extends SceneTree # Headless gameplay test: run with # godot --headless -s res://tests/test_laser_ammo.gd # Forgejo #61: laser shots draw ammunition from the FLEET HOLD # (GameState.fleet_inventory), the same way gas bomb shots do (#60) - the # fleet has to be carrying its own energy. # # Covers: # A. banked energy does not enable firing - only the fleet hold counts # B. with insufficient fleet energy the button is disabled, pressing it # explains why, and no beam is fired / no cooldown consumed # C. firing drains exactly ENERGY_PER_SHOT from the fleet hold and # nothing from the bank var game_state: Node var main: Node var fleet: Node var skill: Node var laser_component: Node var stage: int = 0 var elapsed: float = 0.0 # Mirrors LaserController.ENERGY_PER_SHOT's value rather than referencing # the class constant directly - a bare ClassName.CONST reference elsewhere # in a test script has been observed to corrupt method resolution for the # WHOLE script (an unrelated skill._process() call earlier in the same # file then fails with "Nonexistent function '_process' in base 'Nil'"), # root cause unconfirmed. See tests/test_gas_bomber_cooldowns.gd's # identical fix (#60). const ENERGY_PER_SHOT: int = 8 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.reset_progression() game_state.vessel_levels["unlock_laser"] = 1 game_state.rocks = 0 game_state.gas = 0 game_state.fleet_gas_cargo = 0 main = load("res://world/Main.tscn").instantiate() root.add_child(main) fleet = main.get_node("Fleet") skill = main.get_node("LaserController") 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) # Asteroids are shootable now, and the laser and the bomb both # sweep them alongside enemies - so whatever the field already # spawned would be counted as a hit. Silencing the spawner is not # enough; what it placed before that has to go too. Same # clean-slate idiom as test_ship_lab.gd. for hazard in get_nodes_in_group("asteroids"): if is_instance_valid(hazard): hazard.free() # An interceptor rides along purely for its "cargo" capability # (#56): a fleet made only of a laser ship has zero cargo # capacity, which would silently clamp every fleet energy # deposit below to 0. fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([ GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER])) laser_component = fleet.ships[1].get_component("laser") skill._process(0.0) # --- A. bank energy does not count ---------------------------- game_state.deposit_bank_resource(GameState.RESOURCE_ENERGY, 500) skill._process(0.0) if skill.button.enabled: return _fail_now("500 banked energy (0 in the fleet hold) left the control enabled") print("500 banked energy, 0 fleet energy: control correctly disabled") # --- B. insufficient fleet energy ------------------------------- game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, ENERGY_PER_SHOT - 1) skill._process(0.0) if skill.button.enabled: return _fail_now("fleet energy one short of ENERGY_PER_SHOT left the control enabled") var press := InputEventScreenTouch.new() press.index = 3 press.position = skill.button.global_position + skill.button.size * 0.5 press.pressed = true main._handle_touch(press) if skill.aiming: return _fail_now("aiming began despite insufficient fleet energy") if skill.status.text == "": return _fail_now("an unaffordable press did not explain itself") print("insufficient fleet energy: disabled, press explains itself, no aiming began") if not laser_component.is_ready(): return _fail_now("a refused press consumed the laser ship's cooldown") if game_state.fleet_resource(GameState.RESOURCE_ENERGY) != ENERGY_PER_SHOT - 1: return _fail_now("a refused press spent fleet energy anyway") print("no cooldown consumed, no energy spent on a refused press") # --- C. exact ammo cost on a real shot ----------------------------- game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 8) skill._process(0.0) if not skill.button.enabled: return _fail_now("enough fleet energy still left the control disabled") var fleet_energy_before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY) var press2 := InputEventScreenTouch.new() press2.index = 4 press2.position = skill.button.global_position + skill.button.size * 0.5 press2.pressed = true main._handle_touch(press2) if not skill.aiming: return _fail_now("an affordable press did not begin aiming") var drag := InputEventScreenDrag.new() drag.index = 4 drag.position = press2.position + Vector2(-300.0, 0.0) main._handle_drag(drag) var release := InputEventScreenTouch.new() release.index = 4 release.position = drag.position release.pressed = false main._handle_touch(release) if laser_component.is_ready(): return _fail_now("firing did not consume the laser ship's cooldown") var fleet_energy_after: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY) if fleet_energy_before - fleet_energy_after != ENERGY_PER_SHOT: return _fail_now("firing spent %d fleet energy, expected exactly %d" \ % [fleet_energy_before - fleet_energy_after, ENERGY_PER_SHOT]) if game_state.banked_resource(GameState.RESOURCE_ENERGY) != 500: return _fail_now("firing touched the bank (%d), expected it untouched at 500" \ % game_state.banked_resource(GameState.RESOURCE_ENERGY)) print("firing drained exactly %d from the fleet hold, bank untouched" % ENERGY_PER_SHOT) print("TEST_LASER_AMMO: PASS") quit(0) return true return false func _fail_now(message: String) -> bool: print("TEST_LASER_AMMO: FAIL (%s)" % message) quit(1) return true