spaceship/tests/test_outpost_garrison_patrol.gd
Loïc Wisniewski bd0cc842ff #105 (#97g): garrison vessels patrol and defend their outpost
A garrisoned vessel circles its post, engages what comes into range, and
goes back to circling. It steers by writing move_target and lets Ship's own
steering fly it, so it accelerates, banks and brakes exactly like a vessel
in the formation.

It is not in Fleet.ships. It does not follow the formation, does not count
against max_fleet_size(), and does not move when the player flies away -
which is the whole point of stationing it. A garrison that ate a fleet slot
would mean stationing a vessel cost the player a place in their own wedge.

The leash is the load-bearing part. Enemies are judged from the POST rather
than from the vessel, so a garrison that has drifted out to its leash cannot
see further still and be walked away from its outpost one enemy at a time,
and an engagement is clamped to a circle around the post rather than to a
straight line, so it still manoeuvres while pinned.

The orbit starts from where the vessel actually is rather than a random
bearing. A random one makes the first move_target a point on the far side of
the circle, and the vessel flies straight across the middle - through the
outpost it is guarding.

EnemyTargets.nearest_ship now searches the player_ships GROUP instead of
Fleet.ships: an enemy that ignored the guns shooting at it, because they
were not in the player's formation, would let a garrison hold a position
without ever being fought back.

The laser vessel is deliberately not garrisonable. Firing the laser lives in
LaserController, a fleet ability driven by the laser button, rather than in
VesselLaserComponent - so a garrisoned laser would hold its position and
never shoot, and offering a vessel that cannot fight is worse than a short
list.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:13:47 +02:00

217 lines
8.1 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_outpost_garrison_patrol.gd
# Forgejo #105 (#97g): "When a vessel is assigned to an outpost, it
# navigates around the outpost by itself, attacking nearby ennemies if any
# are detected."
#
# Covers:
# A. a crewed outpost puts a real vessel in the world, and that vessel is
# NOT in the fleet - it must not follow the formation, must not eat a
# fleet slot, and must not fly off when the player leaves
# B. left alone it circles its post rather than sitting on it
# C. an enemy inside its detection range is engaged and shot at
# D. it will not be walked away: an enemy beyond the leash is ignored, and
# an engagement never drags it further than the leash from its post
# E. it goes back to patrolling once the enemy is gone
# F. losing a garrison vessel frees the berth, so it gets crewed again
# G. enemies fight back - a garrison vessel is a target like any other
var game_state: Node
var main: Node
var fleet: Node
var field: Node
var outpost_id: int = 0
var guard: Node2D
var component: Node
var enemy: Node2D
var stage: int = 0
var elapsed: float = 0.0
var orbit_min: float = INF
var orbit_max: float = 0.0
var max_from_post: float = 0.0
var dummy_hp_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.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.vessel_deliveries.clear()
game_state.reset_progression()
game_state.reset_waves()
game_state.unlocked.append("forward_bases")
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
field = main.get_node("GarrisonField")
func _fail(message: String) -> bool:
print("TEST_OUTPOST_GARRISON_PATROL: FAIL (%s)" % message)
quit(1)
return true
# A pinned target that neither shoots back nor dies. The point of these
# stages is where the GARRISON goes and whether it fires, and a sniper that
# killed the guard mid-check, or a chaser that died to it, would end the
# observation before the thing being measured had happened.
func _dummy(at: Vector2) -> Node2D:
var dummy: Node2D = load("res://enemies/Enemy.tscn").instantiate()
dummy.enemy_id = "chaser"
dummy.position = at
main.add_child(dummy)
dummy.speed = 0.0
dummy.hp = 100000
return dummy
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
# The fleet is parked a long way off, so nothing here is the
# fleet's doing.
fleet.spawn_ships(1, Vector2(-9000.0, 0.0),
PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
fleet.ships[0].move_target = fleet.ships[0].position
main.get_node("BuildingField").place(GameState.BUILDING_OUTPOST, Vector2.ZERO)
outpost_id = int(game_state.buildings[-1].id)
game_state.set_garrison_desired(outpost_id, GameState.VESSEL_INTERCEPTOR, 1)
game_state.garrison_crew(outpost_id).append(GameState.VESSEL_INTERCEPTOR)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
# --- A. a real vessel, and not a fleet one -------------------
var here: Array = field.ships_at(outpost_id)
if here.size() != 1:
return _fail("a crewed outpost put %d vessels in the world" % here.size())
guard = here[0]
component = guard.get_component("garrison")
if component == null:
return _fail("the garrison vessel has no garrison component steering it")
if guard in fleet.ships:
return _fail("the garrison vessel joined the fleet")
if fleet.ships.size() != 1:
return _fail("stationing a vessel changed the fleet to %d ships" % fleet.ships.size())
print("outpost crewed with 1 vessel, fleet still %d and untouched" % fleet.ships.size())
elapsed = 0.0
stage = 2
return false
2:
# --- B. it circles the post ---------------------------------
var from_post: float = guard.global_position.length()
orbit_min = minf(orbit_min, from_post)
orbit_max = maxf(orbit_max, from_post)
if elapsed < 4.0:
return false
if component.is_engaging():
return _fail("the garrison thinks it is fighting with no enemy on the map")
if orbit_min < 40.0:
return _fail("the garrison sat on top of its outpost (closest %.0fpx)" % orbit_min)
if orbit_max > component.leash_range:
return _fail("patrolling took it %.0fpx from its post, past the %.0fpx leash" \
% [orbit_max, component.leash_range])
print("patrolled between %.0f and %.0fpx of its post" % [orbit_min, orbit_max])
# --- D (first half). an enemy beyond the leash is ignored ----
enemy = _dummy(Vector2(component.leash_range + component.engage_distance + 900.0, 0.0))
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 1.0:
return false
if component.is_engaging():
return _fail("the garrison went after an enemy well beyond its leash")
print("an enemy %.0fpx out is left alone" % enemy.global_position.length())
enemy.queue_free()
# --- C. an enemy in reach is engaged and shot at -------------
enemy = _dummy(Vector2(300.0, 0.0))
dummy_hp_before = enemy.hp
max_from_post = 0.0
elapsed = 0.0
stage = 4
return false
4:
if not is_instance_valid(guard):
return _fail("the garrison vessel was destroyed mid-engagement")
max_from_post = maxf(max_from_post, guard.global_position.length())
if elapsed < 2.5:
return false
if not component.is_engaging():
return _fail("an enemy 300px from the outpost was not engaged")
# Damage taken, not projectiles in flight: a bolt that has already
# connected has freed itself, so counting live ones at an instant
# reads zero exactly when the gun is working best.
if enemy.hp >= dummy_hp_before:
return _fail("the garrison engaged but the enemy took no damage")
# --- D (second half). the leash holds during a fight ---------
if max_from_post > component.leash_range + 60.0:
return _fail("the fight pulled it %.0fpx from its post, past a %.0fpx leash" \
% [max_from_post, component.leash_range])
print("engaged, took %d hp off it, and stayed within %.0fpx of its post" \
% [dummy_hp_before - enemy.hp, max_from_post])
# --- G. and it can be fought back ---------------------------
var targets: Script = load("res://enemies/EnemyTargets.gd")
var picked: Node2D = targets.nearest_ship(main, enemy.global_position)
if picked != guard:
return _fail("an enemy beside the garrison picks %s instead of it - it cannot be fought back" \
% ("nothing" if picked == null else str(picked.name)))
print("enemies see the garrison as a target too")
if is_instance_valid(enemy):
enemy.queue_free()
elapsed = 0.0
stage = 5
return false
5:
# --- E. back to the patrol ----------------------------------
if elapsed < 1.5:
return false
if component.is_engaging():
return _fail("the garrison is still fighting an enemy that is gone")
print("stood down and went back to its patrol")
# --- F. a lost vessel frees its berth ------------------------
if game_state.garrison_crew(outpost_id).size() != 1:
return _fail("the crew is not 1 before the kill")
guard.take_damage(1)
elapsed = 0.0
stage = 6
return false
6:
if elapsed < 0.3:
return false
if not game_state.garrison_crew(outpost_id).is_empty():
return _fail("a destroyed garrison vessel still holds its berth")
if game_state.garrison_desired_of(outpost_id, GameState.VESSEL_INTERCEPTOR) != 1:
return _fail("losing the vessel cancelled the order as well")
if field.ships_at(outpost_id).size() != 0:
return _fail("the dead vessel is still stationed")
print("losing the vessel frees the berth and leaves the order standing")
print("TEST_OUTPOST_GARRISON_PATROL: PASS")
quit(0)
return true
return false