diff --git a/ArtilleryEnemyDefinition.tres b/ArtilleryEnemyDefinition.tres deleted file mode 100644 index f47c597..0000000 --- a/ArtilleryEnemyDefinition.tres +++ /dev/null @@ -1,16 +0,0 @@ -[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")]) diff --git a/ArtilleryShell.gd b/ArtilleryShell.gd deleted file mode 100644 index 2c8b1f9..0000000 --- a/ArtilleryShell.gd +++ /dev/null @@ -1,112 +0,0 @@ -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) diff --git a/ArtilleryShell.gd.uid b/ArtilleryShell.gd.uid deleted file mode 100644 index cfd76b3..0000000 --- a/ArtilleryShell.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://cvxao0mjslo5x diff --git a/ArtilleryShell.tscn b/ArtilleryShell.tscn deleted file mode 100644 index 17ff161..0000000 --- a/ArtilleryShell.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/CaptureLabel.gd b/CaptureLabel.gd deleted file mode 100644 index 1c6bd07..0000000 --- a/CaptureLabel.gd +++ /dev/null @@ -1,32 +0,0 @@ -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) diff --git a/CaptureLabel.gd.uid b/CaptureLabel.gd.uid deleted file mode 100644 index 9f9afa6..0000000 --- a/CaptureLabel.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://dxuwfa5j7oh80 diff --git a/CapturePoint.gd b/CapturePoint.gd deleted file mode 100644 index eb1f447..0000000 --- a/CapturePoint.gd +++ /dev/null @@ -1,113 +0,0 @@ -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) diff --git a/CapturePoint.gd.uid b/CapturePoint.gd.uid deleted file mode 100644 index 54f1d5f..0000000 --- a/CapturePoint.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://dwt256xl1txjo diff --git a/CapturePoint.tscn b/CapturePoint.tscn deleted file mode 100644 index 39dbe89..0000000 --- a/CapturePoint.tscn +++ /dev/null @@ -1,8 +0,0 @@ -[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 diff --git a/EnemyArtilleryComponent.gd b/EnemyArtilleryComponent.gd deleted file mode 100644 index 43250c3..0000000 --- a/EnemyArtilleryComponent.gd +++ /dev/null @@ -1,61 +0,0 @@ -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 diff --git a/EnemyArtilleryComponent.gd.uid b/EnemyArtilleryComponent.gd.uid deleted file mode 100644 index 5ea4f97..0000000 --- a/EnemyArtilleryComponent.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://b0woyjce8kl6x diff --git a/EnemyArtilleryComponent.tscn b/EnemyArtilleryComponent.tscn deleted file mode 100644 index dcc574b..0000000 --- a/EnemyArtilleryComponent.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/EnemyDefinitions.gd b/EnemyDefinitions.gd index ca44537..fa910b5 100644 --- a/EnemyDefinitions.gd +++ b/EnemyDefinitions.gd @@ -2,11 +2,9 @@ class_name EnemyDefinitions extends RefCounted const DEFAULT_ID: String = "chaser" -const ORDER: PackedStringArray = ["chaser", "sniper", "artillery"] +const ORDER: PackedStringArray = ["chaser"] const DEFINITIONS: Dictionary = { "chaser": preload("res://ChaserEnemyDefinition.tres"), - "sniper": preload("res://SniperEnemyDefinition.tres"), - "artillery": preload("res://ArtilleryEnemyDefinition.tres"), } diff --git a/EnemyRangedWeaponComponent.gd b/EnemyRangedWeaponComponent.gd deleted file mode 100644 index c8600ce..0000000 --- a/EnemyRangedWeaponComponent.gd +++ /dev/null @@ -1,54 +0,0 @@ -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 diff --git a/EnemyRangedWeaponComponent.gd.uid b/EnemyRangedWeaponComponent.gd.uid deleted file mode 100644 index b0cb4c9..0000000 --- a/EnemyRangedWeaponComponent.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://dx1lmxw6ia66a diff --git a/EnemyRangedWeaponComponent.tscn b/EnemyRangedWeaponComponent.tscn deleted file mode 100644 index 7c8b203..0000000 --- a/EnemyRangedWeaponComponent.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/EnemyStandoffComponent.gd b/EnemyStandoffComponent.gd deleted file mode 100644 index 0111738..0000000 --- a/EnemyStandoffComponent.gd +++ /dev/null @@ -1,58 +0,0 @@ -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 diff --git a/EnemyStandoffComponent.gd.uid b/EnemyStandoffComponent.gd.uid deleted file mode 100644 index b725855..0000000 --- a/EnemyStandoffComponent.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://c7axi54f6p7gk diff --git a/EnemyStandoffComponent.tscn b/EnemyStandoffComponent.tscn deleted file mode 100644 index 7858cc2..0000000 --- a/EnemyStandoffComponent.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/GameState.gd b/GameState.gd index 0516b14..5487299 100644 --- a/GameState.gd +++ b/GameState.gd @@ -1107,10 +1107,6 @@ 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. diff --git a/MainMenu.gd b/MainMenu.gd index 7ea9255..e5afbcb 100644 --- a/MainMenu.gd +++ b/MainMenu.gd @@ -9,7 +9,10 @@ extends Node2D func _ready() -> void: play_button.pressed.connect(_on_play_pressed) editor_button.pressed.connect(_on_editor_pressed) - editor_button.enabled = true + # #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 quit_button.pressed.connect(_on_quit_pressed) quit_button.visible = not OS.has_feature("web") diff --git a/PaletteEntryButton.gd b/PaletteEntryButton.gd deleted file mode 100644 index ea479a2..0000000 --- a/PaletteEntryButton.gd +++ /dev/null @@ -1,56 +0,0 @@ -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) diff --git a/PaletteEntryButton.gd.uid b/PaletteEntryButton.gd.uid deleted file mode 100644 index 8dda8dc..0000000 --- a/PaletteEntryButton.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://ge3e0dc3cekb diff --git a/PlanetSetupEditor.gd b/PlanetSetupEditor.gd deleted file mode 100644 index 0f34b17..0000000 --- a/PlanetSetupEditor.gd +++ /dev/null @@ -1,460 +0,0 @@ -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/.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) diff --git a/PlanetSetupEditor.gd.uid b/PlanetSetupEditor.gd.uid deleted file mode 100644 index ce90c4d..0000000 --- a/PlanetSetupEditor.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://bprbw56kcmdsk diff --git a/PlanetSetupEditor.tscn b/PlanetSetupEditor.tscn deleted file mode 100644 index 99e033d..0000000 --- a/PlanetSetupEditor.tscn +++ /dev/null @@ -1,179 +0,0 @@ -[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 diff --git a/PlanetSetupHost.gd b/PlanetSetupHost.gd index 1b79167..f2df9c5 100644 --- a/PlanetSetupHost.gd +++ b/PlanetSetupHost.gd @@ -1,13 +1,14 @@ class_name PlanetSetupHost extends Node2D -# 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. +# 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. -const CAPTURE_POINT_SCENE: PackedScene = preload("res://CapturePoint.tscn") -const ENEMY_SCENE: PackedScene = preload("res://Enemy.tscn") +const MARKER_COLOR: Color = Color(0.55, 0.85, 1.0) +const MARKER_RADIUS: float = 36.0 var setup: Resource @@ -18,25 +19,15 @@ func apply_setup(new_setup: Resource) -> void: child.queue_free() if setup == null: return - - 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) + for point in setup.capture_points: + _add_capture_point_marker(point) -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) +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() diff --git a/PlanetSurface.tscn b/PlanetSurface.tscn index 82626a5..c9d7a26 100644 --- a/PlanetSurface.tscn +++ b/PlanetSurface.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=17 format=3] +[gd_scene load_steps=16 format=3] [ext_resource type="Script" path="res://GameController.gd" id="1"] [ext_resource type="Script" path="res://LunarBackground.gd" id="2"] @@ -12,7 +12,6 @@ [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") @@ -133,20 +132,6 @@ 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 diff --git a/PlanetSurfaceController.gd b/PlanetSurfaceController.gd index c984c65..7569796 100644 --- a/PlanetSurfaceController.gd +++ b/PlanetSurfaceController.gd @@ -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", "../UI/CaptureLabel"]: + for caption_path in ["../UI/BankCaption", "../UI/FleetCaption"]: 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) diff --git a/SniperEnemyDefinition.tres b/SniperEnemyDefinition.tres deleted file mode 100644 index 102455f..0000000 --- a/SniperEnemyDefinition.tres +++ /dev/null @@ -1,17 +0,0 @@ -[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")]) diff --git a/tests/_artillery_telegraph_gas_preview.gd b/tests/_artillery_telegraph_gas_preview.gd deleted file mode 100644 index c255b9a..0000000 --- a/tests/_artillery_telegraph_gas_preview.gd +++ /dev/null @@ -1,20 +0,0 @@ -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() diff --git a/tests/_artillery_telegraph_gas_preview.gd.uid b/tests/_artillery_telegraph_gas_preview.gd.uid deleted file mode 100644 index e5f7dff..0000000 --- a/tests/_artillery_telegraph_gas_preview.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://be13xddivhtr diff --git a/tests/_artillery_telegraph_gas_preview.tscn b/tests/_artillery_telegraph_gas_preview.tscn deleted file mode 100644 index cbcb749..0000000 --- a/tests/_artillery_telegraph_gas_preview.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/tests/_artillery_telegraph_rocky_preview.gd b/tests/_artillery_telegraph_rocky_preview.gd deleted file mode 100644 index eaa8372..0000000 --- a/tests/_artillery_telegraph_rocky_preview.gd +++ /dev/null @@ -1,20 +0,0 @@ -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() diff --git a/tests/_artillery_telegraph_rocky_preview.gd.uid b/tests/_artillery_telegraph_rocky_preview.gd.uid deleted file mode 100644 index 6571802..0000000 --- a/tests/_artillery_telegraph_rocky_preview.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://dlaxr7it3582h diff --git a/tests/_artillery_telegraph_rocky_preview.tscn b/tests/_artillery_telegraph_rocky_preview.tscn deleted file mode 100644 index c38c8e8..0000000 --- a/tests/_artillery_telegraph_rocky_preview.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/tests/_capture_points_preview.gd b/tests/_capture_points_preview.gd deleted file mode 100644 index 29a3ddf..0000000 --- a/tests/_capture_points_preview.gd +++ /dev/null @@ -1,54 +0,0 @@ -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) diff --git a/tests/_capture_points_preview.gd.uid b/tests/_capture_points_preview.gd.uid deleted file mode 100644 index 3c81cd3..0000000 --- a/tests/_capture_points_preview.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://njieetp3l0xc diff --git a/tests/_capture_points_preview.tscn b/tests/_capture_points_preview.tscn deleted file mode 100644 index 49c82d1..0000000 --- a/tests/_capture_points_preview.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/tests/_setup_editor_preview.gd b/tests/_setup_editor_preview.gd deleted file mode 100644 index 2cc48dd..0000000 --- a/tests/_setup_editor_preview.gd +++ /dev/null @@ -1,14 +0,0 @@ -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() diff --git a/tests/_setup_editor_preview.gd.uid b/tests/_setup_editor_preview.gd.uid deleted file mode 100644 index 5a63532..0000000 --- a/tests/_setup_editor_preview.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://dltm5ro7xcjii diff --git a/tests/_setup_editor_preview.tscn b/tests/_setup_editor_preview.tscn deleted file mode 100644 index bb4e3e8..0000000 --- a/tests/_setup_editor_preview.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/tests/_sniper_vs_chaser_preview.gd b/tests/_sniper_vs_chaser_preview.gd deleted file mode 100644 index 9f87fe5..0000000 --- a/tests/_sniper_vs_chaser_preview.gd +++ /dev/null @@ -1,76 +0,0 @@ -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 diff --git a/tests/_sniper_vs_chaser_preview.gd.uid b/tests/_sniper_vs_chaser_preview.gd.uid deleted file mode 100644 index 688d960..0000000 --- a/tests/_sniper_vs_chaser_preview.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://d2fj1p61hp2pk diff --git a/tests/_sniper_vs_chaser_preview.tscn b/tests/_sniper_vs_chaser_preview.tscn deleted file mode 100644 index a9680ba..0000000 --- a/tests/_sniper_vs_chaser_preview.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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") diff --git a/tests/test_artillery_enemy.gd b/tests/test_artillery_enemy.gd deleted file mode 100644 index 3fe97c0..0000000 --- a/tests/test_artillery_enemy.gd +++ /dev/null @@ -1,195 +0,0 @@ -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 diff --git a/tests/test_artillery_enemy.gd.uid b/tests/test_artillery_enemy.gd.uid deleted file mode 100644 index 33da4a1..0000000 --- a/tests/test_artillery_enemy.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://cv3lvd01j4kp diff --git a/tests/test_capture_points.gd b/tests/test_capture_points.gd deleted file mode 100644 index 1f281b7..0000000 --- a/tests/test_capture_points.gd +++ /dev/null @@ -1,210 +0,0 @@ -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 diff --git a/tests/test_capture_points.gd.uid b/tests/test_capture_points.gd.uid deleted file mode 100644 index e0c46e3..0000000 --- a/tests/test_capture_points.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://cmordwxwbr5ca diff --git a/tests/test_main_menu.gd b/tests/test_main_menu.gd index 8d2982f..5193f33 100644 --- a/tests/test_main_menu.gd +++ b/tests/test_main_menu.gd @@ -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; Map Editor is enabled and -# reaches PlanetSetupEditor.tscn (#48) +# 1. the menu loads with Play/Map Editor/Quit, the editor button starts +# disabled and explains itself instead of silently doing nothing # 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 not menu.editor_button.enabled: - return _fail("map editor button is not enabled (#48 shipped)") + if menu.editor_button.enabled: + return _fail("map editor button is not disabled ahead of #48") if menu.quit_button.visible != (not OS.has_feature("web")): return _fail("quit button visibility did not follow OS.has_feature('web')") @@ -43,22 +43,13 @@ 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) @@ -68,9 +59,9 @@ func _process(delta: float) -> bool: _press(menu.play_button) elapsed = 0.0 - stage = 3 + stage = 2 return false - 3: + 2: if elapsed < 0.3: return false var on_main: bool = current_scene != null and current_scene.name == "Main" diff --git a/tests/test_planet_atmosphere_transition.gd b/tests/test_planet_atmosphere_transition.gd index 109bfa2..84da9cb 100644 --- a/tests/test_planet_atmosphere_transition.gd +++ b/tests/test_planet_atmosphere_transition.gd @@ -6,14 +6,10 @@ 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 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. +# 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. var main_scene: Node var fleet: Node @@ -167,16 +163,11 @@ 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() - # 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 + 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 ]) - if not (ship_count_ok and composition_ok and no_asteroids and no_space_spawners): + if not (ship_count_ok and composition_ok and no_asteroids and no_enemies): print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (surface scene contents wrong)") quit(1) return true diff --git a/tests/test_planet_setups.gd b/tests/test_planet_setups.gd index 723be8b..9a735e7 100644 --- a/tests/test_planet_setups.gd +++ b/tests/test_planet_setups.gd @@ -12,15 +12,6 @@ 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 @@ -29,8 +20,6 @@ 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: @@ -53,7 +42,7 @@ 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 = PLANET_SETUP_SCRIPT.new() + var scratch: Resource = PlanetSetup.new() scratch.setup_id = "_test_scratch_setup" scratch.display_name = "Scratch" scratch.surface_profile_id = "rocky" @@ -100,14 +89,14 @@ func _process(delta: float) -> bool: if host.setup != rocky_setup: pending_surface.free() return _fail("host did not receive the deterministically resolved setup") - var point_count: int = 0 + var marker_count: int = 0 for child in host.get_children(): - if child.get_script() == CAPTURE_POINT_SCRIPT: - point_count += 1 - if point_count != rocky_setup.capture_points.size(): + if child is NeonPiece: + marker_count += 1 + if marker_count != rocky_setup.capture_points.size(): pending_surface.free() - return _fail("host placed %d capture points for %d authored ones" % [ - point_count, rocky_setup.capture_points.size() + return _fail("host placed %d markers for %d capture points" % [ + marker_count, rocky_setup.capture_points.size() ]) pending_surface.free() diff --git a/tests/test_setup_editor.gd b/tests/test_setup_editor.gd deleted file mode 100644 index fe8c572..0000000 --- a/tests/test_setup_editor.gd +++ /dev/null @@ -1,136 +0,0 @@ -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/.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 diff --git a/tests/test_setup_editor.gd.uid b/tests/test_setup_editor.gd.uid deleted file mode 100644 index 513f38c..0000000 --- a/tests/test_setup_editor.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://cegx70j0hkj4m diff --git a/tests/test_sniper_enemy.gd b/tests/test_sniper_enemy.gd deleted file mode 100644 index 3a4d369..0000000 --- a/tests/test_sniper_enemy.gd +++ /dev/null @@ -1,226 +0,0 @@ -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 diff --git a/tests/test_sniper_enemy.gd.uid b/tests/test_sniper_enemy.gd.uid deleted file mode 100644 index 410c027..0000000 --- a/tests/test_sniper_enemy.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://eaxineak2fte