extends SceneTree var game_state: Node var main: Node var fleet: Node var skill: GasBombController var inside_enemies: Array = [] var outside_enemy: Node var stage := 0 var elapsed := 0.0 var original_zoom := 2.5 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.vessel_deliveries.clear() game_state.reset_progression() game_state.rocks = 0 game_state.gas = 0 game_state.fleet_cargo = 0 game_state.fleet_gas_cargo = 0 game_state.build_time_scale = 0.01 # Research is gas-only: any amount of ore and 29 gas must still leave it # waiting, then the thirtieth unit starts and completes the unlock. var lab_id: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2.ZERO) if not game_state.queue_lab_research(lab_id, "unlock_gas_bomber"): _fail_now("could not queue Gas Bomber research") return game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_ORE, 200) game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_GAS, 29) game_state._advance_lab_research(10.0) if game_state.outstanding_resource_cost(lab_id, GameState.RESOURCE_GAS) != 1 \ or game_state.outstanding_resource_cost(lab_id, GameState.RESOURCE_ORE) != 0: _fail_now("research shortfall was not tracked as gas") return if game_state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER): _fail_now("Gas Bomber unlocked without its full gas cost") return game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_GAS, 1) game_state._advance_lab_research(10.0) if not game_state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER): _fail_now("30 gas did not unlock the Gas Bomber") return # Crafting requires both resources and preserves the vessel type. var crafter_id: int = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2.ZERO) if not game_state.queue_order(crafter_id, GameState.VESSEL_GAS_BOMBER): _fail_now("unlocked Gas Bomber could not be queued") return game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_ORE, 10) game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 7) game_state._advance_production(10.0) if game_state.outstanding_resource_cost(crafter_id, GameState.RESOURCE_GAS) != 1 \ or game_state.outstanding_resource_cost(crafter_id, GameState.RESOURCE_ORE) != 0: _fail_now("crafting shortfall was not tracked as gas") return if not game_state.order_list(crafter_id).is_empty() \ and bool(game_state.order_list(crafter_id)[0].started): _fail_now("Gas Bomber started with insufficient gas") return game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 1) game_state._advance_production(10.0) if game_state.stored_vessels != [GameState.VESSEL_GAS_BOMBER]: _fail_now("crafting did not produce a typed Gas Bomber") return main = load("res://Main.tscn").instantiate() root.add_child(main) fleet = main.get_node("Fleet") skill = main.get_node("GasBombController") func _process(delta: float) -> bool: elapsed += delta match stage: 0: if elapsed < 0.2: return false main.get_node("EnemySpawner").set_process(false) main.get_node("AsteroidField").set_process(false) if main.get_node("UI/GasBombButton").visible: return _fail_now("bomb control appeared without a Gas Bomber") fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([ GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_GAS_BOMBER])) main.get_node("Camera2D").zoom = Vector2(original_zoom, original_zoom) skill._process(0.0) if not main.get_node("UI/GasBombButton").visible: return _fail_now("fleet Gas Bomber did not reveal the bomb control") var press := InputEventScreenTouch.new() press.index = 7 var bomb_button: Control = main.get_node("UI/GasBombButton") press.position = bomb_button.global_position + bomb_button.size * 0.5 press.pressed = true main._handle_touch(press) if not skill.aiming: return _fail_now("bomb control did not begin aiming") var drag := InputEventScreenDrag.new() drag.index = 7 drag.position = Vector2(350, 700) main._handle_drag(drag) if main.get_node("Camera2D").zoom.x >= original_zoom: return _fail_now("long aim did not zoom out") for offset in [Vector2(-60, 0), Vector2(70, 35)]: var enemy: Node = load("res://Enemy.tscn").instantiate() enemy.position = skill.aim_target + offset enemy.speed = 0.0 main.add_child(enemy) inside_enemies.append(enemy) outside_enemy = load("res://Enemy.tscn").instantiate() outside_enemy.position = skill.aim_target + Vector2(GasBombController.AOE_RADIUS + 80.0, 0) outside_enemy.speed = 0.0 main.add_child(outside_enemy) var release := InputEventScreenTouch.new() release.index = 7 release.position = drag.position release.pressed = false main._handle_touch(release) if not skill.projectile_active: return _fail_now("release did not throw a gas bomb") elapsed = 0.0 stage = 1 1: if elapsed < 2.5: return false if skill.last_hit_count != 2: return _fail_now("AOE hit %d enemies instead of 2" % skill.last_hit_count) for enemy in inside_enemies: if is_instance_valid(enemy): return _fail_now("an enemy inside the AOE survived") if not is_instance_valid(outside_enemy) or outside_enemy.hp != outside_enemy.max_hp: return _fail_now("the AOE damaged an enemy outside its radius") if absf(main.get_node("Camera2D").zoom.x - original_zoom) > 0.03: return _fail_now("camera did not restore its pre-aim zoom") print("TEST_GAS_BOMBER: PASS") quit(0) return true return false func _fail_now(message: String) -> bool: print("TEST_GAS_BOMBER: FAIL (%s)" % message) quit(1) return true