spaceship/tests/test_extractor_income.gd
2026-08-16 20:14:29 +02:00

100 lines
3.3 KiB
GDScript

extends SceneTree
# Extractors now mine into local stock. A hub-stationed transporter is the
# only route to the bank, and it waits for a full researched-size load.
var game_state: Node
var stage: int = 0
var elapsed: float = 0.0
var extractor_index: int = 0
var base_load: int = 0
var upgraded_load: int = 0
const MOTHERSHIP_AT := Vector2.ZERO
const HUB_AT := Vector2(100.0, 0.0)
const EXTRACTOR_AT := Vector2(300.0, 0.0)
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.rocks = 0
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.reset_progression()
game_state.research_points = 1
game_state.add_extractor("Test Planet", EXTRACTOR_AT)
extractor_index = 0
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# Mining is local even without a mothership or transporter.
if elapsed < 1.2:
return false
if game_state.extractor_stock(extractor_index) < 2 or game_state.rocks != 0:
_fail("extractor did not hold locally: stock=%d bank=%d" % [
game_state.extractor_stock(extractor_index), game_state.rocks])
return true
print("extractor mined locally: stock=%d bank=%d" % [
game_state.extractor_stock(extractor_index), game_state.rocks])
game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
if game_state.transporters.size() != game_state.hub_capacity():
_fail("hub did not provision its transporters")
return true
base_load = game_state.transporter_load_limit()
game_state.extractors[extractor_index].stock = base_load - 1
elapsed = 0.0
stage = 1
return false
1:
# No partial pickup: it stays local until it can fill the hold.
if elapsed < 0.2:
return false
if game_state.transporters[0].state != GameState.TRANSPORTER_IDLE or game_state.rocks != 0:
_fail("transporter left for a partial load")
return true
game_state.extractors[extractor_index].stock = base_load
elapsed = 0.0
stage = 2
return false
2:
# It must lift exactly the capacity amount, then bank it only when
# it reaches the mothership.
if game_state.rocks >= base_load:
print("full transporter load banked: %d ore" % base_load)
# Fund the lab purchase independently of the delivery assertion.
game_state.rocks = 100
game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-100.0, 0.0))
if not game_state.buy_upgrade("trn_capacity"):
_fail("could not research Expanded Hold at a ship lab")
return true
upgraded_load = game_state.transporter_load_limit()
if upgraded_load <= base_load:
_fail("Expanded Hold did not raise capacity")
return true
game_state.extractors[extractor_index].stock = upgraded_load
elapsed = 0.0
stage = 3
return false
if elapsed > 10.0:
_fail("full extractor load was never collected")
return true
return false
3:
if game_state.rocks >= 100 - 30 + upgraded_load:
print("Expanded Hold %d -> %d, upgraded load banked" % [base_load, upgraded_load])
print("TEST_EXTRACTOR_INCOME: PASS")
quit(0)
return true
if elapsed > 10.0:
_fail("upgraded load was not transported")
return true
return false
func _fail(message: String) -> void:
print("TEST_EXTRACTOR_INCOME: FAIL (%s)" % message)
quit(1)