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19 changed files with 1064 additions and 21 deletions
44
audio/Sfx.gd
44
audio/Sfx.gd
|
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@ -34,17 +34,23 @@ const ASTEROID_BREAK: String = "asteroid_break"
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const GAS_BLAST: String = "gas_blast"
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const BLACK_HOLE: String = "black_hole"
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# PRELOADED, not paths. play() used to load() on every call, which is a
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# cache hit after the first time but a synchronous disk read and decode the
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# first time - on the frame the sound was asked for. Ten sounds meant ten
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# occasional late starts, one per sound, which is what "sometimes starting a
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# bit late" was. Swapping in a different file is still just replacing the
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# .wav; nothing here knows or cares which it is.
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const SOUNDS: Dictionary = {
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SHOT: "res://audio/sfx_shot.wav",
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SHIP_DEATH: "res://audio/sfx_ship_death.wav",
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ENEMY_DEATH: "res://audio/sfx_ship_death.wav",
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BUILDING_DEATH: "res://audio/sfx_building_death.wav",
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DIALOG: "res://audio/sfx_dialog.wav",
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BOSS_SCREAM: "res://audio/sfx_boss_scream.wav",
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PICKUP: "res://audio/sfx_pickup.wav",
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ASTEROID_BREAK: "res://audio/sfx_asteroid_break.wav",
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GAS_BLAST: "res://audio/sfx_gas_blast.wav",
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BLACK_HOLE: "res://audio/sfx_black_hole.wav",
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SHOT: preload("res://audio/sfx_shot.wav"),
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SHIP_DEATH: preload("res://audio/sfx_ship_death.wav"),
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ENEMY_DEATH: preload("res://audio/sfx_ship_death.wav"),
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BUILDING_DEATH: preload("res://audio/sfx_building_death.wav"),
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DIALOG: preload("res://audio/sfx_dialog.wav"),
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BOSS_SCREAM: preload("res://audio/sfx_boss_scream.wav"),
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PICKUP: preload("res://audio/sfx_pickup.wav"),
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ASTEROID_BREAK: preload("res://audio/sfx_asteroid_break.wav"),
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GAS_BLAST: preload("res://audio/sfx_gas_blast.wav"),
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BLACK_HOLE: preload("res://audio/sfx_black_hole.wav"),
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}
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# Per-sound level. A shot is fired constantly and a death happens once, so
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@ -81,6 +87,22 @@ const PITCH_SPREAD: Dictionary = {
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}
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# Builds the voice pool before anything needs it. _pool() is lazy, so without
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# this the first sound in a session paid for twelve AudioStreamPlayer nodes
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# being created on the frame it was asked for - the worst late start of all,
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# and the one that happens every session.
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static func warm(tree: SceneTree) -> void:
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if tree == null:
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return
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# Deferred, like Music.ensure(): this is called from _ready(), where the
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# parent is still setting up children and a direct add_child() is
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# refused outright. The lazy path in play() runs during an ordinary
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# frame and does not need it.
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var build: Callable = func() -> void:
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_pool(tree)
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build.call_deferred()
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static func _pool(tree: SceneTree) -> Node:
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var existing: Node = tree.root.get_node_or_null(NODE_NAME)
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if existing != null:
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@ -103,7 +125,7 @@ static func _pool(tree: SceneTree) -> Node:
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static func play(tree: SceneTree, id: String) -> void:
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if tree == null or not SOUNDS.has(id):
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return
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var stream: AudioStream = load(String(SOUNDS[id]))
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var stream: AudioStream = SOUNDS[id] as AudioStream
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if stream == null:
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return
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var pool: Node = _pool(tree)
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@ -426,8 +426,17 @@ func _show_building_info(type: String) -> void:
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else:
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lines.append("Will mine %s from %s." % [
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GameState.resource_name(planet.resource_type), planet.planet_name])
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elif can_build and definition.unique and GameState.has_building_of_type(type):
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lines.append("WARNING: only one may exist - this destroys your current one.")
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elif can_build:
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if definition.unique and GameState.has_building_of_type(type):
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lines.append("WARNING: only one may exist - this destroys your current one.")
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# A unique structure replaces itself, so the one being demolished is
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# not in the way.
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var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid(),
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type if definition.unique else "")
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if not blocker.is_empty():
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lines.append("Too close to your %s - fly clear and try again." \
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% _building_name(String(blocker.get("type", ""))))
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can_build = false
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if can_build and not GameState.can_afford_resources(costs, fleet.get_centroid()):
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can_build = false
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pending_build_type = type if can_build else ""
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@ -468,6 +477,16 @@ func _confirm_build() -> void:
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planet.resource_type, planet.planet_id)
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build_menu.close_menu()
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return
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# BEFORE the demolition below, not after: a unique structure replaces
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# itself by removing the old one first, so a blocked placement discovered
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# afterwards would leave the player with neither. The old one is excluded
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# because it is the thing being replaced.
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var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid(),
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type if definition.unique else "")
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if not blocker.is_empty():
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build_menu.set_status("Too close to your %s" \
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% _building_name(String(blocker.get("type", ""))))
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return
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if definition.unique and GameState.has_building_of_type(type):
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if not GameState.can_afford_resources(GameState.building_costs(type), fleet.get_centroid()):
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build_menu.set_status(_cannot_afford(type))
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@ -477,6 +496,11 @@ func _confirm_build() -> void:
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_try_place(type)
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func _building_name(type: String) -> String:
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var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
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return String(definition.display_name) if definition != null else type.capitalize()
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func _cannot_afford(type: String) -> String:
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var missing: Array = []
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for resource_type in GameState.building_costs(type):
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@ -489,6 +513,14 @@ func _cannot_afford(type: String) -> String:
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func _try_place(type: String) -> void:
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# Re-checked here and not only in the preview: the fleet keeps moving
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# between opening the menu and confirming, and this is the one place
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# every space structure is actually placed.
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var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid())
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if not blocker.is_empty():
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build_menu.set_status("Too close to your %s" \
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% _building_name(String(blocker.get("type", ""))))
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return
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if not GameState.spend_resources(GameState.building_costs(type), fleet.get_centroid()):
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build_menu.set_status(_cannot_afford(type))
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return
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@ -102,6 +102,14 @@ var keyboard_seen: bool = false
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var keyboard_steering: bool = false
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# Seconds between automatic saves. Long enough that writing the file is
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# never felt, short enough that a lost run is an annoyance rather than an
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# evening.
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const AUTOSAVE_INTERVAL: float = 30.0
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var autosave_countdown: float = AUTOSAVE_INTERVAL
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func _ready() -> void:
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# Most visuals still animate per rendered frame. The main/surface scenes opt
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# their roots out of global interpolation, then opt their physics-follow
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@ -114,6 +122,9 @@ func _ready() -> void:
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# This script is the root of BOTH the space scene and the planet
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# surface, so one call here covers the whole game.
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Music.ensure(get_tree())
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# Same moment, same reason: build the sfx voices before the first
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# sound needs them rather than during it.
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Sfx.warm(get_tree())
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if joystick != null:
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joystick.direction_changed.connect(_on_joystick_direction)
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@ -147,6 +158,12 @@ func _held_pivot_direction() -> float:
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func _notification(what: int) -> void:
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if what == NOTIFICATION_UNPAUSED:
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_forget_released_keys()
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# #225: the phone is where this is played, and Android kills an app in
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# the background without warning - so the run is written on the way out
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# rather than only on a timer.
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elif what == NOTIFICATION_WM_CLOSE_REQUEST \
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or what == NOTIFICATION_APPLICATION_PAUSED:
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autosave()
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func _forget_released_keys() -> void:
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@ -293,7 +310,22 @@ func _on_joystick_direction(direction: Vector2) -> void:
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fleet.stop()
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# Written on a timer as well as on the way out: a crash or a battery pull
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# gives no notification at all, and losing half an hour is what makes a save
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# system feel absent even when it is there.
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func autosave() -> void:
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if GameState.intro_active:
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# Nothing worth keeping yet, and saving mid-prologue would resume
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# into a run that has not been set up.
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return
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SaveGame.save(GameState)
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autosave_countdown = AUTOSAVE_INTERVAL
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func _process(delta: float) -> void:
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autosave_countdown -= delta
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if autosave_countdown <= 0.0:
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autosave()
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pivot_cw_tap_cooldown_left = maxf(pivot_cw_tap_cooldown_left - delta, 0.0)
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pivot_ccw_tap_cooldown_left = maxf(pivot_ccw_tap_cooldown_left - delta, 0.0)
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_update_pivot(delta)
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@ -2707,6 +2707,28 @@ func has_mothership() -> bool:
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return get_mothership_position() != null
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# Space structures may not be stacked (#224). The distance is Building's own
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# interact_radius, rather than a new number: that is the circle BuildingField
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# tests the fleet centroid against to decide which structure you are standing
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# on, and it returns the FIRST match - so two structures inside one another
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# make that a question of list order rather than of where you flew.
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const MIN_BUILDING_SEPARATION: float = 150.0
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# The structure a new one at this position would sit on top of, or an empty
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# dictionary when the spot is clear. ignore_type skips a type that is about
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# to be demolished, which is how the unique structures replace themselves -
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# without it a mothership could never be rebuilt where the old one stood.
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func building_blocking(at_position: Vector2, ignore_type: String = "") -> Dictionary:
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for building in buildings:
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if ignore_type != "" and String(building.get("type", "")) == ignore_type:
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continue
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var at: Vector2 = building.get("position", Vector2.ZERO)
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if at.distance_to(at_position) < MIN_BUILDING_SEPARATION:
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return building
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return {}
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func has_building_of_type(type: String) -> bool:
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for building in buildings:
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if building.type == type:
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|
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243
core/SaveGame.gd
Normal file
243
core/SaveGame.gd
Normal file
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@ -0,0 +1,243 @@
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class_name SaveGame
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extends RefCounted
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# Forgejo #225. Writing the run to disk and reading it back.
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#
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# Saves are JSON rather than a binary resource: a save that can be opened in
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# a text editor can be diagnosed from a bug report, and ResourceSaver would
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# tie the file's shape to GDScript class layout, which is exactly the thing
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# that keeps changing.
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#
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# WHAT IS SAVED is an explicit list (FIELDS), not every var on GameState.
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# A blind dump would carry transient junk - which pointer last touched the
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# screen, whether a dialog is currently holding the camera - and would break
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# silently every time a field was renamed. The cost is that a new piece of
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# progression has to be added to the list; the benefit is that forgetting to
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# is a missing feature rather than a corrupt save.
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const SAVE_PATH: String = "user://savegame.json"
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# Bumped whenever the SHAPE of the saved data changes - a field renamed, a
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# structure reorganised. Adding a brand new field does not need a bump: it
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# simply arrives missing from old saves and keeps whatever GameState starts
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# it at.
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const SAVE_VERSION: int = 1
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# The oldest version this build can still open. Raising it is how a format
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# change too messy to migrate is DECLARED rather than bodged: #225 is
|
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# explicit that breaking compatibility is the right call when the transition
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# is too complex, and a save that loads subtly WRONG is far worse than one
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# that refuses to load and says so.
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const MIN_SUPPORTED_VERSION: int = 1
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# version N -> N+1, keyed by the version being migrated FROM. A save is
|
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# walked up one step at a time until it reaches SAVE_VERSION. A gap here is
|
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# not an oversight - it is the declaration that saves below it are
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# incompatible, and load() refuses them by name rather than guessing.
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const MIGRATIONS: Dictionary = {}
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# The run, field by field. Grouped by what they mean rather than by type, so
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# it is obvious what a new piece of progression sits next to.
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const FIELDS: Array = [
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# The purse and the hold.
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"bank_inventory", "fleet_inventory",
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# What has been built, and what has been taken.
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"buildings", "next_building_id", "extractors", "planet_capture",
|
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# What has been learned.
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"unlocked", "research_points", "vessel_levels",
|
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# The fleet itself.
|
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"fleet_position", "fleet_vessel_types", "surviving_ship_count",
|
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"surviving_vessel_types", "formation", "stored_vessels",
|
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"vessel_targets", "vessel_deliveries", "repair_drones",
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"max_fleet_speed_multiplier", "fleet_speed_multiplier", "build_time_scale",
|
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# The world as the player has seen it.
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"explored_chunks", "scanner_target",
|
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# The siege.
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"wave_number", "wave_phase", "wave_timer",
|
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# The campaign.
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"quests_armed", "quest_index", "quest_announced", "quest_messages",
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"visited_planets", "visited_planet_kinds",
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]
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static func has_save(path: String = SAVE_PATH) -> bool:
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return FileAccess.file_exists(path)
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||||
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# What the "load your last run?" prompt needs, without committing to loading
|
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# it. Returns an empty dictionary when there is nothing to offer.
|
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static func peek(path: String = SAVE_PATH) -> Dictionary:
|
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if not FileAccess.file_exists(path):
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return {}
|
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var raw: Dictionary = _read(path)
|
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if raw.is_empty():
|
||||
return {}
|
||||
return {
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"version": int(raw.get("version", 0)),
|
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"saved_at": String(raw.get("saved_at", "")),
|
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"loadable": _refusal(int(raw.get("version", 0))) == "",
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"refusal": _refusal(int(raw.get("version", 0))),
|
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}
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||||
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||||
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static func save(state: Node, path: String = SAVE_PATH) -> bool:
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if state == null:
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return false
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var fields: Dictionary = {}
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for name in FIELDS:
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fields[name] = _encode(state.get(name))
|
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var payload: Dictionary = {
|
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"version": SAVE_VERSION,
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"saved_at": Time.get_datetime_string_from_system(true),
|
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"fields": fields,
|
||||
}
|
||||
var file: FileAccess = FileAccess.open(path, FileAccess.WRITE)
|
||||
if file == null:
|
||||
return false
|
||||
file.store_string(JSON.stringify(payload, "\t"))
|
||||
file.close()
|
||||
return true
|
||||
|
||||
|
||||
# Applies a save to GameState. Returns {ok, reason} - reason is empty on
|
||||
# success and player-readable on failure, because "it did not load" with no
|
||||
# explanation is the thing that makes people delete their save folder.
|
||||
static func load_into(state: Node, path: String = SAVE_PATH) -> Dictionary:
|
||||
if state == null:
|
||||
return {"ok": false, "reason": "No game to load into."}
|
||||
if not FileAccess.file_exists(path):
|
||||
return {"ok": false, "reason": "There is no saved run."}
|
||||
var raw: Dictionary = _read(path)
|
||||
if raw.is_empty():
|
||||
return {"ok": false, "reason": "The saved run could not be read - the file is damaged."}
|
||||
var version: int = int(raw.get("version", 0))
|
||||
var refusal: String = _refusal(version)
|
||||
if refusal != "":
|
||||
return {"ok": false, "reason": refusal}
|
||||
var fields: Dictionary = raw.get("fields", {})
|
||||
if not (fields is Dictionary) or fields.is_empty():
|
||||
return {"ok": false, "reason": "The saved run has no contents."}
|
||||
while version < SAVE_VERSION:
|
||||
fields = (MIGRATIONS[version] as Callable).call(fields)
|
||||
version += 1
|
||||
for name in FIELDS:
|
||||
# A field the save predates keeps whatever a new game starts it at,
|
||||
# which is what makes ADDING progression a non-breaking change.
|
||||
if fields.has(name):
|
||||
state.set(name, _decode(fields[name]))
|
||||
return {"ok": true, "reason": ""}
|
||||
|
||||
|
||||
static func clear(path: String = SAVE_PATH) -> void:
|
||||
if FileAccess.file_exists(path):
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
|
||||
|
||||
|
||||
# Why this version cannot be opened, or "" if it can.
|
||||
static func _refusal(version: int) -> String:
|
||||
if version <= 0:
|
||||
return "The saved run does not say what version it is."
|
||||
if version > SAVE_VERSION:
|
||||
return "That run was saved by a NEWER version of the game (save %d, this build reads %d)." \
|
||||
% [version, SAVE_VERSION]
|
||||
if version < MIN_SUPPORTED_VERSION:
|
||||
return "That run was saved by an older version of the game (save %d) and cannot be opened by this one." \
|
||||
% version
|
||||
var at: int = version
|
||||
while at < SAVE_VERSION:
|
||||
if not MIGRATIONS.has(at):
|
||||
return "That run was saved by an older version of the game (save %d) and there is no way to bring it forward." \
|
||||
% version
|
||||
at += 1
|
||||
return ""
|
||||
|
||||
|
||||
static func _read(path: String) -> Dictionary:
|
||||
var file: FileAccess = FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
return {}
|
||||
var text: String = file.get_as_text()
|
||||
file.close()
|
||||
var parsed: Variant = JSON.parse_string(text)
|
||||
return parsed if parsed is Dictionary else {}
|
||||
|
||||
|
||||
# --- the type-tagged codec ---------------------------------------------
|
||||
# JSON has numbers, strings, arrays and string-keyed objects. The run has
|
||||
# Vector2s, chunk coordinates used AS dictionary keys, and Inventory
|
||||
# objects, so each of those is written with a tag saying what to rebuild.
|
||||
|
||||
static func _encode(value: Variant) -> Variant:
|
||||
if value is Vector2:
|
||||
return {"__t": "v2", "x": value.x, "y": value.y}
|
||||
if value is Vector2i:
|
||||
return {"__t": "v2i", "x": value.x, "y": value.y}
|
||||
if value is PackedStringArray:
|
||||
return {"__t": "psa", "v": Array(value)}
|
||||
if value is Inventory:
|
||||
return {"__t": "inv", "a": value.snapshot(),
|
||||
"cap": value.total_capacity,
|
||||
"caps": value.resource_capacities.duplicate()}
|
||||
if value is Array:
|
||||
var out: Array = []
|
||||
for item in value:
|
||||
out.append(_encode(item))
|
||||
return out
|
||||
if value is Dictionary:
|
||||
var out_d: Dictionary = {}
|
||||
for key in value:
|
||||
out_d[_encode_key(key)] = _encode(value[key])
|
||||
return out_d
|
||||
return value
|
||||
|
||||
|
||||
static func _decode(value: Variant) -> Variant:
|
||||
if value is Array:
|
||||
var out: Array = []
|
||||
for item in value:
|
||||
out.append(_decode(item))
|
||||
return out
|
||||
if value is Dictionary:
|
||||
match String(value.get("__t", "")):
|
||||
"v2":
|
||||
return Vector2(float(value.get("x", 0.0)), float(value.get("y", 0.0)))
|
||||
"v2i":
|
||||
return Vector2i(int(value.get("x", 0)), int(value.get("y", 0)))
|
||||
"psa":
|
||||
return PackedStringArray(value.get("v", []))
|
||||
"inv":
|
||||
var inv: Inventory = Inventory.new()
|
||||
inv.total_capacity = int(value.get("cap", -1))
|
||||
for id in Dictionary(value.get("caps", {})):
|
||||
inv.resource_capacities[String(id)] = int(value["caps"][id])
|
||||
for id in Dictionary(value.get("a", {})):
|
||||
inv.set_amount(String(id), int(value["a"][id]))
|
||||
return inv
|
||||
var out_d: Dictionary = {}
|
||||
for key in value:
|
||||
out_d[_decode_key(String(key))] = _decode(value[key])
|
||||
return out_d
|
||||
return value
|
||||
|
||||
|
||||
# Every key carries its type, so a planet id that happens to look like a
|
||||
# chunk coordinate cannot be mistaken for one on the way back in.
|
||||
static func _encode_key(key: Variant) -> String:
|
||||
if key is Vector2i:
|
||||
return "v2i:%d,%d" % [key.x, key.y]
|
||||
if key is int:
|
||||
return "i:%d" % key
|
||||
return "s:%s" % String(key)
|
||||
|
||||
|
||||
static func _decode_key(key: String) -> Variant:
|
||||
if key.begins_with("v2i:"):
|
||||
var parts: PackedStringArray = key.substr(4).split(",")
|
||||
if parts.size() == 2:
|
||||
return Vector2i(int(parts[0]), int(parts[1]))
|
||||
return key
|
||||
if key.begins_with("i:"):
|
||||
return int(key.substr(2))
|
||||
if key.begins_with("s:"):
|
||||
return key.substr(2)
|
||||
return key
|
||||
|
|
@ -26,7 +26,12 @@ var _rings: Array = []
|
|||
|
||||
|
||||
func _ready() -> void:
|
||||
_build()
|
||||
# Planet.gd calls configure() BEFORE add_child(), so the disc is usually
|
||||
# already built by the time _ready fires (which the SceneTree defers to
|
||||
# the first frame). Without this guard the ring set was thrown away and
|
||||
# re-tessellated - eighty antialiased polylines per spawn instead of forty.
|
||||
if _rings.is_empty():
|
||||
_build()
|
||||
|
||||
|
||||
func configure(_shape_seed: int) -> void:
|
||||
|
|
|
|||
|
|
@ -17,6 +17,7 @@ extends SceneTree
|
|||
var scene: Node
|
||||
var game_state: Node
|
||||
var controller: Node
|
||||
var fleet: Node2D
|
||||
var popup: Control
|
||||
var title: Label
|
||||
var message: Label
|
||||
|
|
@ -55,6 +56,7 @@ func _initialize() -> void:
|
|||
scene = load("res://world/Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
controller = scene.get_node("BuildController")
|
||||
fleet = scene.get_node("Fleet")
|
||||
popup = scene.get_node("UI/BuildMenu/InfoPopup")
|
||||
title = popup.get_node("Panel/TitleLabel")
|
||||
message = popup.get_node("Panel/MessageLabel")
|
||||
|
|
@ -83,8 +85,15 @@ func _process(delta: float) -> bool:
|
|||
if elapsed < 0.2:
|
||||
return false
|
||||
|
||||
for option in OPTIONS:
|
||||
for i in range(OPTIONS.size()):
|
||||
var option: Dictionary = OPTIONS[i]
|
||||
var type: String = option.type
|
||||
# #224: structures may not be stacked, and this loop BUILDS
|
||||
# each option in turn. Without moving between them the second
|
||||
# one is refused for sitting on the first, which is the rule
|
||||
# working - but this test is about what the popup says, not
|
||||
# about where things may go.
|
||||
fleet.teleport_to(Vector2(float(i + 2) * GameState.MIN_BUILDING_SEPARATION * 2.0, 0.0))
|
||||
var expected_cost: int = controller.cost_of(type)
|
||||
var rocks_before: int = game_state.rocks
|
||||
var built_before: int = _count(type)
|
||||
|
|
|
|||
135
tests/test_building_separation.gd
Normal file
135
tests/test_building_separation.gd
Normal file
|
|
@ -0,0 +1,135 @@
|
|||
extends SceneTree
|
||||
|
||||
# Forgejo #224: a structure may not be built on top of one that is already
|
||||
# there.
|
||||
#
|
||||
# It matters beyond the look of it. BuildingField decides which structure the
|
||||
# fleet is standing on by testing the centroid against interact_radius and
|
||||
# returning the FIRST match, so two structures inside one another make that a
|
||||
# question of list order rather than of where the player flew - you would fly
|
||||
# to your workshop and open the crafter.
|
||||
#
|
||||
# Covers:
|
||||
# A. the spot a structure already occupies is refused
|
||||
# B. clear of it, the same build goes through
|
||||
# C. a unique structure can still be rebuilt where the old one stands,
|
||||
# because the old one is what is being replaced
|
||||
# D. and a REFUSED rebuild does not demolish the existing one first
|
||||
|
||||
var game_state: Node
|
||||
var scene: Node
|
||||
var controller: Node
|
||||
var fleet: Node2D
|
||||
var elapsed: float = 0.0
|
||||
var stage: int = 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
game_state = root.get_node("GameState")
|
||||
game_state.buildings.clear()
|
||||
game_state.extractors.clear()
|
||||
game_state.reset_progression()
|
||||
game_state.reset_new_game()
|
||||
game_state.intro_active = false
|
||||
game_state.reset_quests()
|
||||
game_state.rocks = 100000
|
||||
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 100000)
|
||||
game_state.bank_inventory.set_amount(GameState.RESOURCE_ENERGY, 100000)
|
||||
scene = load("res://world/Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
current_scene = scene
|
||||
controller = scene.get_node("BuildController")
|
||||
fleet = scene.get_node("Fleet")
|
||||
|
||||
|
||||
func _process(delta: float) -> bool:
|
||||
elapsed += delta
|
||||
if elapsed < 0.4:
|
||||
return false
|
||||
|
||||
var sep: float = GameState.MIN_BUILDING_SEPARATION
|
||||
|
||||
# _confirm_build() returns SILENTLY on a locked structure, which would
|
||||
# make every refusal below look like the separation rule working when it
|
||||
# was only the unlock gate. Unlock what this test builds, and assert it.
|
||||
for type in [GameState.BUILDING_COMMAND_CENTER, GameState.BUILDING_MOTHERSHIP,
|
||||
GameState.BUILDING_SHIP_CRAFTER]:
|
||||
var node_id: String = game_state.research_node_for_building(type)
|
||||
if node_id != "" and not game_state.is_unlocked(node_id):
|
||||
game_state.unlocked.append(node_id)
|
||||
if not game_state.is_building_unlocked(type):
|
||||
return _fail("'%s' is still locked, so a refusal would prove nothing" % type)
|
||||
|
||||
# --- A. the occupied spot is refused --------------------------------
|
||||
game_state.buildings.clear()
|
||||
game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2.ZERO)
|
||||
|
||||
if game_state.building_blocking(Vector2.ZERO).is_empty():
|
||||
return _fail("a structure's own position reads as a clear spot")
|
||||
# Just inside the separation, and just outside it.
|
||||
if game_state.building_blocking(Vector2(sep - 1.0, 0.0)).is_empty():
|
||||
return _fail("a spot %.0f units away is not blocked, but the rule is %.0f" % [sep - 1.0, sep])
|
||||
if not game_state.building_blocking(Vector2(sep + 1.0, 0.0)).is_empty():
|
||||
return _fail("a spot %.0f units away is blocked, but the rule is %.0f" % [sep + 1.0, sep])
|
||||
var blocker: Dictionary = game_state.building_blocking(Vector2.ZERO)
|
||||
if String(blocker.get("type", "")) != GameState.BUILDING_SHIP_CRAFTER:
|
||||
return _fail("the blocking structure is reported as '%s'" % blocker.get("type", ""))
|
||||
print("a spot inside %.0f units of a structure is refused, outside it is clear" % sep)
|
||||
|
||||
# --- B. and the whole build path agrees -----------------------------
|
||||
# On top of the crafter: refused, and nothing is built or spent.
|
||||
fleet.teleport_to(Vector2.ZERO)
|
||||
var before: int = game_state.buildings.size()
|
||||
controller.pending_build_type = GameState.BUILDING_COMMAND_CENTER
|
||||
controller._confirm_build()
|
||||
if game_state.buildings.size() != before:
|
||||
return _fail("a structure was built on top of the crafter")
|
||||
print("the build path refuses it too: %s" % controller.build_menu.status.text)
|
||||
|
||||
# Clear of it: the same build goes through.
|
||||
fleet.teleport_to(Vector2(sep * 3.0, 0.0))
|
||||
controller.pending_build_type = GameState.BUILDING_COMMAND_CENTER
|
||||
controller._confirm_build()
|
||||
if game_state.buildings.size() != before + 1:
|
||||
return _fail("the same build was refused on a clear spot")
|
||||
print("clear of it, the same build goes through")
|
||||
|
||||
# --- C. a unique structure replaces itself in place -----------------
|
||||
game_state.buildings.clear()
|
||||
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
|
||||
fleet.teleport_to(Vector2.ZERO)
|
||||
if not game_state.building_blocking(Vector2.ZERO, GameState.BUILDING_MOTHERSHIP).is_empty():
|
||||
return _fail("a unique structure blocks its own replacement")
|
||||
controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
|
||||
controller._confirm_build()
|
||||
if game_state.buildings.size() != 1:
|
||||
return _fail("rebuilding the mothership in place left %d structures" % game_state.buildings.size())
|
||||
if String(game_state.buildings[0].type) != GameState.BUILDING_MOTHERSHIP:
|
||||
return _fail("the rebuilt structure is not a mothership")
|
||||
print("a unique structure can still be rebuilt where the old one stood")
|
||||
|
||||
# --- D. a refused rebuild demolishes nothing ------------------------
|
||||
# The mothership is unique and is removed before the new one is placed.
|
||||
# Something ELSE in the way has to be caught before that demolition, or
|
||||
# the player is left with neither.
|
||||
game_state.buildings.clear()
|
||||
var keep: int = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
|
||||
game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(sep * 4.0, 0.0))
|
||||
fleet.teleport_to(Vector2(sep * 4.0, 0.0))
|
||||
controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
|
||||
controller._confirm_build()
|
||||
if game_state.find_building(keep).is_empty():
|
||||
return _fail("a refused rebuild demolished the existing mothership - the player is left with neither")
|
||||
if game_state.buildings.size() != 2:
|
||||
return _fail("a refused rebuild changed the structure count to %d" % game_state.buildings.size())
|
||||
print("a refused rebuild leaves the existing structure standing")
|
||||
|
||||
print("TEST_BUILDING_SEPARATION: PASS")
|
||||
quit(0)
|
||||
return true
|
||||
|
||||
|
||||
func _fail(message: String) -> bool:
|
||||
print("TEST_BUILDING_SEPARATION: FAIL (%s)" % message)
|
||||
quit(1)
|
||||
return true
|
||||
|
|
@ -26,6 +26,11 @@ var stage: int = 0
|
|||
|
||||
func _initialize() -> void:
|
||||
game_state = root.get_node("GameState")
|
||||
# #225 put a Continue entry in this stack, shown only when a save
|
||||
# exists - and the autosave writes to the same user:// path every test
|
||||
# that runs Main.tscn for long enough. Clear it, or which entries this
|
||||
# menu has would depend on what ran before it.
|
||||
SaveGame.clear()
|
||||
menu = load("res://ui/MainMenu.tscn").instantiate()
|
||||
root.add_child(menu)
|
||||
current_scene = menu
|
||||
|
|
|
|||
117
tests/test_main_menu_continue.gd
Normal file
117
tests/test_main_menu_continue.gd
Normal file
|
|
@ -0,0 +1,117 @@
|
|||
extends SceneTree
|
||||
|
||||
# Forgejo #225: the menu offers to resume a run, and only when there is one.
|
||||
#
|
||||
# Covers:
|
||||
# A. with no save on disk there is no Continue entry at all - a first-time
|
||||
# player must not meet a button that does nothing
|
||||
# B. with a save, Continue appears and is offered
|
||||
# C. pressing it loads the run and starts the game, rather than resetting
|
||||
# to a new one the way Play does
|
||||
# D. a save this build cannot open is still SHOWN, disabled, with the
|
||||
# reason - a run that silently vanishes reads as lost, not incompatible
|
||||
|
||||
var game_state: Node
|
||||
var menu: Node
|
||||
var elapsed: float = 0.0
|
||||
var stage: int = 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
game_state = root.get_node("GameState")
|
||||
SaveGame.clear()
|
||||
|
||||
|
||||
func _rebuild_menu() -> void:
|
||||
if menu != null and is_instance_valid(menu):
|
||||
menu.free()
|
||||
menu = load("res://ui/MainMenu.tscn").instantiate()
|
||||
root.add_child(menu)
|
||||
|
||||
|
||||
func _process(delta: float) -> bool:
|
||||
elapsed += delta
|
||||
match stage:
|
||||
0:
|
||||
if elapsed < 0.3:
|
||||
return false
|
||||
# --- A. nothing saved, nothing offered ----------------------
|
||||
_rebuild_menu()
|
||||
elapsed = 0.0
|
||||
stage = 1
|
||||
return false
|
||||
1:
|
||||
if elapsed < 0.3:
|
||||
return false
|
||||
if menu.continue_button.visible:
|
||||
return _fail("a Continue entry is offered with no save on disk")
|
||||
print("no save: no Continue entry")
|
||||
|
||||
# --- B. a saved run is offered ------------------------------
|
||||
game_state.reset_progression()
|
||||
game_state.reset_new_game()
|
||||
game_state.research_points = 31
|
||||
game_state.intro_active = false
|
||||
if not SaveGame.save(game_state):
|
||||
return _fail("could not write a save to offer")
|
||||
_rebuild_menu()
|
||||
elapsed = 0.0
|
||||
stage = 2
|
||||
return false
|
||||
2:
|
||||
if elapsed < 0.3:
|
||||
return false
|
||||
if not menu.continue_button.visible:
|
||||
return _fail("a save exists but no Continue entry is offered")
|
||||
if not menu.continue_button.enabled:
|
||||
return _fail("Continue is offered but disabled: '%s'" % menu.status_label.text)
|
||||
print("a saved run is offered")
|
||||
|
||||
# --- C. and pressing it resumes rather than resets -----------
|
||||
game_state.research_points = 0
|
||||
menu._on_continue_pressed()
|
||||
if game_state.research_points != 31:
|
||||
return _fail("Continue did not restore the run (research %d, expected 31)" \
|
||||
% game_state.research_points)
|
||||
if menu.loading_path == "":
|
||||
return _fail("Continue restored the run but never started the game")
|
||||
print("Continue restored the run and started the game")
|
||||
|
||||
# --- D. an unopenable save is shown, not hidden --------------
|
||||
_corrupt_version()
|
||||
_rebuild_menu()
|
||||
elapsed = 0.0
|
||||
stage = 3
|
||||
return false
|
||||
3:
|
||||
if elapsed < 0.3:
|
||||
return false
|
||||
if not menu.continue_button.visible:
|
||||
return _fail("a save this build cannot open was hidden, so the run looks lost")
|
||||
if menu.continue_button.enabled:
|
||||
return _fail("a save this build cannot open is still offered as loadable")
|
||||
if menu.status_label.text.strip_edges() == "":
|
||||
return _fail("an unopenable save is disabled with no reason given")
|
||||
print("an unopenable save is shown, disabled: %s" % menu.status_label.text)
|
||||
|
||||
SaveGame.clear()
|
||||
print("TEST_MAIN_MENU_CONTINUE: PASS")
|
||||
quit(0)
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func _corrupt_version() -> void:
|
||||
var f: FileAccess = FileAccess.open("user://savegame.json", FileAccess.READ)
|
||||
var data: Dictionary = JSON.parse_string(f.get_as_text())
|
||||
f.close()
|
||||
data["version"] = 999
|
||||
f = FileAccess.open("user://savegame.json", FileAccess.WRITE)
|
||||
f.store_string(JSON.stringify(data))
|
||||
f.close()
|
||||
|
||||
|
||||
func _fail(message: String) -> bool:
|
||||
print("TEST_MAIN_MENU_CONTINUE: FAIL (%s)" % message)
|
||||
quit(1)
|
||||
return true
|
||||
|
|
@ -270,6 +270,12 @@ func _process(delta: float) -> bool:
|
|||
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
|
||||
var before: int = game_state.buildings.size()
|
||||
|
||||
# #224: structures may not be stacked, and _check_ship_lab left a
|
||||
# lab standing at the origin as a prerequisite for an earlier
|
||||
# case. Fly clear of it - the subject here is which purse the ore
|
||||
# comes out of, not where a mothership may stand.
|
||||
scene.get_node("Fleet").teleport_to(
|
||||
Vector2(GameState.MIN_BUILDING_SEPARATION * 4.0, 0.0))
|
||||
build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
|
||||
build_controller._confirm_build()
|
||||
|
||||
|
|
|
|||
|
|
@ -113,6 +113,10 @@ func _process(delta: float) -> bool:
|
|||
break
|
||||
if game_state.research_point_cost(String(options[controller.lab_choice].id)) <= 0:
|
||||
return _fail("no lab option costs research data, so this proves nothing")
|
||||
# The lab panel is open when the player presses buy - that is what
|
||||
# puts the explainer on top of another dialog, which is the whole
|
||||
# point of case D below.
|
||||
controller.lab_menu.open_menu()
|
||||
controller._on_lab_buy()
|
||||
if not popup.visible:
|
||||
return _fail("the lab refused for want of data with no explanation")
|
||||
|
|
@ -120,6 +124,30 @@ func _process(delta: float) -> bool:
|
|||
return _fail("the lab still blames the queue: '%s'" % controller.lab_menu.status.text)
|
||||
print("ship lab: refused and explained, not blamed on the queue")
|
||||
|
||||
# --- D. and the player can get back out of it ----------------
|
||||
# The explainer is the only dialog that opens ON TOP of another
|
||||
# one, and IconButton refuses input to any button sitting behind
|
||||
# an open panel. That used to include this popup's own close
|
||||
# button, so the dialog could not be dismissed at all. Case B
|
||||
# above left the ship lab open underneath, which is the real
|
||||
# situation - assert that rather than arranging it.
|
||||
if not controller.lab_menu.visible:
|
||||
return _fail("the lab is not open underneath, so this proves nothing")
|
||||
var close: Control = popup.get_node("CloseButton")
|
||||
if close._blocked_by_modal():
|
||||
return _fail("the explainer close button is blocked by the lab behind it - the dialog is inescapable")
|
||||
close.pressed.emit()
|
||||
if popup.visible:
|
||||
return _fail("pressing close left the explainer open")
|
||||
# The reverse must still hold: the lab's own buttons stay dead
|
||||
# while a dialog covers them.
|
||||
popup.open_for_shortfall(10, "anything")
|
||||
var lab_close: Control = controller.lab_menu.get_node("CloseButton")
|
||||
if not lab_close._blocked_by_modal():
|
||||
return _fail("the lab buttons are live underneath an open dialog")
|
||||
popup.close_menu()
|
||||
print("close button works over the lab, and the lab stays blocked underneath")
|
||||
|
||||
print("TEST_RESEARCH_POINTS_EXPLAINER: PASS")
|
||||
quit(0)
|
||||
return true
|
||||
|
|
|
|||
179
tests/test_save_game.gd
Normal file
179
tests/test_save_game.gd
Normal file
|
|
@ -0,0 +1,179 @@
|
|||
extends SceneTree
|
||||
|
||||
# Forgejo #225: the run survives being written to disk and read back.
|
||||
#
|
||||
# The interesting part is not "does it write a file" but whether the things
|
||||
# JSON cannot hold survive: Vector2 positions, chunk coordinates used as
|
||||
# dictionary KEYS, and Inventory objects nested inside the buildings array.
|
||||
# Those are what a naive save silently flattens.
|
||||
#
|
||||
# Covers:
|
||||
# A. a rich run round-trips field for field
|
||||
# B. Vector2i dictionary keys come back as Vector2i, not as strings
|
||||
# C. inventories come back with their contents AND their capacity
|
||||
# D. a save from a newer build is refused, with a reason
|
||||
# E. a damaged file is refused rather than half-applied
|
||||
# F. a field the save predates keeps its new-game value
|
||||
|
||||
# Mirrored rather than read off SaveGame: a bare ClassName.CONST in a
|
||||
# SceneTree script has broken method resolution for a whole file here before.
|
||||
const TEST_PATH: String = "user://test_savegame.json"
|
||||
|
||||
var game_state: Node
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
game_state = root.get_node("GameState")
|
||||
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
game_state.buildings.clear()
|
||||
game_state.extractors.clear()
|
||||
game_state.reset_progression()
|
||||
game_state.reset_new_game()
|
||||
game_state.reset_quests()
|
||||
|
||||
# --- a run with something in every awkward corner -------------------
|
||||
game_state.research_points = 42
|
||||
game_state.unlocked = ["shipyards", "coordination"]
|
||||
game_state.rocks = 1234
|
||||
game_state.fleet_position = Vector2(987.5, -321.25)
|
||||
game_state.wave_number = 7
|
||||
game_state.quest_index = 5
|
||||
game_state.explored_chunks[Vector2i(3, -4)] = true
|
||||
game_state.explored_chunks[Vector2i(-11, 0)] = true
|
||||
game_state.visited_planets["some-planet-id"] = true
|
||||
var b_id: int = game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(600.0, -150.0))
|
||||
var record: Dictionary = game_state.find_building(b_id)
|
||||
record.inventory.total_capacity = 88
|
||||
record.inventory.set_amount(GameState.RESOURCE_ORE, 17)
|
||||
game_state.fleet_inventory.set_amount(GameState.RESOURCE_GAS, 9)
|
||||
|
||||
var before: Dictionary = _snapshot()
|
||||
|
||||
if not SaveGame.save(game_state, TEST_PATH):
|
||||
return _fail("the run would not save")
|
||||
if not SaveGame.has_save(TEST_PATH):
|
||||
return _fail("saved, but has_save() cannot see the file")
|
||||
|
||||
# Wipe it back to a fresh game, so a load that does nothing cannot pass.
|
||||
game_state.buildings.clear()
|
||||
game_state.extractors.clear()
|
||||
game_state.reset_progression()
|
||||
game_state.reset_new_game()
|
||||
game_state.reset_quests()
|
||||
game_state.explored_chunks.clear()
|
||||
if _snapshot() == before:
|
||||
return _fail("wiping the run changed nothing, so a load would prove nothing")
|
||||
|
||||
var result: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
|
||||
if not bool(result.get("ok", false)):
|
||||
return _fail("the run would not load back: %s" % result.get("reason", ""))
|
||||
|
||||
# --- A. field for field ---------------------------------------------
|
||||
var after: Dictionary = _snapshot()
|
||||
for key in before:
|
||||
if after.get(key) != before[key]:
|
||||
return _fail("'%s' did not survive the round trip: %s -> %s" \
|
||||
% [key, before[key], after.get(key)])
|
||||
print("a run with %d fields round-tripped intact" % before.size())
|
||||
|
||||
# --- B. chunk coordinates are still coordinates ----------------------
|
||||
if not game_state.explored_chunks.has(Vector2i(3, -4)):
|
||||
return _fail("chunk keys came back as something other than Vector2i: %s" \
|
||||
% str(game_state.explored_chunks.keys()))
|
||||
print("explored chunks came back keyed by Vector2i")
|
||||
|
||||
# --- C. inventories keep contents and capacity -----------------------
|
||||
var loaded: Dictionary = game_state.find_building(b_id)
|
||||
if loaded.is_empty():
|
||||
return _fail("the transport hub did not come back")
|
||||
if int(loaded.inventory.amount(GameState.RESOURCE_ORE)) != 17:
|
||||
return _fail("the hub's ore did not survive: %d" % loaded.inventory.amount(GameState.RESOURCE_ORE))
|
||||
if int(loaded.inventory.total_capacity) != 88:
|
||||
return _fail("the hub's capacity did not survive: %d" % loaded.inventory.total_capacity)
|
||||
if int(game_state.fleet_inventory.amount(GameState.RESOURCE_GAS)) != 9:
|
||||
return _fail("the fleet hold's gas did not survive")
|
||||
print("inventories came back with their contents and their capacity")
|
||||
|
||||
# --- D. a save from a newer build is refused --------------------------
|
||||
_rewrite_version(999)
|
||||
var newer: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
|
||||
if bool(newer.get("ok", false)):
|
||||
return _fail("a save from a newer build loaded anyway")
|
||||
if not String(newer.get("reason", "")).to_lower().contains("newer"):
|
||||
return _fail("a newer save was refused without saying why: '%s'" % newer.get("reason", ""))
|
||||
print("a newer save is refused: %s" % newer.get("reason", ""))
|
||||
|
||||
# --- E. a damaged file is refused, not half-applied -------------------
|
||||
var f: FileAccess = FileAccess.open(TEST_PATH, FileAccess.WRITE)
|
||||
f.store_string("{ this is not json")
|
||||
f.close()
|
||||
var marker: int = game_state.research_points
|
||||
var damaged: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
|
||||
if bool(damaged.get("ok", false)):
|
||||
return _fail("a damaged save reported success")
|
||||
if game_state.research_points != marker:
|
||||
return _fail("a damaged save was partly applied before it failed")
|
||||
print("a damaged save is refused: %s" % damaged.get("reason", ""))
|
||||
|
||||
# --- F. a field the save predates keeps its new-game value ------------
|
||||
# Adding progression must not invalidate every existing save, so a
|
||||
# missing field is left alone rather than cleared.
|
||||
SaveGame.save(game_state, TEST_PATH)
|
||||
_drop_field("research_points")
|
||||
game_state.research_points = 77
|
||||
var partial: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
|
||||
if not bool(partial.get("ok", false)):
|
||||
return _fail("a save missing one field was refused entirely: %s" % partial.get("reason", ""))
|
||||
if game_state.research_points != 77:
|
||||
return _fail("a missing field was cleared instead of left alone (%d)" % game_state.research_points)
|
||||
print("a field the save predates keeps its current value")
|
||||
|
||||
SaveGame.clear(TEST_PATH)
|
||||
print("TEST_SAVE_GAME: PASS")
|
||||
quit(0)
|
||||
return true
|
||||
|
||||
|
||||
# The fields this test compares. Deliberately a hand-picked spread rather
|
||||
# than SaveGame.FIELDS: comparing the list against itself would pass even if
|
||||
# the codec dropped everything.
|
||||
func _snapshot() -> Dictionary:
|
||||
return {
|
||||
"research_points": game_state.research_points,
|
||||
"unlocked": game_state.unlocked.duplicate(),
|
||||
"rocks": game_state.rocks,
|
||||
"fleet_position": game_state.fleet_position,
|
||||
"wave_number": game_state.wave_number,
|
||||
"quest_index": game_state.quest_index,
|
||||
"building_count": game_state.buildings.size(),
|
||||
"chunk_count": game_state.explored_chunks.size(),
|
||||
"visited": game_state.visited_planets.size(),
|
||||
}
|
||||
|
||||
|
||||
func _rewrite_version(to: int) -> void:
|
||||
var file: FileAccess = FileAccess.open(TEST_PATH, FileAccess.READ)
|
||||
var data: Dictionary = JSON.parse_string(file.get_as_text())
|
||||
file.close()
|
||||
data["version"] = to
|
||||
file = FileAccess.open(TEST_PATH, FileAccess.WRITE)
|
||||
file.store_string(JSON.stringify(data))
|
||||
file.close()
|
||||
|
||||
|
||||
func _drop_field(name: String) -> void:
|
||||
var file: FileAccess = FileAccess.open(TEST_PATH, FileAccess.READ)
|
||||
var data: Dictionary = JSON.parse_string(file.get_as_text())
|
||||
file.close()
|
||||
data["fields"].erase(name)
|
||||
file = FileAccess.open(TEST_PATH, FileAccess.WRITE)
|
||||
file.store_string(JSON.stringify(data))
|
||||
file.close()
|
||||
|
||||
|
||||
func _fail(message: String) -> bool:
|
||||
print("TEST_SAVE_GAME: FAIL (%s)" % message)
|
||||
quit(1)
|
||||
return true
|
||||
|
|
@ -22,6 +22,10 @@ extends SceneTree
|
|||
# once, so a shot must be the quieter of the two
|
||||
# F. sound keeps working while a dialog has the game stopped (#128)
|
||||
|
||||
# 20ms is well clear of what the generator actually produces (1.5ms at
|
||||
# worst, on the black hole) while still catching a real lazy attack.
|
||||
const MAX_LEAD_SILENCE_MS: float = 20.0
|
||||
|
||||
var game_state: Node
|
||||
var scene: Node
|
||||
var fleet: Node2D
|
||||
|
|
@ -60,16 +64,76 @@ func _sounding() -> int:
|
|||
return n
|
||||
|
||||
|
||||
# Every sample committed in audio/, not just the ones the catalog names.
|
||||
func _wav_file_names() -> Array:
|
||||
var names: Array = []
|
||||
var dir: DirAccess = DirAccess.open("res://audio")
|
||||
if dir == null:
|
||||
return names
|
||||
for file_name in dir.get_files():
|
||||
# The editor leaves .import siblings; take the real files only.
|
||||
if file_name.ends_with(".wav"):
|
||||
names.append(file_name)
|
||||
names.sort()
|
||||
return names
|
||||
|
||||
|
||||
# Leading samples that are exactly zero, in milliseconds. Negative if the
|
||||
# file could not be parsed, which the caller treats as a failure rather than
|
||||
# quietly passing.
|
||||
func _leading_silence_ms(path: String) -> float:
|
||||
var f: FileAccess = FileAccess.open(path, FileAccess.READ)
|
||||
if f == null:
|
||||
return -1.0
|
||||
if f.get_buffer(4).get_string_from_ascii() != "RIFF":
|
||||
return -1.0
|
||||
f.get_32()
|
||||
if f.get_buffer(4).get_string_from_ascii() != "WAVE":
|
||||
return -1.0
|
||||
var channels: int = 0
|
||||
var rate: int = 0
|
||||
var bits: int = 0
|
||||
while f.get_position() + 8 <= f.get_length():
|
||||
var chunk_id: String = f.get_buffer(4).get_string_from_ascii()
|
||||
var chunk_size: int = f.get_32()
|
||||
var next: int = f.get_position() + chunk_size + (chunk_size & 1)
|
||||
if chunk_id == "fmt ":
|
||||
f.get_16()
|
||||
channels = f.get_16()
|
||||
rate = f.get_32()
|
||||
f.get_32()
|
||||
f.get_16()
|
||||
bits = f.get_16()
|
||||
elif chunk_id == "data":
|
||||
if bits != 16 or channels <= 0 or rate <= 0:
|
||||
return -1.0
|
||||
var silent_frames: int = 0
|
||||
var data_end: int = f.get_position() + chunk_size
|
||||
while f.get_position() + 2 * channels <= data_end:
|
||||
var quiet: bool = true
|
||||
for c in range(channels):
|
||||
if f.get_16() != 0:
|
||||
quiet = false
|
||||
if not quiet:
|
||||
break
|
||||
silent_frames += 1
|
||||
return float(silent_frames) / float(rate) * 1000.0
|
||||
f.seek(next)
|
||||
return -1.0
|
||||
|
||||
|
||||
func _process(delta: float) -> bool:
|
||||
elapsed += delta
|
||||
match stage:
|
||||
0:
|
||||
# --- A. the catalog is real -----------------------------
|
||||
for id in Sfx.SOUNDS:
|
||||
var path: String = String(Sfx.SOUNDS[id])
|
||||
var stream: AudioStream = load(path)
|
||||
# Preloaded, so this asserts the catalog is already resident
|
||||
# rather than merely loadable - play() must never touch the
|
||||
# disk on the frame a sound is asked for.
|
||||
var stream: AudioStream = Sfx.SOUNDS[id] as AudioStream
|
||||
if stream == null:
|
||||
return _fail("the \"%s\" sound (%s) does not load" % [id, path])
|
||||
return _fail("the \"%s\" sound is not a preloaded stream" % id)
|
||||
if stream.get_length() <= 0.02:
|
||||
return _fail("the \"%s\" sound is %.3fs long - that is silence" \
|
||||
% [id, stream.get_length()])
|
||||
|
|
@ -77,6 +141,36 @@ func _process(delta: float) -> bool:
|
|||
return _fail("the \"%s\" sound has no level set" % id)
|
||||
print("%d sounds, all loading, all with a level" % Sfx.SOUNDS.size())
|
||||
|
||||
# --- F. and none of them opens on silence ---------------
|
||||
# Reported from the game as sounds "sometimes starting a bit
|
||||
# late". Measured, the samples were clean and the cause was
|
||||
# elsewhere - play() used to load() on the frame the sound was
|
||||
# asked for. But make_sfx.py regenerates these, and an envelope
|
||||
# that eased in from zero would put the delay back somewhere
|
||||
# nobody would think to look.
|
||||
#
|
||||
# Reads the source .wav rather than the imported stream: these
|
||||
# import as QOA (compress/mode=2), so AudioStreamWAV.data is
|
||||
# not PCM and cannot be inspected sample by sample. True digital
|
||||
# silence only - the black hole deliberately SWELLS (see its
|
||||
# docstring in make_sfx.py) and a soft attack is a choice.
|
||||
var checked: int = 0
|
||||
var worst_id: String = ""
|
||||
var worst_ms: float = 0.0
|
||||
for file_name in _wav_file_names():
|
||||
var lead: float = _leading_silence_ms("res://audio/" + file_name)
|
||||
if lead < 0.0:
|
||||
return _fail("could not read %s to check its attack" % file_name)
|
||||
checked += 1
|
||||
if lead > worst_ms:
|
||||
worst_ms = lead
|
||||
worst_id = file_name
|
||||
if lead > MAX_LEAD_SILENCE_MS:
|
||||
return _fail("%s opens with %.1fms of dead air" % [file_name, lead])
|
||||
if checked < Sfx.SOUNDS.size() - 1:
|
||||
return _fail("only %d wav files checked for dead air - that proves nothing" % checked)
|
||||
print("%d samples checked, worst attack %s at %.1fms" % [checked, worst_id, worst_ms])
|
||||
|
||||
# --- E. and in proportion -------------------------------
|
||||
if float(Sfx.LEVELS[Sfx.SHOT]) >= float(Sfx.LEVELS[Sfx.SHIP_DEATH]):
|
||||
return _fail("a shot is as loud as a death - one happens constantly, the other once")
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
@tool
|
||||
class_name IconButton
|
||||
extends Control
|
||||
|
||||
|
|
@ -129,6 +130,7 @@ func _blocked_by_modal() -> bool:
|
|||
# touches through the GUI system swallows them before they ever get
|
||||
# there. So the panels stay transparent to input and the buttons check
|
||||
# instead.
|
||||
var own_modal: Node = _own_modal()
|
||||
for menu in get_tree().get_nodes_in_group("modal_menus"):
|
||||
# is_visible_in_tree(), NOT visible. Hiding a parent leaves the
|
||||
# child's own `visible` flag true, and the build menu's info popup is
|
||||
|
|
@ -136,12 +138,48 @@ func _blocked_by_modal() -> bool:
|
|||
# invisible popup still claiming to be open, and every button in the
|
||||
# game was blocked from then on. That is not a state a player can
|
||||
# get out of.
|
||||
if menu.is_visible_in_tree() and not menu.is_ancestor_of(self):
|
||||
return true
|
||||
if not menu.is_visible_in_tree():
|
||||
continue
|
||||
if menu.is_ancestor_of(self):
|
||||
continue
|
||||
# Stacking order matters, and used not to be considered at all. A
|
||||
# panel that this button's own panel is drawn ON TOP OF sits behind
|
||||
# it, not over it, so it must not swallow the input. The research
|
||||
# shortfall popup opens over the skill tree and the ship lab, and
|
||||
# without this every button in it - its close button included - was
|
||||
# dead, leaving the player no way out of the dialog.
|
||||
if own_modal != null and not _covers(menu, own_modal):
|
||||
continue
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
# The modal panel this button lives inside, or null for a HUD button that
|
||||
# belongs to no panel (those stay blocked by any open panel, as before).
|
||||
func _own_modal() -> Node:
|
||||
var node: Node = get_parent()
|
||||
while node != null:
|
||||
if node.is_in_group("modal_menus"):
|
||||
return node
|
||||
node = node.get_parent()
|
||||
return null
|
||||
|
||||
|
||||
func _covers(other: Node, own: Node) -> bool:
|
||||
# Later siblings draw on top. Different parents means one of them is
|
||||
# nested inside something else - the build menu's info popup is a child
|
||||
# of the build menu - and there the conservative answer is "covered".
|
||||
if other.get_parent() != own.get_parent():
|
||||
return true
|
||||
return other.get_index() > own.get_index()
|
||||
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
# @tool runs this in the editor too, where a click on the canvas would
|
||||
# emit `pressed` at whatever it is wired to. The glyph is what we want
|
||||
# visible there, not the behaviour.
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
if _blocked_by_modal():
|
||||
return
|
||||
if event is InputEventScreenTouch:
|
||||
|
|
|
|||
|
|
@ -26,6 +26,8 @@ const STATUS_HEIGHT: float = 70.0
|
|||
|
||||
@onready var play_button: IconButton = $UI/PlayButton
|
||||
@onready var play_label: Label = $UI/PlayLabel
|
||||
@onready var continue_button: IconButton = $UI/ContinueButton
|
||||
@onready var continue_label: Label = $UI/ContinueLabel
|
||||
@onready var editor_button: IconButton = $UI/EditorButton
|
||||
@onready var editor_label: Label = $UI/EditorLabel
|
||||
@onready var dev_button: IconButton = $UI/DevModeButton
|
||||
|
|
@ -56,7 +58,22 @@ func _ready() -> void:
|
|||
# #148: the theme starts here, at the first screen, and keeps playing
|
||||
# through every scene after it.
|
||||
Music.ensure(get_tree())
|
||||
# Same moment, same reason: build the sfx voices before the first
|
||||
# sound needs them rather than during it.
|
||||
Sfx.warm(get_tree())
|
||||
play_button.pressed.connect(_on_play_pressed)
|
||||
# Offered only when there is something to offer, so a first-time player
|
||||
# never sees a button that does nothing. #225.
|
||||
continue_button.pressed.connect(_on_continue_pressed)
|
||||
var save: Dictionary = SaveGame.peek()
|
||||
continue_button.visible = not save.is_empty()
|
||||
continue_label.visible = continue_button.visible
|
||||
if not save.is_empty() and not bool(save.get("loadable", false)):
|
||||
# A save that cannot be opened is still shown, greyed, with the
|
||||
# reason under it - silently hiding someone's run makes it look
|
||||
# lost rather than incompatible.
|
||||
continue_button.enabled = false
|
||||
status_label.text = String(save.get("refusal", ""))
|
||||
editor_button.pressed.connect(_on_editor_pressed)
|
||||
editor_button.enabled = true
|
||||
dev_button.pressed.connect(_on_dev_mode_pressed)
|
||||
|
|
@ -84,7 +101,8 @@ func is_developer_build() -> bool:
|
|||
|
||||
func _layout_stack() -> void:
|
||||
var rows: Array = []
|
||||
for row in [[play_button, play_label], [editor_button, editor_label],
|
||||
for row in [[continue_button, continue_label], [play_button, play_label],
|
||||
[editor_button, editor_label],
|
||||
[dev_button, dev_label]]:
|
||||
if row[0].visible:
|
||||
rows.append(row)
|
||||
|
|
@ -111,6 +129,20 @@ func _layout_stack() -> void:
|
|||
status_label.offset_bottom = status_top + STATUS_HEIGHT
|
||||
|
||||
|
||||
func _on_continue_pressed() -> void:
|
||||
if loading_path != "":
|
||||
return
|
||||
var result: Dictionary = SaveGame.load_into(GameState)
|
||||
if not bool(result.get("ok", false)):
|
||||
status_label.text = String(result.get("reason", "That run could not be opened."))
|
||||
continue_button.enabled = false
|
||||
return
|
||||
# A resumed run never replays the prologue, whatever it was doing when
|
||||
# it was written.
|
||||
GameState.intro_active = false
|
||||
_start("res://world/Main.tscn")
|
||||
|
||||
|
||||
func _on_play_pressed() -> void:
|
||||
# Checked here as well as in _start: this one has a side effect, and a
|
||||
# second press while the first is still loading must not wipe the game
|
||||
|
|
|
|||
|
|
@ -68,6 +68,37 @@ theme_override_font_sizes/font_size = 32
|
|||
text = "Play"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="ContinueButton" type="Control" parent="UI"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -64.0
|
||||
offset_top = -300.0
|
||||
offset_right = 64.0
|
||||
offset_bottom = -172.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("2")
|
||||
icon = 2
|
||||
glow_color = Color(0.45, 0.78, 1, 1)
|
||||
|
||||
[node name="ContinueLabel" type="Label" parent="UI"]
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -160.0
|
||||
offset_top = -160.0
|
||||
offset_right = 160.0
|
||||
offset_bottom = -94.0
|
||||
theme_override_font_sizes/font_size = 32
|
||||
text = "Continue"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="EditorButton" type="Control" parent="UI" unique_id=1570704159]
|
||||
layout_mode = 3
|
||||
anchors_preset = 8
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
@tool
|
||||
class_name NeonPanel
|
||||
extends Control
|
||||
|
||||
|
|
@ -39,6 +40,12 @@ var design_centre: Vector2 = Vector2.ZERO
|
|||
|
||||
|
||||
func _ready() -> void:
|
||||
# _fit_to_screen() below rewrites offset_left/right/top/bottom. Under
|
||||
# @tool that runs against the editor viewport, overwriting the authored
|
||||
# layout and dirtying the scene, so the card previews at its authored
|
||||
# size and is only ever fitted at runtime.
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
# Fitting adjusts the four offsets around a fixed centre, which is only
|
||||
# meaningful for a card pinned to a point - both anchor pairs collapsed,
|
||||
# as a centred dialog's are. A panel stretched between different anchors
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
@tool
|
||||
class_name TouchJoystick
|
||||
extends Control
|
||||
|
||||
|
|
@ -40,6 +41,11 @@ var knob_pos: Vector2 = Vector2.ZERO
|
|||
|
||||
|
||||
func _ready() -> void:
|
||||
# _relayout() writes max_radius, which is @export - under @tool that
|
||||
# would persist a computed value into the scene. The preview uses the
|
||||
# authored radius instead; only a running game refits.
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
# Dialogs release every spring-loaded stick through one compositional
|
||||
# contract, without NarrationBanner knowing scene paths or joystick roles.
|
||||
add_to_group("touch_joysticks")
|
||||
|
|
|
|||
Loading…
Reference in a new issue