spaceship/tests/test_ship_death.gd
Loïc Wisniewski 1f5fecd371 Buy fleet berths with Fleet Offices
#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
2026-09-05 17:09:27 +02:00

228 lines
8.8 KiB
GDScript

extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_ship_death.gd
# Forgejo #130: "they would break away from the fleet by a few metres, and
# end up exploding a little further off, with a rather more explosive
# explosion than just a light animation."
#
# Three claims, and the first one is the one that could quietly break
# everything else: the wreck must be SCENERY. A dying ship kept alive to
# animate would still be an Area2D in the player_ships group with live
# weapon components - still shooting, still a target, still colliding - so
# the test checks that the fleet, the group and the node are all rid of it
# on the same frame they always were.
#
# Covers:
# A. the ship itself dies immediately: out of the fleet, out of the group,
# freed - exactly as before
# B. a wreck is left behind, and it travels AWAY from the fleet
# C. it explodes where it ended up, not where it was hit
# D. the explosion is a real one - and no quieter than the one an enemy
# gets, which is the comparison #130 is making
# E. #135 - the prologue hands over an interceptor even when the belt has
# taken every escort
var game_state: Node
var scene: Node
var fleet: Node2D
var stage: int = 0
var elapsed: float = 0.0
var wreck: Node2D
var wreck_start: Vector2 = Vector2.ZERO
var fleet_centre: Vector2 = Vector2.ZERO
var last_wreck_at: Vector2 = Vector2.ZERO
var ships_before: int = 0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.reset_new_game()
game_state.intro_active = false
game_state.reset_quests()
func _fail(message: String) -> bool:
print("TEST_SHIP_DEATH: FAIL (%s)" % message)
quit(1)
return true
func _wrecks() -> Array:
var out: Array = []
for node in root.get_children():
if node is ShipWreckVFX:
out.append(node)
return out
func _explosions() -> Array:
var out: Array = []
for node in root.get_children():
if node is ShipExplosionVFX:
out.append(node)
return out
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# #219: fleet capacity is built now - one berth free, one per Fleet
# Office. This test flies more than one vessel, so it needs the offices
# standing before the fleet spawns into them.
load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
fleet = scene.get_node("Fleet")
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.4:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# A wedge, so there is a formation to break away FROM.
fleet.spawn_ships(3, Vector2.ZERO,
PackedStringArray([GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_INTERCEPTOR]))
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
if fleet.ships.size() != 3:
return _fail("wanted a fleet of 3 to kill one out of, got %d" % fleet.ships.size())
fleet_centre = fleet.get_centroid()
var doomed: Node2D = fleet.ships[0]
wreck_start = doomed.position
var before: int = get_nodes_in_group("player_ships").size()
doomed.take_damage(1)
# --- A. the ship is gone, on this frame ------------------
if fleet.ships.size() != 2:
return _fail("a killed ship is still in the fleet (%d ships)" % fleet.ships.size())
if is_instance_valid(doomed) and not doomed.is_queued_for_deletion():
return _fail("a killed ship was not freed")
ships_before = before
print("the ship leaves the fleet and is freed on the frame it dies")
# --- B. and leaves a wreck behind ------------------------
var wrecks: Array = _wrecks()
if wrecks.size() != 1:
return _fail("%d wrecks left behind, expected 1" % wrecks.size())
wreck = wrecks[0]
if wreck.position.distance_to(wreck_start) > 1.0:
return _fail("the wreck did not start where the ship died")
last_wreck_at = wreck.position
elapsed = 0.0
stage = 3
return false
3:
# Halfway through the drift: still there, and further out.
if elapsed < ShipWreckVFX.DRIFT_SECONDS * 0.5:
return false
if not is_instance_valid(wreck):
return _fail("the wreck was gone before it had finished drifting")
# A frame has passed, so the deletion queue has been flushed: the
# dead ship is out of the group the enemies pick targets from.
if get_nodes_in_group("player_ships").size() != ships_before - 1:
return _fail("a killed ship is still in the player_ships group a frame later")
var travelled: float = wreck.position.distance_to(wreck_start)
if travelled < 40.0:
return _fail("the wreck drifted %.0fpx - it is meant to break away" % travelled)
# Away from the fleet, not through it.
if wreck.position.distance_to(fleet_centre) <= wreck_start.distance_to(fleet_centre):
return _fail("the wreck drifted towards the fleet, not away from it")
if wreck.rotation == 0.0:
return _fail("the wreck is not tumbling")
last_wreck_at = wreck.position
print("wreck drifted %.0fpx clear of the fleet, tumbling" % travelled)
elapsed = 0.0
stage = 4
return false
4:
if elapsed < ShipWreckVFX.DRIFT_SECONDS:
return false
# --- C. it went up where it ended up ---------------------
if is_instance_valid(wreck) and not wreck.is_queued_for_deletion():
return _fail("the wreck never exploded")
var blasts: Array = _explosions()
if blasts.is_empty():
return _fail("the wreck vanished without an explosion")
var at: Vector2 = blasts[0].position
if at.distance_to(wreck_start) < 40.0:
return _fail("the explosion happened at the kill (%.0fpx away), not out where the wreck drifted to" \
% at.distance_to(wreck_start))
print("it exploded %.0fpx from where the ship was hit" % at.distance_to(wreck_start))
# --- D. and it is a real explosion -----------------------
var ours: ShipExplosionVFX = ShipExplosionVFX.new()
var theirs: EnemyExplosionVFX = EnemyExplosionVFX.new()
if ours.shockwave_radius <= 0.0:
return _fail("a lost vessel still goes up without a shockwave")
if ours.particle_count < theirs.particle_count:
return _fail("losing a vessel (%d particles) is quieter than killing an enemy (%d)" \
% [ours.particle_count, theirs.particle_count])
if ours.lifetime < theirs.lifetime:
return _fail("a lost vessel's explosion is shorter than an enemy's")
print("player explosion: %d particles over %.2fs, shockwave %.0f (enemy: %d over %.2fs)" \
% [ours.particle_count, ours.lifetime, ours.shockwave_radius,
theirs.particle_count, theirs.lifetime])
ours.free()
theirs.free()
# --- E. #135: the prologue's survivor --------------------
scene.free()
game_state.reset_new_game()
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
fleet = scene.get_node("Fleet")
elapsed = 0.0
stage = 5
return false
5:
if elapsed < 0.4:
return false
var director: Node2D = scene.get_node("IntroDirector")
var narration: Control = scene.get_node("UI/NarrationBanner")
narration.clear()
# The belt takes every escort on the way through - the corners of
# the convoy are the exposed part of it. This is the case #135
# reported: what is left is all cargo.
for i in range(fleet.ships.size() - 1, -1, -1):
var ship: Node2D = fleet.ships[i]
if String(ship.vessel_type) == GameState.VESSEL_INTERCEPTOR:
fleet.ships.remove_at(i)
fleet.formation_offsets.remove_at(i)
ship.free()
if fleet.ships.is_empty():
return _fail("the test emptied the convoy instead of stripping its escorts")
for ship in fleet.ships:
if String(ship.vessel_type) == GameState.VESSEL_INTERCEPTOR:
return _fail("an escort survived the test's own belt")
print("convoy stripped to %d holds and no escorts" % fleet.ships.size())
director._begin(director.Beat.VORTEX)
if not fleet.has_vessel_type(GameState.VESSEL_INTERCEPTOR):
return _fail("the vortex began with no basic vessel to leave behind")
if String(director._survivor().vessel_type) != GameState.VESSEL_INTERCEPTOR:
return _fail("the survivor is a %s" % director._survivor().vessel_type)
director.finish()
if fleet.ships.size() != GameState.STARTING_SHIP_COUNT:
return _fail("the prologue handed over %d vessels" % fleet.ships.size())
if String(fleet.ships[0].vessel_type) != GameState.VESSEL_INTERCEPTOR:
return _fail("the prologue handed over a %s, not the basic vessel" \
% fleet.ships[0].vessel_type)
print("with every escort lost, the prologue still hands over an interceptor")
print("TEST_SHIP_DEATH: PASS")
quit(0)
return true
return false