extends SceneTree var main: Node var fleet: Node var skill: Node var elapsed := 0.0 func _initialize() -> void: var state: Node = root.get_node("GameState") state.buildings.clear() state.extractors.clear() state.transporters.clear() state.vessel_levels["unlock_gas_bomber"] = 1 # #60: shots draw from the fleet hold now - stock enough for both fires. state.fleet_gas_cargo = 20 main = load("res://world/Main.tscn").instantiate() root.add_child(main) fleet = main.get_node("Fleet") skill = main.get_node("GasBombController") func _process(delta: float) -> bool: elapsed += delta if elapsed < 0.2: return false main.get_node("EnemySpawner").set_process(false) main.get_node("AsteroidField").set_process(false) # Asteroids take damage now, so anything the field already placed # would soak a bomb meant for the enemies under test. for hazard in get_nodes_in_group("asteroids"): if is_instance_valid(hazard): hazard.free() fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([ GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_GAS_BOMBER])) skill._process(0.0) var first: Node = fleet.ships[0].get_component("gas_bomber") var second: Node = fleet.ships[1].get_component("gas_bomber") if not first.is_ready() or not second.is_ready() or not skill.button.enabled: return _fail("two fresh bombers did not each begin ready") skill.aim_target = Vector2(500, 0) skill._fire() skill._process(0.0) if first.is_ready() or not second.is_ready() or not skill.button.enabled: return _fail("the first shot disabled more than its firing bomber") # _filled_hull returns a LIST of polygons: a notched hull fills as two # separate puddles until the level rises past the notch, and the gas # bomber's tail is exactly such a notch. var hull: PackedVector2Array = fleet.ships[0].definition.hull_points var empty: Array = first._filled_hull(hull, 0.0) var half: Array = first._filled_hull(hull, 0.5) var half_points: int = 0 for piece in half: half_points += piece.size() if not empty.is_empty() or half_points < 3: return _fail("bomber cooldown did not produce an empty-to-filling hull") if skill.projectiles.size() != 1: return _fail("the first bomber did not launch exactly one projectile") skill.aim_target = Vector2(-500, 0) skill._fire() skill._process(0.0) if first.is_ready() or second.is_ready() or skill.button.enabled: return _fail("the skill stayed available after both bombers fired") if skill.projectiles.size() != 2: return _fail("independent bombers could not have shots in flight together") # Rearming one bomber restores one available shot without touching the # other bomber's cooldown. first.tick(5.0) # matches GasBombController.COOLDOWN skill._process(0.0) if not first.is_ready() or second.is_ready() or not skill.button.enabled: return _fail("one completed cooldown did not restore exactly one shot") print("TEST_GAS_BOMBER_COOLDOWNS: PASS") quit(0) return true func _fail(message: String) -> bool: print("TEST_GAS_BOMBER_COOLDOWNS: FAIL (%s)" % message) quit(1) return true