extends SceneTree # Headless gameplay test: run with # godot --headless -s res://tests/test_gas_bomber_ammo.gd # Forgejo #60: gas bomb shots draw ammunition from the FLEET HOLD # (GameState.fleet_inventory), not the bank - the fleet has to be carrying # its own gas. # # Covers: # A. gas sitting in the bank does not enable firing - only the fleet # hold counts # B. with insufficient fleet gas the button is disabled, pressing it # explains why, and no projectile is created / no cooldown consumed # C. firing drains exactly GAS_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 bomber_component: Node var stage: int = 0 var elapsed: float = 0.0 # Mirrors GasBombController.GAS_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. const GAS_PER_SHOT: int = 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.reset_progression() game_state.vessel_levels["unlock_gas_bomber"] = 1 game_state.rocks = 0 game_state.gas = 0 game_state.fleet_gas_cargo = 0 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) # 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 gas bomber has zero cargo # capacity, which would silently clamp every fleet_gas_cargo # assignment below to 0. fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([ GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_GAS_BOMBER])) bomber_component = fleet.ships[1].get_component("gas_bomber") skill._process(0.0) # --- A. bank gas does not count ----------------------------------- game_state.gas = 500 game_state.fleet_gas_cargo = 0 skill._process(0.0) if skill.button.enabled: return _fail_now("500 banked gas (0 in the fleet hold) left the control enabled") print("500 banked gas, 0 fleet gas: control correctly disabled") # --- B. insufficient fleet gas -------------------------------------- game_state.fleet_gas_cargo = GAS_PER_SHOT - 1 skill._process(0.0) if skill.button.enabled: return _fail_now("fleet gas one short of GAS_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 gas") if skill.status.text == "": return _fail_now("an unaffordable press did not explain itself") print("insufficient fleet gas: disabled, press explains itself, no aiming began") if not bomber_component.is_ready(): return _fail_now("a refused press consumed the bomber's cooldown") if game_state.fleet_resource(GameState.RESOURCE_GAS) != GAS_PER_SHOT - 1: return _fail_now("a refused press spent fleet gas anyway") print("no cooldown consumed, no gas spent on a refused press") # --- C. exact ammo cost on a real shot ------------------------------ game_state.fleet_gas_cargo = GAS_PER_SHOT + 7 skill._process(0.0) if not skill.button.enabled: return _fail_now("enough fleet gas still left the control disabled") 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 skill.projectiles.size() != 1: return _fail_now("a paid-for shot did not launch a projectile") if bomber_component.is_ready(): return _fail_now("firing did not consume the bomber's cooldown") if game_state.fleet_resource(GameState.RESOURCE_GAS) != 7: return _fail_now("fleet gas after firing is %d, expected 7 (paid exactly %d)" \ % [game_state.fleet_resource(GameState.RESOURCE_GAS), GAS_PER_SHOT]) if game_state.gas != 500: return _fail_now("firing touched the bank (%d), expected it untouched at 500" % game_state.gas) print("firing drained exactly %d from the fleet hold, bank untouched" % GAS_PER_SHOT) print("TEST_GAS_BOMBER_AMMO: PASS") quit(0) return true return false func _fail_now(message: String) -> bool: print("TEST_GAS_BOMBER_AMMO: FAIL (%s)" % message) quit(1) return true