#145 - the extractor quest could never be completed. Extractors are placed onto a planet from space and live in GameState.extractors, with their own position, stock and id; they are not in `buildings`. So the goal asked has_building_of_type("extractor"), which is false however many the player builds. Not the death the reporter guessed at - the quest was simply asking a question that had no yes. structure_exists() is the question anything wanting "does the player have one of these" should ask, and the quest model asks it now. The regression test builds every structure quest's target THE WAY THE GAME BUILDS IT and watches the goal flip, rather than knowing which array each one lands in - the knowing is what got this wrong in the first place. #144 - the build menu's status line is anchored to the top of the panel and its grid to the panel's centre, so the gap between the two is half the panel height. It was a written-down constant, correct only at 1280 tall; at 1080 the grid started four pixels ABOVE the status line and drew through it. Nothing about that geometry is written against a screen size any more. The band is measured from the header that is actually there, the pitch closes up to fit it (never below a row's own height, which is what makes overlap impossible rather than unlikely), and the column count rises until the rows fit - so a short window gets a wide grid instead of one running off the bottom. Ten structures now lay out as 5 columns at 900px tall, 4 at 1080, 3 at 1280 and 2 at 1600, clearing the header at every one, which is what the test walks. #143 - a hangar caption is "Gas Bomber\n2 available": two lines before autowrap and three after it in a narrow column, at a size fixed in the scene. Labels do not clip by default, so the third line was drawn over the icon of the row below. The size is fitted to the box the layout works out, and the box clips - the first keeps it legible, the second keeps it correct however the vessel names grow. Its box also overhung by exactly HANGAR_LABEL_GAP: the layout subtracted one gap where it needed two, above the caption and below it. Two pixels, but two pixels inside the next row's icon.
221 lines
8.8 KiB
GDScript
221 lines
8.8 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_build_menu_hides_locked.gd
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# Forgejo #21: a structure the player has not researched should not be in the
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# build menu at all, rather than sitting there greyed out.
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#
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# The menu is a fixed grid in Main.tscn, so simply hiding entries would leave
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# holes where they used to be - it is repacked from whatever is researched.
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#
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# Verifies:
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# 1. with nothing researched only the mothership is offered (it is
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# deliberately never gated - it is where research happens)
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# 2. researching a structure adds it, and it is placed, not left at
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# whatever offsets it happened to have in the scene file
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# 3. no gaps: what is shown occupies consecutive grid slots
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# 4. an entry alone on its row is centred, not hanging in the left column
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# 5. researched-but-not-usable is still shown greyed (an extractor with no
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# planet under the fleet is "not now", not "not yet")
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# 6. #136 - with every structure researched, no two entries overlap. The
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# grid used to be a fixed list of row positions read with a clamp, so
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# the first row that would not fit was drawn on top of another one
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# 7. #144 - and that holds at any window shape. The header is anchored to
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# the top of the panel and the grid to its centre, so the gap between
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# them is half the panel height - it was a constant measured at 1280,
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# and at 1080 the grid started above the status line and drew through it
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var game_state: Node
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var scene: Node
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var controller: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.reset_progression()
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game_state.rocks = 500
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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func _shown() -> Array:
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var out: Array = []
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for entry in controller.build_menu_entries:
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if entry[1].visible:
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out.append(entry)
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return out
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func _rect(node: Control) -> Rect2:
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return Rect2(Vector2(node.offset_left, node.offset_top),
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Vector2(node.offset_right - node.offset_left,
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node.offset_bottom - node.offset_top))
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func _slots() -> Array:
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# (row, x) of every visible button, in menu order.
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var out: Array = []
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for entry in _shown():
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var b: Control = entry[1]
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out.append([b.offset_top, b.offset_left + (b.offset_right - b.offset_left) / 2.0])
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return out
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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if elapsed < 0.2:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# --- 1. nothing researched ----------------------------------
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controller._refresh_build_status()
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var shown: Array = _shown()
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if shown.size() != 1 or shown[0][0] != GameState.BUILDING_MOTHERSHIP:
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var names: Array = []
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for e in shown:
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names.append(e[0])
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (unresearched structures on offer: %s)" % [names])
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quit(1)
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return true
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# --- 4. and it is centred, being alone on its row -----------
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var only: Array = _slots()[0]
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if absf(only[1]) > 0.01:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the only entry sits at x=%.1f instead of centred)" % only[1])
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quit(1)
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return true
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print("nothing researched -> only the mothership, centred")
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# --- 2. research three more ---------------------------------
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game_state.unlocked = ["shipyards", "logistics", "coordination"]
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controller._refresh_build_status()
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stage = 1
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return false
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1:
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var shown2: Array = _shown()
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if shown2.size() != 4:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched 3, expected 4 entries, got %d)" % shown2.size())
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quit(1)
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return true
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for e in shown2:
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if e[0] == GameState.BUILDING_TRANSPORT_HUB:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the unresearched transport hub is still listed)")
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quit(1)
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return true
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# --- 3. consecutive slots, no holes -------------------------
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var slots: Array = _slots()
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var columns: int = controller.menu_columns(slots.size())
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var rows: int = controller.menu_rows(slots.size())
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if columns != 2:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (4 entries laid out in %d columns)" % columns)
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quit(1)
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return true
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for i in range(slots.size()):
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var want_row: float = controller.menu_row_top(i / columns, rows, columns)
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if absf(slots[i][0] - want_row) > 0.01:
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print("slot %d at y=%.1f, expected row %d at y=%.1f" % [i, slots[i][0], i / columns, want_row])
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (a gap was left where a hidden entry used to be)")
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quit(1)
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return true
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var spacing: float = controller.menu_column_spacing(columns)
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var want_x: float = -spacing * 0.5 if i % 2 == 0 else spacing * 0.5
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if absf(slots[i][1] - want_x) > 0.01:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (entry %d at x=%.1f, expected %.1f)" % [i, slots[i][1], want_x])
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quit(1)
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return true
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print("4 entries packed into consecutive slots, no gaps")
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# --- 6. #136: nothing overlaps, with EVERY structure on offer -
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# The bug the ticket reported: the row list ran out and the last
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# entry was placed on top of one already there.
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(String(node.id))
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controller._refresh_build_status()
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var all_shown: Array = _shown()
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if all_shown.size() < 9:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (only %d structures unlocked - not the crowded case)" % all_shown.size())
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quit(1)
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return true
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for i in range(all_shown.size()):
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for j in range(i + 1, all_shown.size()):
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for part in [1, 2, 3]:
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var a: Control = all_shown[i][part]
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var b: Control = all_shown[j][part]
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if _rect(a).intersects(_rect(b)):
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (%s and %s overlap at %s / %s)" \
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% [all_shown[i][0], all_shown[j][0], _rect(a), _rect(b)])
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quit(1)
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return true
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print("%d structures on offer, in %d columns, nothing overlapping" \
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% [all_shown.size(), controller.menu_columns(all_shown.size())])
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# --- 7. #144: and at any window shape ------------------------
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# The grid is anchored to the panel's CENTRE and the status line
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# above it to the panel's TOP, so the gap between them is half
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# the panel height. It used to be a written-down constant, right
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# only at 1280 - at 1080 the grid started above the status line
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# and drew through it, which is what the ticket reported.
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var menu: Control = scene.get_node("UI/BuildMenu")
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var status: Control = scene.get_node("UI/BuildMenu/StatusLabel")
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var restore: float = menu.offset_bottom
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for panel_height in [900.0, 1080.0, 1280.0, 1600.0]:
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menu.anchor_bottom = 0.0
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menu.offset_top = 0.0
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menu.offset_bottom = panel_height
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controller._refresh_build_status()
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var half: float = menu.size.y * 0.5
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# The status line's own bottom, in the grid's centre-anchored
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# frame - which is the comparison that was never made.
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var header_bottom: float = status.offset_bottom - half
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var placed: Array = _shown()
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for a in range(placed.size()):
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for part in [1, 2, 3]:
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var box: Rect2 = _rect(placed[a][part])
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if box.position.y < header_bottom:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (at %.0fpx tall, %s is drawn at y=%.0f, above the status line at %.0f)" \
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% [panel_height, placed[a][0], box.position.y, header_bottom])
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quit(1)
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return true
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for b in range(a + 1, placed.size()):
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for part2 in [1, 2, 3]:
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if _rect(placed[a][part2]).intersects(_rect(placed[b][part2])):
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (at %.0fpx tall, %s and %s overlap)" \
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% [panel_height, placed[a][0], placed[b][0]])
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quit(1)
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return true
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print(" %.0fpx tall: %d columns, top row at %.0f, clear of the status line at %.0f" \
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% [panel_height, controller.menu_columns(placed.size()),
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_rect(placed[0][1]).position.y, header_bottom])
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menu.anchor_bottom = 1.0
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menu.offset_top = 0.0
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menu.offset_bottom = restore
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controller._refresh_build_status()
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print("the grid clears the header at every window shape")
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# --- 5. researched but not usable is shown, greyed ----------
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var extractor_shown: bool = false
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for e in shown2:
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if e[0] == GameState.BUILDING_EXTRACTOR:
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extractor_shown = true
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if e[1].enabled:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (extractor offered as usable with no planet under the fleet)")
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quit(1)
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return true
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if not extractor_shown:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched extractor hidden - 'not now' is not 'not yet')")
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quit(1)
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return true
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print("researched extractor shown but greyed, with no planet in reach")
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print("TEST_BUILD_MENU_HIDES_LOCKED: PASS")
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quit(0)
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return true
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return false
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