#219: fleet capacity is a built, supplied thing rather than a researched one. The eight fleet-size doctrines are gone; capacity is one berth free plus one per Fleet Office standing. An office charges every 25s for the vessel in its berth, priced off that vessel's own build cost so an expensive hull is expensive to keep, and drawn from its own store the way a gas burner draws gas. An office that cannot pay goes dark, its vessel is scuttled, and the player is told through the same queue quest lines use - which reaches them on a planet surface too. An empty berth is idle rather than starved: an office is only failing while there is something in it to fail, and holding it disabled would leave a berth that could never be crewed and so could never be paid for again. Ships have no hit points and a shield absorbs a hit wholesale, so the lost vessel is scuttled rather than damaged - otherwise a shielded hull would survive its own eviction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
154 lines
6 KiB
GDScript
154 lines
6 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_gas_bomber_ammo.gd
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# Forgejo #60: gas bomb shots draw ammunition from the FLEET HOLD
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# (GameState.fleet_inventory), not the bank - the fleet has to be carrying
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# its own gas.
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#
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# Covers:
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# A. gas sitting in the bank does not enable firing - only the fleet
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# hold counts
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# B. with insufficient fleet gas the button is disabled, pressing it
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# explains why, and no projectile is created / no cooldown consumed
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# C. firing drains exactly GAS_PER_SHOT from the fleet hold and nothing
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# from the bank
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var game_state: Node
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var main: Node
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var fleet: Node
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var skill: Node
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var bomber_component: Node
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var stage: int = 0
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var elapsed: float = 0.0
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# Mirrors GasBombController.GAS_PER_SHOT's value rather than referencing
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# the class constant directly - a bare ClassName.CONST reference elsewhere
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# in a test
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# script has been observed to corrupt method resolution for the WHOLE
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# script (an unrelated skill._process() call earlier in the same file then
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# fails with "Nonexistent function '_process' in base 'Nil'"), root cause
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# unconfirmed. See tests/test_gas_bomber_cooldowns.gd's identical fix.
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const GAS_PER_SHOT: int = 5
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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.stored_vessels.clear()
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game_state.reset_progression()
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game_state.vessel_levels["unlock_gas_bomber"] = 1
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game_state.rocks = 0
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game_state.gas = 0
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game_state.fleet_gas_cargo = 0
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# #219: fleet capacity is built now - one berth free, one per Fleet
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# Office. This test flies more than one vessel, so it needs the offices
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# standing before the fleet spawns into them.
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load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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fleet = main.get_node("Fleet")
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skill = main.get_node("GasBombController")
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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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main.get_node("EnemySpawner").set_process(false)
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main.get_node("AsteroidField").set_process(false)
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# Asteroids are shootable now, and the laser and the bomb both
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# sweep them alongside enemies - so whatever the field already
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# spawned would be counted as a hit. Silencing the spawner is not
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# enough; what it placed before that has to go too. Same
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# clean-slate idiom as test_ship_lab.gd.
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for hazard in get_nodes_in_group("asteroids"):
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if is_instance_valid(hazard):
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hazard.free()
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# An interceptor rides along purely for its "cargo" capability
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# (#56): a fleet made only of a gas bomber has zero cargo
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# capacity, which would silently clamp every fleet_gas_cargo
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# assignment below to 0.
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_GAS_BOMBER]))
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bomber_component = fleet.ships[1].get_component("gas_bomber")
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skill._process(0.0)
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# --- A. bank gas does not count -----------------------------------
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game_state.gas = 500
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game_state.fleet_gas_cargo = 0
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skill._process(0.0)
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if skill.button.enabled:
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return _fail_now("500 banked gas (0 in the fleet hold) left the control enabled")
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print("500 banked gas, 0 fleet gas: control correctly disabled")
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# --- B. insufficient fleet gas --------------------------------------
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game_state.fleet_gas_cargo = GAS_PER_SHOT - 1
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skill._process(0.0)
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if skill.button.enabled:
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return _fail_now("fleet gas one short of GAS_PER_SHOT left the control enabled")
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var press := InputEventScreenTouch.new()
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press.index = 3
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press.position = skill.button.global_position + skill.button.size * 0.5
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press.pressed = true
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main._handle_touch(press)
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if skill.aiming:
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return _fail_now("aiming began despite insufficient fleet gas")
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if skill.status.text == "":
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return _fail_now("an unaffordable press did not explain itself")
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print("insufficient fleet gas: disabled, press explains itself, no aiming began")
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if not bomber_component.is_ready():
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return _fail_now("a refused press consumed the bomber's cooldown")
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if game_state.fleet_resource(GameState.RESOURCE_GAS) != GAS_PER_SHOT - 1:
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return _fail_now("a refused press spent fleet gas anyway")
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print("no cooldown consumed, no gas spent on a refused press")
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# --- C. exact ammo cost on a real shot ------------------------------
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game_state.fleet_gas_cargo = GAS_PER_SHOT + 7
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skill._process(0.0)
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if not skill.button.enabled:
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return _fail_now("enough fleet gas still left the control disabled")
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var press2 := InputEventScreenTouch.new()
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press2.index = 4
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press2.position = skill.button.global_position + skill.button.size * 0.5
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press2.pressed = true
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main._handle_touch(press2)
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if not skill.aiming:
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return _fail_now("an affordable press did not begin aiming")
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var drag := InputEventScreenDrag.new()
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drag.index = 4
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drag.position = press2.position + Vector2(-300.0, 0.0)
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main._handle_drag(drag)
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var release := InputEventScreenTouch.new()
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release.index = 4
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release.position = drag.position
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release.pressed = false
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main._handle_touch(release)
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if skill.projectiles.size() != 1:
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return _fail_now("a paid-for shot did not launch a projectile")
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if bomber_component.is_ready():
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return _fail_now("firing did not consume the bomber's cooldown")
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if game_state.fleet_resource(GameState.RESOURCE_GAS) != 7:
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return _fail_now("fleet gas after firing is %d, expected 7 (paid exactly %d)" \
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% [game_state.fleet_resource(GameState.RESOURCE_GAS), GAS_PER_SHOT])
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if game_state.gas != 500:
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return _fail_now("firing touched the bank (%d), expected it untouched at 500" % game_state.gas)
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print("firing drained exactly %d from the fleet hold, bank untouched" % GAS_PER_SHOT)
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print("TEST_GAS_BOMBER_AMMO: PASS")
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quit(0)
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return true
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return false
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func _fail_now(message: String) -> bool:
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print("TEST_GAS_BOMBER_AMMO: FAIL (%s)" % message)
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quit(1)
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return true
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