#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
81 lines
3 KiB
GDScript
81 lines
3 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_enemy_collision.gd
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# Verifies that an enemy touching a ship destroys that ship and takes it out
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# of the fleet.
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#
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# This used to also assert the enemy SURVIVED the touch. #82 reversed that for
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# the chaser - which is the enemy this spawns - so a ram now costs both. The
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# rule itself, including which enemies it applies to and what a shield does
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# about it, is tests/test_chaser_rams.gd; here it is only checked far enough
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# to confirm this test is exercising the ramming enemy it thinks it is.
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const CHECK_DELAY: float = 0.05
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var main_scene: Node
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var fleet: Node
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var enemy: Node
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var target_ship: Node
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var elapsed: float = 0.0
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var started: bool = false
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func _initialize() -> void:
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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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var packed: PackedScene = load("res://world/Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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func _physics_process(delta: float) -> bool:
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if not started:
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# Disabling EnemySpawner in _initialize() doesn't reliably stick -
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# a node's set_process(false) call made before it has fully
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# finished entering the tree can get silently reset once the
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# engine's own (deferred) tree-entry finalization runs, which
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# happens strictly after _ready(). Here, at the point _ready() is
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# already confirmed complete, it's safe.
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main_scene.get_node("EnemySpawner").set_process(false)
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# Crew the fleet HERE, not in _initialize(), for the same reason the
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# set_process(false) call above lives here: work done in _initialize()
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# can be undone by the engine's deferred tree-entry finalization. A
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# new game flies one vessel into three slots now, and this test needs
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# a full one.
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fleet.spawn_ships(5, Vector2.ZERO)
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target_ship = fleet.ships[0]
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var enemy_scene: PackedScene = load("res://enemies/Enemy.tscn")
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enemy = enemy_scene.instantiate()
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enemy.position = target_ship.position
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main_scene.add_child(enemy)
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started = true
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return false
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elapsed += delta
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if elapsed >= CHECK_DELAY:
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_finish()
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return true
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return false
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func _finish() -> void:
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var ship_destroyed: bool = not is_instance_valid(target_ship)
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var ship_removed_from_fleet: bool = fleet.ships.find(target_ship) == -1
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var fleet_count_ok: bool = fleet.ships.size() == 4
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# The chaser is destroyed by the impact too (#82).
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var enemy_died: bool = not is_instance_valid(enemy) or enemy.is_queued_for_deletion()
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print("ship_destroyed=%s ship_removed_from_fleet=%s ships_remaining=%d enemy_died=%s" % [
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ship_destroyed, ship_removed_from_fleet, fleet.ships.size(), enemy_died
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])
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if ship_destroyed and ship_removed_from_fleet and fleet_count_ok and enemy_died:
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print("TEST_ENEMY_COLLISION: PASS")
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quit(0)
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else:
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print("TEST_ENEMY_COLLISION: FAIL")
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quit(1)
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