
var points: Array = []
for child in host.get_children():
if child.get_script() == CAPTURE_POINT_SCRIPT:
points.append(child)
# Lay the three points out in a compact, clearly-separated triangle for
# the screenshot, rather than the real (far-flung) authored positions.
var layout: Array = [Vector2(300, 150), Vector2(-300, 150), Vector2(0, -280)]
for i in range(mini(points.size(), layout.size())):
points[i].position = layout[i]
# Show all three states at once: captured, mid-fill, and blocked. Each
# point's own _process() would otherwise immediately recompute state
# from the real (empty, this far from any ship) fleet/enemy proximity
# and overwrite these on the very next frame, so freeze it after setting
# the display state - same technique as freezing enemy.speed for the
# gas bomber screenshot.
if points.size() >= 1:
points[0].mark_captured()
points[0].set_process(false)
GameState.mark_point_captured(GameState.planet_id, points[0].point_index)
if points.size() >= 2:
points[1].state = CAPTURE_POINT_SCRIPT.State.CAPTURING
points[1].progress = 0.55
points[1].queue_redraw()
points[1].set_process(false)
if points.size() >= 3:
points[2].state = CAPTURE_POINT_SCRIPT.State.BLOCKED
points[2].progress = 0.3
points[2].queue_redraw()
points[2].set_process(false)

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@ -0,0 +1 @@
uid://njieetp3l0xc

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_capture_points_preview.gd" id="1"]
[node name="CapturePointsPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,14 @@
extends Node2D
func _ready() -> void:
var editor: Node = load("res://PlanetSetupEditor.tscn").instantiate()
add_child(editor)
editor.new_setup("preview_setup", "Preview Setup", "rocky")
editor.add_capture_point(Vector2(300, 150))
editor.add_capture_point(Vector2(-250, 300))
editor.add_enemy("chaser", Vector2(200, -300))
editor.add_enemy("sniper", Vector2(-300, -150))
editor.add_enemy("artillery", Vector2(0, 350))
editor.selected_item = {"kind": "capture", "index": 0}
editor._rebuild_markers()

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@ -0,0 +1 @@
uid://dltm5ro7xcjii

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_setup_editor_preview.gd" id="1"]
[node name="SetupEditorPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,76 @@
extends Node2D
# Setup is deferred to the first _process() tick rather than done in
# _ready(): PlanetAtmosphereController auto-spawns a 5-ship default fleet
# in ITS _ready() on any fresh (non-returning) Main.tscn load, and since
# this scene is itself added to the tree from inside _screenshot_tool.gd's
# own _initialize() (a nested, not-yet-settled context), there's no
# guaranteed ordering between the two _ready() calls - clearing the fleet
# here could run BEFORE that auto-spawn and then get silently overwritten
# by it. Waiting one frame guarantees it has already run first.
#
# Even after clearing, physics ticks can run several times before this
# script's own next _process() tick (softpipe rendering is slow, and
# physics is decoupled from it), so an auto-spawned ship can still get one
# shot off in flight toward these enemies before the clearing code above
# ever runs. Pausing the whole tree once everything is placed (last thing
# this script does) freezes any such shot in transit for good, rather than
# letting it arrive a few physics ticks later while the screenshot is
# still waiting out its frame count.
var main: Node
var setup_done: bool = false
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
main = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BackgroundLayer").visible = false
main.get_node("AsteroidField").visible = false
main.get_node("PlanetField").visible = false
main.get_node("BuildingField").visible = false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
func _process(_delta: float) -> void:
if setup_done:
return
setup_done = true
var fleet: Node = main.get_node("Fleet")
for ship in fleet.ships:
if is_instance_valid(ship):
ship.set_physics_process(false)
fleet.spawn_ships(0, Vector2.ZERO)
# spawn_ships(0, ...) still isn't a truly empty fleet: it falls back to
# one default interceptor whenever the requested composition would
# otherwise be empty (Fleet.gd's own "the fleet is never really empty"
# rule). Clear that forced ship too, and halt it the same way.
for ship in fleet.ships:
if is_instance_valid(ship):
ship.set_physics_process(false)
ship.queue_free()
fleet.ships.clear()
for projectile in get_tree().get_nodes_in_group("player_projectiles"):
projectile.queue_free()
var chaser: Node = load("res://Enemy.tscn").instantiate()
chaser.enemy_id = "chaser"
chaser.position = Vector2(-160, -80)
main.add_child(chaser)
chaser.speed = 0.0
var sniper: Node = load("res://Enemy.tscn").instantiate()
sniper.enemy_id = "sniper"
sniper.position = Vector2(160, -80)
main.add_child(sniper)
sniper.speed = 0.0
var camera: Camera2D = main.get_node("Camera2D")
camera.zoom = Vector2(1.4, 1.4)
get_tree().paused = true

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@ -0,0 +1 @@
uid://d2fj1p61hp2pk

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_sniper_vs_chaser_preview.gd" id="1"]
[node name="SniperVsChaserPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,195 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_artillery_enemy.gd
# Verifies:
# 1. the telegraph is visible (phase == TELEGRAPHING) for the whole
# window before any damage lands
# 2. a ship that leaves the blast radius before impact takes no damage;
# one that stays takes the full hit
# 3. a shielded ship inside the blast survives, losing exactly one charge
# 4. the impact point is fixed at fire time - moving the fleet after the
# shot is launched does not redirect it (tested through the real
# EnemyArtilleryComponent, since that's what could tempt "aim at the
# fleet's live position" instead of its position at fire time)
# Resolved via load() inside _initialize(), NOT a top-level `const ...
# preload(...)` - a top-level preload in a script-mode ENTRY point (-s
# this_file.gd) evaluates during this file's own early compilation, which
# can happen before autoloads are registered. See test_capture_points.gd
# for the full explanation.
var ARTILLERY_SHELL_SCRIPT: Script
var game_state: Node
var main: Node
var fleet: Node
var shell: Node
var ship_inside: Node
var ship_leaves: Node
var shield_ship: Node
var far_ship: Node
var artillery: Node
var art_component: Node
var live_shell: Node
var recorded_target: Vector2 = Vector2.ZERO
var impact_point: Vector2 = Vector2.ZERO
var travel_time: float = 0.0
var stage2_wait: float = 0.0
var stage5_wait: float = 0.0
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
ARTILLERY_SHELL_SCRIPT = load("res://ArtilleryShell.gd")
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.build_time_scale = 0.02
game_state.reset_progression()
game_state.rocks = 2000
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.1:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for a in get_nodes_in_group("asteroids"):
a.queue_free()
impact_point = Vector2(5000, 0)
fleet.spawn_ships(1, impact_point)
ship_inside = fleet.ships[0]
ship_inside.position = impact_point
fleet.add_ship(GameState.VESSEL_INTERCEPTOR)
ship_leaves = fleet.ships[fleet.ships.size() - 1]
ship_leaves.position = impact_point + Vector2(100, 0)
fleet.add_ship(GameState.VESSEL_SHIELD)
shield_ship = fleet.ships[fleet.ships.size() - 1]
shield_ship.position = impact_point + Vector2(-100, 0)
var origin: Vector2 = impact_point + Vector2(400, 400)
travel_time = origin.distance_to(impact_point) / 300.0
shell = load("res://ArtilleryShell.tscn").instantiate()
shell.telegraph_time = 1.0
shell.shell_speed = 300.0
shell.aoe_radius = 220.0
shell.damage = 3
main.add_child(shell)
shell.launch(origin, impact_point)
elapsed = 0.0
stage = 1
return false
1:
# Mid-telegraph: nobody hurt yet, still visibly telegraphing.
if elapsed < shell.telegraph_time * 0.8:
return false
if shell.phase != ARTILLERY_SHELL_SCRIPT.Phase.TELEGRAPHING:
return _fail("shell left the telegraph phase too early")
if not is_instance_valid(ship_inside) or not is_instance_valid(ship_leaves) \
or not is_instance_valid(shield_ship):
return _fail("damage landed before the telegraph window finished")
# Ship B clears the blast radius now, well before impact.
ship_leaves.position = impact_point + Vector2(2000, 0)
# Captured once, as a plain float: the shell frees itself once
# it resolves, so re-reading shell.telegraph_time from inside
# the wait condition below (evaluated every frame) would touch
# a freed object on any frame after that.
stage2_wait = shell.telegraph_time * 0.2 + travel_time + 1.5
elapsed = 0.0
stage = 2
return false
2:
# Enough time for the remaining telegraph, travel, and the full
# explosion visual to resolve.
if elapsed < stage2_wait:
return false
if is_instance_valid(ship_inside):
return _fail("a ship that stayed inside the blast radius survived")
if not is_instance_valid(ship_leaves):
return _fail("a ship that left the blast radius before impact was still hit")
if not is_instance_valid(shield_ship):
return _fail("a shielded ship inside the blast was destroyed instead of absorbing the hit")
if shield_ship.shield_charges != 0:
return _fail("shield charges did not drop to 0 after absorbing the artillery hit (charges=%d)" %
shield_ship.shield_charges)
print("stayed=destroyed left=survived shielded=absorbed-one-charge")
# --- Part B: the impact point does not home onto a fleet that
# moves after the shot is fired ---------------------------------
fleet.spawn_ships(1, Vector2(9000, 0))
far_ship = fleet.ships[0]
artillery = load("res://Enemy.tscn").instantiate()
artillery.enemy_id = "artillery"
artillery.position = far_ship.position + Vector2(300, 0)
main.add_child(artillery)
art_component = artillery.get_component("artillery")
art_component.cooldown_left = 0.0
art_component.telegraph_time = 0.3
art_component.fire_cooldown = 999.0 # only the one shot for this check
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.15:
return false
# The shell is added to the tree root (a sibling of main, not
# its child - see EnemyArtilleryComponent.tick()), so it has to
# be found via its group, not main.get_children().
var shells: Array = get_nodes_in_group("artillery_shells")
if shells.is_empty():
return _fail("artillery enemy did not fire when in range and off cooldown")
live_shell = shells[0]
recorded_target = live_shell.target
far_ship.position += Vector2(4000, 0) # flee well clear of the recorded target
elapsed = 0.0
stage = 4
return false
4:
# Check the target field WHILE the shell is still alive - it
# frees itself right after exploding, so this has to happen
# before that, not after.
if elapsed < 0.3:
return false
if not is_instance_valid(live_shell):
return _fail("shell resolved implausibly fast - timing assumption broke")
if live_shell.target != recorded_target:
return _fail("shell target changed after the fleet moved - it homed instead of staying fixed")
# Captured once, as a plain float: far_ship's own weapon can
# destroy the artillery enemy (and with it art_component) well
# before this wait ends, so the condition below must not keep
# re-reading a property off a node that might already be freed.
stage5_wait = art_component.telegraph_time + (300.0 / 180.0) + 1.5
elapsed = 0.0
stage = 5
return false
5:
if elapsed < stage5_wait:
return false
if not is_instance_valid(far_ship):
return _fail("fleeing ship was hit by a shot aimed at its old position - homing occurred")
print("shell held its fire-time target and did not home onto the fleeing ship")
print("TEST_ARTILLERY_ENEMY: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_ARTILLERY_ENEMY: FAIL (%s)" % message)
quit(1)
return true

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@ -0,0 +1 @@
uid://cv3lvd01j4kp

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@ -0,0 +1,210 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_capture_points.gd
# Verifies:
# 1. PlanetSetupHost restores an already-captured point immediately on
# (re-)composition, instead of restarting its fill
# 2. a ship parked in range with no enemies nearby fills a point to
# CAPTURED in about capture_time seconds, and GameState reflects it
# (captured_point_count, is_planet_conquered - which is what
# BuildController's extractor gate reads, see test_planet_conquest_gate)
# 3. an enemy within enemy_clear_radius blocks further progress
# (state == BLOCKED) without erasing what was already filled
# 4. moving out of range drains progress gradually, not instantly, and
# never below what a completed point already holds
# Resolved via load() inside _initialize(), NOT a top-level `const ...
# preload(...)`. A top-level preload in a script-mode ENTRY point (-s
# this_file.gd) evaluates during this file's own early compilation, which
# can happen before autoloads are registered - and CapturePoint.gd
# references GameState in a function body, which GDScript resolves at
# compile time. preload()ing it from inside _initialize() defers that
# until after the engine has finished booting, same as every plain load()
# call elsewhere in this file.
var CAPTURE_POINT_SCRIPT: Script
var PLANET_SETUP_SCRIPT: Script
var game_state: Node
var main: Node
var fleet: Node
var point: Node
var enemy: Node
var planet_id: String = "test_capture_planet"
var stage: int = 0
var elapsed: float = 0.0
var progress_before_block: float = 0.0
var progress_before_drain: float = 0.0
func _initialize() -> void:
CAPTURE_POINT_SCRIPT = load("res://CapturePoint.gd")
PLANET_SETUP_SCRIPT = load("res://PlanetSetup.gd")
game_state = root.get_node("GameState")
game_state.planet_capture.clear()
# --- 1. restoration: an already-captured point stays captured -----
var restore_planet_id: String = "test_capture_restore_planet"
var fake_setup: Resource = PLANET_SETUP_SCRIPT.new()
fake_setup.setup_id = "test_restore"
fake_setup.surface_profile_id = "rocky"
fake_setup.capture_points = PackedVector2Array([Vector2(0, 0), Vector2(500, 0)])
game_state.planet_id = restore_planet_id
var host1: Node = load("res://PlanetSetupHost.tscn").instantiate()
host1.apply_setup(fake_setup)
game_state.mark_point_captured(restore_planet_id, 0) # simulates a completed prior visit
var host2: Node = load("res://PlanetSetupHost.tscn").instantiate()
host2.apply_setup(fake_setup)
var restored: Node = null
var fresh: Node = null
for child in host2.get_children():
if child.get_script() == CAPTURE_POINT_SCRIPT and child.point_index == 0:
restored = child
elif child.get_script() == CAPTURE_POINT_SCRIPT and child.point_index == 1:
fresh = child
if restored == null or restored.state != CAPTURE_POINT_SCRIPT.State.CAPTURED or restored.progress < 0.999:
return _fail("re-landing did not restore an already-captured point")
if fresh == null or fresh.state == CAPTURE_POINT_SCRIPT.State.CAPTURED:
return _fail("an uncaptured point came back already CAPTURED")
# --- 2-4. capture mechanics, in a live scene with a real fleet -----
game_state.planet_capture.clear()
game_state.planet_id = planet_id
game_state.register_capture_points(planet_id, 1)
game_state.buildings.clear()
game_state.extractors.clear()
game_state.rocks = 200
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.1:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for a in get_nodes_in_group("asteroids"):
a.queue_free()
point = load("res://CapturePoint.tscn").instantiate()
point.point_index = 0
point.capture_time = 1.0
point.capture_radius = 200.0
point.enemy_clear_radius = 300.0
point.drain_rate = 0.5
point.position = Vector2(4000, 0) # well clear of spawn-time activity
main.add_child(point)
var far_away: Vector2 = point.position + Vector2(2500, 0)
for ship in fleet.ships:
ship.position = far_away
fleet.move_to(far_away)
elapsed = 0.0
stage = 1
return false
1:
# Out of range: no progress at all.
if elapsed < 0.3:
return false
if point.progress > 0.001 or point.state != CAPTURE_POINT_SCRIPT.State.NEUTRAL:
return _fail("progress rose while no ship was in capture_radius")
for ship in fleet.ships:
ship.position = point.position
fleet.move_to(point.position)
elapsed = 0.0
stage = 2
return false
2:
# Partway through capture_time: rising, not yet complete.
if elapsed < point.capture_time * 0.4:
return false
if point.state != CAPTURE_POINT_SCRIPT.State.CAPTURING or point.progress <= 0.05:
return _fail("point did not start filling with a ship in range (state=%d progress=%.2f)" % [
point.state, point.progress
])
# An enemy shows up within enemy_clear_radius: must block further
# fill without erasing what's already there. A bare "enemies"
# group member (not a real Enemy.tscn) is deliberate: CapturePoint
# only cares that something is in the group and in range, and
# this avoids a real chaser/weapon exchange destroying the fleet
# ships this test also needs alive in later stages.
enemy = Node2D.new()
enemy.add_to_group("enemies")
enemy.position = point.position + Vector2(50, 0)
main.add_child(enemy)
progress_before_block = point.progress
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.5:
return false
if point.state != CAPTURE_POINT_SCRIPT.State.BLOCKED:
return _fail("point did not report BLOCKED with an enemy nearby (state=%d)" % point.state)
if point.progress > progress_before_block + 0.01:
return _fail("progress rose while an enemy was inside enemy_clear_radius")
# Enemy leaves and the ship backs off out of range: progress
# should drain, but gradually - not snap to zero.
enemy.queue_free()
var far_away: Vector2 = point.position + Vector2(2500, 0)
for ship in fleet.ships:
ship.position = far_away
fleet.move_to(far_away)
progress_before_drain = point.progress
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.3:
return false
if point.progress >= progress_before_drain - 0.001:
return _fail("progress did not drain while out of range")
if point.progress <= 0.001:
return _fail("progress dropped to zero instantly instead of draining gradually")
if point.state != CAPTURE_POINT_SCRIPT.State.NEUTRAL:
return _fail("point state did not return to NEUTRAL while draining out of range")
# Move back in and let it finish this time.
for ship in fleet.ships:
ship.position = point.position
fleet.move_to(point.position)
elapsed = 0.0
stage = 5
return false
5:
# Draining first means completion now takes longer than a bare
# capture_time - give it a generous margin.
if elapsed < point.capture_time * 2.0 + 0.5:
return false
if point.state != CAPTURE_POINT_SCRIPT.State.CAPTURED:
return _fail("point never reached CAPTURED (state=%d progress=%.2f after %.2fs)" % [
point.state, point.progress, elapsed
])
if game_state.captured_point_count(planet_id) != 1:
return _fail("GameState.captured_point_count did not record the capture")
# is_planet_conquered is exactly what BuildController's extractor
# gate reads (see test_planet_conquest_gate.gd) - not re-tested
# through the build UI here to avoid duplicating that coverage.
if not game_state.is_planet_conquered(planet_id):
return _fail("single-point planet was not marked conquered")
print("TEST_CAPTURE_POINTS: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_CAPTURE_POINTS: FAIL (%s)" % message)
quit(1)
return true

View file

@ -0,0 +1 @@
uid://cmordwxwbr5ca

View file

@ -3,8 +3,8 @@ extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_main_menu.gd
# Verifies:
# 1. the menu loads with Play/Map Editor/Quit, the editor button starts
# disabled and explains itself instead of silently doing nothing
# 1. the menu loads with Play/Map Editor/Quit; Map Editor is enabled and
# reaches PlanetSetupEditor.tscn (#48)
# 2. Quit's visibility follows OS.has_feature("web") (this platform is
# not a web export, so this run exercises the "visible" branch; the
# condition itself is what's under test, not the concrete boolean)
@ -33,8 +33,8 @@ func _process(delta: float) -> bool:
# frame has actually processed.
if elapsed < 0.1:
return false
if menu.editor_button.enabled:
return _fail("map editor button is not disabled ahead of #48")
if not menu.editor_button.enabled:
return _fail("map editor button is not enabled (#48 shipped)")
if menu.quit_button.visible != (not OS.has_feature("web")):
return _fail("quit button visibility did not follow OS.has_feature('web')")
@ -43,13 +43,22 @@ func _process(delta: float) -> bool:
stage = 1
return false
1:
if elapsed < 0.2:
return false
var on_editor: bool = current_scene != null and current_scene.name == "PlanetSetupEditor"
if not on_editor:
return _fail("pressing Map Editor did not reach PlanetSetupEditor.tscn")
# Return to the menu the same way the player would, then test Play.
menu = load("res://MainMenu.tscn").instantiate()
root.add_child(menu)
current_scene = menu
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.1:
return false
if "coming soon" not in menu.status_label.text.to_lower():
return _fail("disabled editor button press did not explain itself")
if current_scene != menu:
return _fail("pressing the disabled editor button changed scenes")
# Dirty the game state exactly like an in-progress run would,
# so a genuine reset is distinguishable from a coincidental match.
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 999)
@ -59,9 +68,9 @@ func _process(delta: float) -> bool:
_press(menu.play_button)
elapsed = 0.0
stage = 2
stage = 3
return false
2:
3:
if elapsed < 0.3:
return false
var on_main: bool = current_scene != null and current_scene.name == "Main"

View file

@ -6,10 +6,14 @@ extends SceneTree
# scene swap (Main.tscn <-> PlanetSurface.tscn) rather than an in-place
# overlay: standing on a planet shows the prompt, pressing it fades out
# and swaps to PlanetSurface.tscn with the SAME surviving ship count,
# where no asteroid/enemy ever exists (not hidden - structurally absent,
# since PlanetSurface.tscn has no such nodes at all) and the fleet is
# still fully flyable. Exiting fades back to Main.tscn with the fleet
# restored at the world position it left from.
# where no asteroid ever exists and no space-side EnemySpawner/AsteroidField
# node carries over (structurally absent - PlanetSurface.tscn has no such
# nodes at all), and the fleet is still fully flyable. Landed enemies MAY
# still exist post-#43 (PlanetSetupHost places authored ones to guard
# capture points), which is a different thing from the space-side spawner
# leaking across the swap - see the structural check below. Exiting fades
# back to Main.tscn with the fleet restored at the world position it left
# from.
var main_scene: Node
var fleet: Node
@ -163,11 +167,16 @@ func _process(delta: float) -> bool:
var ship_count_ok: bool = surface_fleet.ships.size() == 5
var composition_ok: bool = surface_fleet.vessel_types() == expected_vessel_types
var no_asteroids: bool = get_nodes_in_group("asteroids").is_empty()
var no_enemies: bool = get_nodes_in_group("enemies").is_empty()
print("ship_count_ok=%s (count=%d) no_asteroids=%s no_enemies=%s" % [
ship_count_ok, surface_fleet.ships.size(), no_asteroids, no_enemies
# Landed enemies from an authored PlanetSetup are expected
# post-#43 (they guard capture points) - what this test actually
# owes is that the SPACE-SIDE spawner nodes never carry across,
# checked structurally rather than by assuming zero enemies.
var no_space_spawners: bool = current_scene.get_node_or_null("EnemySpawner") == null \
and current_scene.get_node_or_null("AsteroidField") == null
print("ship_count_ok=%s (count=%d) no_asteroids=%s no_space_spawners=%s" % [
ship_count_ok, surface_fleet.ships.size(), no_asteroids, no_space_spawners
])
if not (ship_count_ok and composition_ok and no_asteroids and no_enemies):
if not (ship_count_ok and composition_ok and no_asteroids and no_space_spawners):
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (surface scene contents wrong)")
quit(1)
return true

View file

@ -12,6 +12,15 @@ extends SceneTree
const SCRATCH_SETUP_PATH: String = "res://PlanetSetups/_test_scratch_setup.tres"
# Resolved via load() inside _initialize(), NOT a top-level `const ...
# preload(...)` - a top-level preload in a script-mode ENTRY point (-s
# this_file.gd) evaluates during this file's own early compilation, which
# can happen before autoloads are registered, and CapturePoint.gd
# references GameState in a function body (resolved at compile time). See
# test_capture_points.gd for the full explanation.
var PLANET_SETUP_SCRIPT: Script
var CAPTURE_POINT_SCRIPT: Script
var game_state: Node
var rocky_setup: Resource
var stage: int = 0
@ -20,6 +29,8 @@ var pending_surface: Node
func _initialize() -> void:
PLANET_SETUP_SCRIPT = load("res://PlanetSetup.gd")
CAPTURE_POINT_SCRIPT = load("res://CapturePoint.gd")
# --- 1. determinism and profile filtering ---
rocky_setup = PlanetSetups.setup_for_planet("chunk:3:7", "rocky")
if rocky_setup == null:
@ -42,7 +53,7 @@ func _initialize() -> void:
# --- 2. dropping a new .tres is picked up by rescan() ---
var before_count: int = PlanetSetups.setups_for_profile("rocky").size()
var scratch: Resource = PlanetSetup.new()
var scratch: Resource = PLANET_SETUP_SCRIPT.new()
scratch.setup_id = "_test_scratch_setup"
scratch.display_name = "Scratch"
scratch.surface_profile_id = "rocky"
@ -89,14 +100,14 @@ func _process(delta: float) -> bool:
if host.setup != rocky_setup:
pending_surface.free()
return _fail("host did not receive the deterministically resolved setup")
var marker_count: int = 0
var point_count: int = 0
for child in host.get_children():
if child is NeonPiece:
marker_count += 1
if marker_count != rocky_setup.capture_points.size():
if child.get_script() == CAPTURE_POINT_SCRIPT:
point_count += 1
if point_count != rocky_setup.capture_points.size():
pending_surface.free()
return _fail("host placed %d markers for %d capture points" % [
marker_count, rocky_setup.capture_points.size()
return _fail("host placed %d capture points for %d authored ones" % [
point_count, rocky_setup.capture_points.size()
])
pending_surface.free()

136
tests/test_setup_editor.gd Normal file
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@ -0,0 +1,136 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_setup_editor.gd
# Drives PlanetSetupEditor's model directly (place/move/delete/save/reload)
# rather than through touch input - see the ticket's own note that the
# touch layer can stay out of the headless test. Verifies:
# 1. placing capture points and enemies updates current_setup
# 2. moving and deleting update it correctly, including index shifting
# 3. saving writes a real res://PlanetSetups/<id>.tres and the registry
# picks it up
# 4. reopening that file in a fresh editor instance round-trips the
# exact points/enemies, and they can be moved/deleted again
# 5. the palette has one entry per EnemyDefinitions entry plus the
# capture point, generated from the registry rather than hardcoded
const TEST_SETUP_ID: String = "test_editor_setup"
const TEST_SETUP_PATH: String = "res://PlanetSetups/test_editor_setup.tres"
var editor: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
_cleanup_scratch_file()
editor = load("res://PlanetSetupEditor.tscn").instantiate()
root.add_child(editor)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# _ready() (palette build, initial new_setup) needs a frame to
# flush - same hazard as test_planet_setups.gd.
if elapsed < 0.1:
return false
var expected_palette_size: int = 1 + EnemyDefinitions.all().size()
if editor._palette_buttons.size() != expected_palette_size:
return _fail("palette has %d entries, expected 1 + %d enemy definitions" % [
editor._palette_buttons.size(), EnemyDefinitions.all().size()
])
editor.new_setup(TEST_SETUP_ID, "Test Editor Setup", "rocky")
editor.add_capture_point(Vector2(100, 200))
editor.add_capture_point(Vector2(-300, 50))
editor.add_capture_point(Vector2(0, -400))
editor.add_enemy("chaser", Vector2(500, 500))
editor.add_enemy("sniper", Vector2(-500, -500))
if editor.current_setup.capture_points.size() != 3:
return _fail("placing 3 capture points did not land 3")
if editor.current_setup.enemy_spawns.size() != 2:
return _fail("placing 2 enemies did not land 2")
editor.move_capture_point(0, Vector2(150, 250))
if editor.current_setup.capture_points[0] != Vector2(150, 250):
return _fail("move_capture_point did not update the position")
editor.remove_enemy(0) # removes the chaser spawn
if editor.current_setup.enemy_spawns.size() != 1:
return _fail("remove_enemy did not shrink enemy_spawns")
if editor.current_setup.enemy_spawns[0].enemy_id != "sniper":
return _fail("remove_enemy removed the wrong entry (index did not shift)")
var result: Dictionary = editor.save_setup()
if not result.ok:
return _fail("save_setup reported failure: %s" % result.message)
if not FileAccess.file_exists(TEST_SETUP_PATH):
return _fail("save_setup reported success but wrote no file at %s" % TEST_SETUP_PATH)
var found_in_registry: bool = false
for setup in PlanetSetups.all():
if setup.setup_id == TEST_SETUP_ID:
found_in_registry = true
if not found_in_registry:
return _fail("saved setup was not picked up by PlanetSetups after save")
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.1:
return false
# Reopen in a FRESH editor instance, as a re-landing/re-editing
# session would.
var reopened: Node = load("res://PlanetSetupEditor.tscn").instantiate()
root.add_child(reopened)
editor = reopened
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.1:
return false
if not editor.load_setup(TEST_SETUP_ID):
return _fail("reopening the saved setup failed")
var points: PackedVector2Array = editor.current_setup.capture_points
var spawns: Array = editor.current_setup.enemy_spawns
if points.size() != 3 or points[0] != Vector2(150, 250) \
or points[1] != Vector2(-300, 50) or points[2] != Vector2(0, -400):
return _fail("reopened capture points did not match what was saved: %s" % [points])
if spawns.size() != 1 or spawns[0].enemy_id != "sniper" or spawns[0].position != Vector2(-500, -500):
return _fail("reopened enemy spawns did not match what was saved")
# The reopened items can still be moved and deleted.
editor.move_enemy(0, Vector2(-600, -600))
if editor.current_setup.enemy_spawns[0].position != Vector2(-600, -600):
return _fail("could not move an item after reopening")
editor.remove_capture_point(1)
if editor.current_setup.capture_points.size() != 2:
return _fail("could not delete an item after reopening")
print("TEST_SETUP_EDITOR: PASS")
_cleanup_scratch_file()
quit(0)
return true
return false
func _cleanup_scratch_file() -> void:
if FileAccess.file_exists(TEST_SETUP_PATH):
DirAccess.remove_absolute(ProjectSettings.globalize_path(TEST_SETUP_PATH))
var import_file: String = TEST_SETUP_PATH + ".import"
if FileAccess.file_exists(import_file):
DirAccess.remove_absolute(ProjectSettings.globalize_path(import_file))
PlanetSetups.rescan()
func _fail(message: String) -> bool:
print("TEST_SETUP_EDITOR: FAIL (%s)" % message)
_cleanup_scratch_file()
quit(1)
return true

View file

@ -0,0 +1 @@
uid://cegx70j0hkj4m

226
tests/test_sniper_enemy.gd Normal file
View file

@ -0,0 +1,226 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_sniper_enemy.gd
# Verifies:
# 1. against a stationary fleet, a sniper closes to roughly its standoff
# component's preferred_range and never reaches contact range
# 2. its ranged weapon only fires within fire_range, and respects cooldown
# 3. the projectile is slow enough that a ship moving away right after the
# shot clears the impact point unharmed
# 4. a hit (ship held in place) destroys an unshielded ship and is
# absorbed by a shielded one, losing exactly one charge
#
# Movement (1) and combat (2-4) use SEPARATE sniper instances: a stationary
# ship left in weapon range for many seconds would otherwise take stray
# hits during the movement check and die before the later stages run, which
# is a test-harness artifact, not anything about the sniper's own design.
var game_state: Node
var main: Node
var fleet: Node
var mover: Node # movement-only: its ranged_weapon is removed
var sniper: Node # combat-only: pinned in place via speed = 0
var target_ship: Node
var interceptor: Node
var shield_ship: Node
var min_distance: float = INF
var cooldown_watermark: float = 0.0
var projectiles_before: int = 0
var stage: int = 0
var elapsed: float = 0.0
var settle_elapsed: float = 0.0
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.build_time_scale = 0.02
game_state.reset_progression()
game_state.rocks = 2000
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
func _projectile_count() -> int:
return get_nodes_in_group("enemy_projectiles").size()
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.1:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for a in get_nodes_in_group("asteroids"):
a.queue_free()
fleet.spawn_ships(1, Vector2.ZERO)
target_ship = fleet.ships[0]
mover = load("res://Enemy.tscn").instantiate()
mover.enemy_id = "sniper"
mover.position = target_ship.position + Vector2(1000, 0)
main.add_child(mover)
mover.get_component("ranged_weapon").queue_free()
elapsed = 0.0
settle_elapsed = 0.0
stage = 1
return false
1:
# --- standoff: close in, never reach contact, settle near
# preferred_range -----------------------------------------
settle_elapsed += delta
min_distance = minf(min_distance, mover.position.distance_to(target_ship.position))
if min_distance < 100.0:
return _fail("sniper reached near-contact range (%.1f) against a stationary fleet" % min_distance)
if settle_elapsed < 8.0:
return false
var standoff: Node = mover.get_component("standoff")
var final_distance: float = mover.position.distance_to(target_ship.position)
var preferred: float = standoff.preferred_range
print("min_distance=%.1f final_distance=%.1f preferred=%.1f" % [min_distance, final_distance, preferred])
if final_distance < preferred * 0.6 or final_distance > preferred * 1.4:
return _fail("sniper did not settle near its preferred_range (final=%.1f preferred=%.1f)" % [
final_distance, preferred
])
mover.queue_free()
# --- fire range gating: a fresh, pinned sniper out of range ---
fleet.spawn_ships(1, target_ship.position + Vector2(-2000, 0))
interceptor = fleet.ships[0]
sniper = load("res://Enemy.tscn").instantiate()
sniper.enemy_id = "sniper"
main.add_child(sniper)
sniper.speed = 0.0
sniper.position = interceptor.position + Vector2(2000, 0) # beyond fire_range
projectiles_before = _projectile_count()
elapsed = 0.0
stage = 2
return false
2:
var ranged: Node = sniper.get_component("ranged_weapon")
if elapsed < ranged.fire_cooldown + 0.5:
return false
if _projectile_count() != projectiles_before:
return _fail("sniper fired while beyond fire_range")
# --- move into range: it should fire ---
sniper.position = interceptor.position + Vector2(400, 0)
projectiles_before = _projectile_count()
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.4:
return false
if _projectile_count() <= projectiles_before:
return _fail("sniper did not fire once in range")
# The already-fired shot is still travelling toward interceptor's
# stationary position and would otherwise connect and vanish -
# sidestep it (staying within fire_range, so the next stage's
# wait for a fresh shot still has a target). Also re-pin
# move_target to match - otherwise Ship's own steering
# immediately drives it back toward the stale target.
interceptor.position += Vector2(0, 150)
interceptor.move_target = interceptor.position
# --- cooldown: fire_timer must not jump back up before it's
# counted all the way down, which is what a second shot would
# do. Read from the component's own state rather than inferring
# it from projectile counts against a wall-clock wait: physics
# ticks can run in catch-up bursts relative to this SceneTree's
# own _process() under device load, so an EnemyProjectile's age
# and this script's `elapsed` are not guaranteed to stay in
# lockstep even with --fixed-fps.
cooldown_watermark = sniper.get_component("ranged_weapon").fire_timer
elapsed = 0.0
stage = 4
return false
4:
# fire_timer can never be caught externally at exactly <= 0: the
# component decrements-checks-refires atomically in one tick, so
# by the time this poll runs it has either not reached zero yet
# or has already fired and jumped back up to fire_cooldown. A
# RISE from the last observed value is therefore the reliable
# externally-visible signal for "it just fired again" - within
# the first 0.6s that is a bug (still cooling down from the
# first shot), afterward it is the legitimate next shot to dodge.
var current: float = sniper.get_component("ranged_weapon").fire_timer
if current > cooldown_watermark:
if elapsed < 0.6:
return _fail("sniper's cooldown timer jumped back up (a second shot fired) before it finished counting down")
interceptor.position += Vector2(0, 900) # perpendicular, well clear
interceptor.move_target = interceptor.position
elapsed = 0.0
stage = 6
return false
cooldown_watermark = current
if elapsed > 6.0:
return _fail("sniper never fired its next shot")
return false
6:
# Give the projectile its full lifetime to have resolved either way.
if elapsed < 3.5:
return false
if not is_instance_valid(interceptor):
return _fail("a slow sniper shot still hit a ship that moved away immediately")
print("dodge held: interceptor survived after moving off the impact point")
# --- direct hit: ship held in place, unshielded then shielded ---
interceptor.position = sniper.position + Vector2(300, 0)
interceptor.move_target = interceptor.position
fleet.add_ship(GameState.VESSEL_SHIELD)
shield_ship = fleet.ships[fleet.ships.size() - 1]
shield_ship.position = Vector2(20000, 0) # far from the line of fire
shield_ship.move_target = shield_ship.position
elapsed = 0.0
stage = 7
return false
7:
if elapsed < 0.3:
return false
if not shield_ship.has_shield():
return _fail("a fresh shield vessel has no shield")
elapsed = 0.0
stage = 8
return false
8:
if is_instance_valid(interceptor):
if elapsed > 4.0:
return _fail("held interceptor was never hit by the sniper")
return false
print("stationary unshielded interceptor destroyed by sniper fire")
shield_ship.position = sniper.position + Vector2(300, 0)
shield_ship.move_target = shield_ship.position
elapsed = 0.0
stage = 9
return false
9:
if elapsed < 4.0:
return false
if not is_instance_valid(shield_ship):
return _fail("a shielded ship was destroyed by sniper fire")
if shield_ship.shield_charges != 0:
return _fail("shield charges did not drop to 0 after absorbing one hit (charges=%d)" %
shield_ship.shield_charges)
print("shielded ship absorbed a sniper hit and lost exactly one charge")
print("TEST_SNIPER_ENEMY: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_SNIPER_ENEMY: FAIL (%s)" % message)
quit(1)
return true

View file

@ -0,0 +1 @@
uid://eaxineak2fte