extends SceneTree # Forgejo #188: the authored, non-editor boss planet and its complete weak- # point loop. This test drives the real landed surface and encounter nodes. # # Covers: # A. the planet/profile are registered, dev mode plants it nearby, and its # scripted profile is excluded from the map editor # B. landing composes BossEncounter instead of a PlanetSetup and does not # mark the world conquered for free # C. phase one spawns an octopus wave with exactly one marked hatchling # D. killing the marked hatchling sends a visible return to the boss and # opens an attackable tentacle eye # E. three destroyed eyes start the three-lane laser phase # F. destroying every eye defeats the boss, persists conquest, and a second # landing does not resurrect it const COMBAT_TARGET = preload("res://core/CombatTarget.gd") const BOSS_SCRIPT = preload("res://boss/OctopusBoss.gd") var state: Node var surface: Node var encounter: Node var boss: Node2D var stage: int = 0 var elapsed: float = 0.0 func _initialize() -> void: state = root.get_node("GameState") state.reset_new_game() state.intro_active = false state.reset_quests(false) state.planet_name = "Many-Eyed Deep" state.planet_id = "test:boss:planet" state.planet_definition_id = PlanetDefinitions.BOSS_ID state.surviving_ship_count = 1 state.surviving_vessel_types = PackedStringArray([GameState.VESSEL_INTERCEPTOR]) surface = load("res://surface/PlanetSurface.tscn").instantiate() root.add_child(surface) current_scene = surface func _process(delta: float) -> bool: elapsed += delta match stage: 0: if elapsed < 0.2: return false # --- A. definition, dev placement, editor exclusion ---------- var definition: Resource = PlanetDefinitions.get_definition( PlanetDefinitions.BOSS_ID) if definition == null or definition.definition_id != PlanetDefinitions.BOSS_ID \ or definition.surface_profile_id != "boss" \ or definition.visual_scene == null: return _fail("boss planet definition is not registered") # Load at runtime, after the GameState autoload has compiled. Resolving # the whole surface registry while that autoload is still compiling # also pulls in pickup scripts which legitimately refer back to it. var surface_profiles: Script = load("res://surface/PlanetSurfaceProfiles.gd") var profile: Resource = surface_profiles.get_profile("boss") if profile == null or profile.encounter_scene == null: return _fail("boss surface has no scripted encounter") if profile.editor_visible or "boss" in surface_profiles.editor_profile_ids(): return _fail("boss surface is configurable in the map editor") state.dev_mode = true var boss_chunk: Variant = null for chunk in WorldGen.DEV_PLANET_CHUNKS: if String(WorldGen.DEV_PLANET_CHUNKS[chunk]) == PlanetDefinitions.BOSS_ID: boss_chunk = chunk break if boss_chunk == null or not WorldGen.has_planet_at_chunk(boss_chunk) \ or String(WorldGen.planet_data_at_chunk(boss_chunk).definition_id) \ != PlanetDefinitions.BOSS_ID: return _fail("dev mode does not plant the boss planet") state.dev_mode = false var normal_boss_found: bool = false for x in range(-24, 25): for y in range(-24, 25): var chunk := Vector2i(x, y) if WorldGen.has_planet_at_chunk(chunk) \ and String(WorldGen.planet_data_at_chunk(chunk).get( "definition_id", "")) == PlanetDefinitions.BOSS_ID: normal_boss_found = true break if normal_boss_found: break if not normal_boss_found: return _fail("normal world generation never produces the boss planet") print("boss planet registered, editor-hidden, and generated normally plus in dev mode") # --- B. generic surface composition --------------------------- encounter = surface.get_node_or_null("SurfaceFeatures/BossEncounter") if encounter == null: return _fail("landing did not compose BossEncounter") if surface.get_node_or_null("SurfaceFeatures/PlanetSetupHost") != null: return _fail("boss planet was routed through configurable PlanetSetup") if state.total_capture_points(state.planet_id) != 1 \ or state.is_planet_conquered(state.planet_id): return _fail("boss planet did not start as one unfinished persistent objective") if surface.get_node("UI/CaptureLabel").visible: return _fail("ordinary capture-point status is visible during the boss encounter") boss = encounter.get_node("Boss") boss.wave_timer = 999.0 boss.laser_timer = 999.0 if boss.eyes.size() != boss.EYE_COUNT: return _fail("boss has %d tentacle eyes, expected %d" \ % [boss.eyes.size(), boss.EYE_COUNT]) for eye in boss.eyes: if eye.opened or eye.is_in_group(COMBAT_TARGET.GROUP): return _fail("a tentacle eye starts open and attackable") # --- C. phase-one wave ---------------------------------------- boss.spawn_wave() var minions: Array = get_nodes_in_group("boss_minions") if minions.size() != boss.minions_per_wave: return _fail("phase one spawned %d hatchlings, expected %d" \ % [minions.size(), boss.minions_per_wave]) var marked: Node = null for minion in minions: if minion.marked: if marked != null: return _fail("one wave contains more than one marked hatchling") marked = minion else: minion.take_damage(999) if marked == null: return _fail("phase-one wave has no marked hatchling") if not get_nodes_in_group("boss_returns").is_empty(): return _fail("an ordinary hatchling returned energy to the boss") marked.take_damage(999) var returns: Array = get_nodes_in_group("boss_returns") if returns.size() != 1: return _fail("marked death launched %d returns, expected one" % returns.size()) returns[0].speed = 4000.0 print("phase one spawned a wave; the marked kill returned toward the boss") stage = 1 elapsed = 0.0 return false 1: # --- D. return opens an attackable eye ------------------------ if boss.eyes_opened < 1: if elapsed > 1.0: var pending: Array = get_nodes_in_group("boss_returns") var detail: String = "no return remains" if not pending.is_empty(): detail = "return at %s, boss at %s, speed %.1f, processing %s" % [ pending[0].global_position, boss.global_position, pending[0].speed, pending[0].is_processing()] return _fail("marked energy reached no tentacle eye (%s)" % detail) return false var eye: Node = boss.eyes[0] if not eye.opened or not eye.is_in_group(COMBAT_TARGET.GROUP): return _fail("returned energy did not make the eye attackable") var hp_before: int = eye.hp eye.take_damage(1) if eye.hp != hp_before - 1: return _fail("an open eye ignored weapon damage") eye.take_damage(999) if boss.eyes_destroyed != 1: return _fail("destroying the first eye did not damage the boss") print("return opened a tentacle eye; the eye accepted damage and broke") _open_return() stage = 2 elapsed = 0.0 return false 2: if boss.eyes_opened < 2: if elapsed > 1.0: return _fail("second marked return opened no eye") return false boss.eyes[1].take_damage(999) _open_return() stage = 3 elapsed = 0.0 return false 3: # --- E. phase two and laser pattern --------------------------- if boss.eyes_opened < 3: if elapsed > 1.0: return _fail("third marked return opened no eye") return false boss.eyes[2].take_damage(999) if boss.phase != BOSS_SCRIPT.Phase.LASER_STORM: return _fail("three broken eyes did not start the laser phase") boss.laser_timer = 999.0 boss.fire_laser_volley() var beams: Array = get_nodes_in_group("boss_lasers") if beams.size() != 3: return _fail("laser phase launched %d beams, expected three lanes" % beams.size()) if beams[0].aim_direction.is_equal_approx(beams[1].aim_direction) \ or beams[1].aim_direction.is_equal_approx(beams[2].aim_direction): return _fail("laser volley lanes all aim in the same direction") for beam in beams: if beam.phase != 0 or beam.charge_left <= 0.0: return _fail("boss laser was not telegraphed before firing") beam.queue_free() boss.spawn_wave() var phase_two_minions: Array = get_nodes_in_group("boss_minions") var phase_two_marked: int = 0 for minion in phase_two_minions: if minion.marked: phase_two_marked += 1 minion.retire() if phase_two_minions.size() != 3 or phase_two_marked != 1: return _fail("laser phase no longer supplies one marked target to open remaining eyes") print("three broken eyes started a telegraphed three-lane laser phase") # --- F. all eyes -> persistent victory ------------------------ for i in range(3, boss.EYE_COUNT): boss.eyes[i].open_eye() boss.eyes[i].take_damage(999) if boss.phase != BOSS_SCRIPT.Phase.DEFEATED or boss.visible: return _fail("breaking every eye did not defeat and hide the boss") if not state.is_planet_conquered(state.planet_id): return _fail("boss victory did not persist through planet conquest state") print("all eyes broken: boss defeated and planet conquest persisted") surface.free() surface = load("res://surface/PlanetSurface.tscn").instantiate() root.add_child(surface) current_scene = surface stage = 4 elapsed = 0.0 return false 4: if elapsed < 0.2: return false var second_encounter: Node = surface.get_node_or_null( "SurfaceFeatures/BossEncounter") if second_encounter == null: return _fail("second landing lost the boss encounter host") var second_boss: Node = second_encounter.get_node("Boss") if second_boss.phase != BOSS_SCRIPT.Phase.DEFEATED or second_boss.visible: return _fail("defeated boss resurrected on the second landing") if not "DEAD" in second_encounter.status_label.text: return _fail("second landing does not report the defeated boss") print("second landing keeps the boss dead") print("TEST_BOSS_PLANET: PASS") quit(0) return true return false func _open_return() -> void: boss.accept_marked_kill(boss.global_position + Vector2(12, 0)) var returns: Array = get_nodes_in_group("boss_returns") for returning in returns: returning.speed = 4000.0 func _fail(message: String) -> bool: print("TEST_BOSS_PLANET: FAIL (%s)" % message) quit(1) return true