Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
300 lines
13 KiB
GDScript
300 lines
13 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_laser_vessel.gd
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# Forgejo #58: a manually aimed instant beam, modelled closely on the gas
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# bomber's press-drag-release skill shot (GasBombController/
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# VesselGasBomberComponent) but firing the instant the touch releases -
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# there is no projectile travel time to wait out.
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#
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# Covers:
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# A. the control is absent with no laser ship in the fleet, and appears
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# the moment one joins
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# B. the beam damages every enemy along its line, within beam_half_width,
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# and nothing off it or beyond its range
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# C. cooldown is per SHIP, not per fleet: two laser ships fire two shots
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# before the control disables (the exact bug fixed in eb79efd for
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# bombers)
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# D. the camera zooms out while aiming and restores afterward
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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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# Mirrors LaserController.BEAM_HALF_WIDTH'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 script has been observed to corrupt method resolution for the
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# WHOLE script. See tests/test_gas_bomber_cooldowns.gd's identical fix (#60).
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const BEAM_HALF_WIDTH: float = 38.0
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# Mirrored for the same reason, and it bites exactly as documented: a bare
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# DRAG_RADIUS here made every method call in this script
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# resolve against a plain Node2D.
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const DRAG_RADIUS: float = 260.0
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var on_line_enemies: Array = []
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var off_line_enemy: Node
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var beyond_range_enemy: Node
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var first_shooter: Node2D
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var second_shooter: Node2D
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var stage: int = 0
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var elapsed: float = 0.0
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var original_zoom: float = 2.5
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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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# Direct unlock, same shortcut unlock_vessel() itself uses internally -
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# this ticket is about the laser's own behaviour, not re-proving the
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# ship-lab research flow (already covered generically elsewhere).
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game_state.vessel_levels["unlock_laser"] = 1
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# #61: shots draw energy from the fleet hold now - stock enough for two
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# fires. Set BEFORE the first spawn_ships() call (inside Main.tscn's own
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# _ready(), triggered by instantiate() below): the fleet hold has no
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# capacity cap yet at this point (#56's cap is only computed once a
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# fleet composition exists), so this deposit can't be clamped by the
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# soon-to-exist all-laser fleet having zero "cargo" capability.
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 20)
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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("LaserController")
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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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# --- A. absent, then appears -------------------------------------
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if main.get_node("UI/LaserButton").visible:
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return _fail_now("laser control appeared without a laser ship")
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_LASER, GameState.VESSEL_LASER]))
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main.get_node("Camera2D").zoom = Vector2(original_zoom, original_zoom)
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skill._process(0.0)
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if not main.get_node("UI/LaserButton").visible:
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return _fail_now("a laser ship in the fleet did not reveal the laser control")
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print("control hidden with no laser ship, visible once one joins")
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# The beam fires FROM the specific ship LaserController picks, not
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# the fleet centroid (same discrepancy GasBombController already
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# has) - enemies are placed relative to that ship's own position,
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# not the centroid, so a non-zero formation offset can't put them
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# off the real beam line.
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first_shooter = skill._next_ready_laser_ship()
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if first_shooter == null:
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return _fail_now("no laser ship is ready right after spawning")
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if absf(first_shooter.get_component("laser").beam_range - 2900.0) > 0.1:
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return _fail_now("laser ship beam range was not doubled to 2900")
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# #201 tripled the beam's damage. Read off the COMPONENT rather
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# than off the definition, so a stat that stops reaching the hull
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# fails here instead of passing on the strength of its own file.
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if first_shooter.get_component("laser").damage != 6:
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return _fail_now("laser damage is %d, expected the tripled 6" \
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% first_shooter.get_component("laser").damage)
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var press := InputEventScreenTouch.new()
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press.index = 7
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var laser_button: Control = main.get_node("UI/LaserButton")
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press.position = laser_button.global_position + laser_button.size * 0.5
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press.pressed = true
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main._handle_touch(press)
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if not skill.aiming:
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return _fail_now("laser control did not begin aiming")
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# --- D. zoom-out while aiming --------------------------------
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var drag := InputEventScreenDrag.new()
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drag.index = 7
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drag.position = press.position + Vector2(300.0, 0.0)
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main._handle_drag(drag)
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# The aim view eases to its framing rather than cutting to it, so
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# the drag alone has not moved the camera yet.
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if not is_equal_approx(main.get_node("Camera2D").zoom.x, original_zoom):
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return _fail_now("the aim zoom jumped instead of easing")
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for _step in range(40):
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skill._process(0.05)
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if main.get_node("Camera2D").zoom.x >= original_zoom:
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return _fail_now("aiming did not zoom out")
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print("aiming eased the camera out instead of cutting to it")
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# #203: framed to twice the distance of the chosen target, so what
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# stands behind it is on screen too. The drag above is horizontal,
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# so the screen's narrow half is the binding one.
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var half_screen: Vector2 = skill.get_viewport_rect().size * 0.5 \
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- Vector2(54.0, 54.0)
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var aimed_distance: float = skill._aim_origin().distance_to(skill.aim_target)
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var framed: float = (aimed_distance * 2.0 + BEAM_HALF_WIDTH) \
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* main.get_node("Camera2D").zoom.x
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if framed > half_screen.x + 1.0:
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return _fail_now("framed %.0fpx of aim on %.0fpx of screen" \
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% [framed, half_screen.x])
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print("aiming framed twice the distance to the target")
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# --- B. targets: two on the line, one off it, one past range ---
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for offset in [Vector2(200.0, 0.0), Vector2(500.0, 0.0)]:
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var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
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enemy.position = first_shooter.global_position + offset
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main.add_child(enemy)
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enemy.speed = 0.0
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on_line_enemies.append(enemy)
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off_line_enemy = load("res://enemies/Enemy.tscn").instantiate()
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off_line_enemy.position = first_shooter.global_position \
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+ Vector2(200.0, BEAM_HALF_WIDTH + 60.0)
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main.add_child(off_line_enemy)
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off_line_enemy.speed = 0.0
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beyond_range_enemy = load("res://enemies/Enemy.tscn").instantiate()
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beyond_range_enemy.position = first_shooter.global_position + Vector2(3400.0, 0.0)
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main.add_child(beyond_range_enemy)
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beyond_range_enemy.speed = 0.0
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var release := InputEventScreenTouch.new()
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release.index = 7
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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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# Instant beam: the hit already landed by the time _handle_touch
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# returns, no travel time to wait out like the bomb's projectile.
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if skill.last_hit_count != 2:
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return _fail_now("beam hit %d enemies, expected 2" % skill.last_hit_count)
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for enemy in on_line_enemies:
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if not is_instance_valid(enemy) or enemy.hp >= enemy.max_hp:
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return _fail_now("an enemy on the beam line was not damaged")
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if not is_instance_valid(off_line_enemy) or off_line_enemy.hp != off_line_enemy.max_hp:
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return _fail_now("the beam damaged an enemy off its line")
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if not is_instance_valid(beyond_range_enemy) or beyond_range_enemy.hp != beyond_range_enemy.max_hp:
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return _fail_now("the beam damaged an enemy beyond its range")
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print("beam damaged exactly the 2 enemies on its line within range")
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# --- C. cooldown is per ship, not per fleet ---------------------
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if not main.get_node("UI/LaserButton").enabled:
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return _fail_now("firing one laser ship disabled the control with a second ship still ready")
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print("one ship fired; control stays enabled with the second ready")
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stage = 1
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elapsed = 0.0
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return false
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1:
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if elapsed < 0.3:
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return false
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second_shooter = skill._next_ready_laser_ship()
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if second_shooter == null or second_shooter == first_shooter:
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return _fail_now("the second shot was not offered to the other ship")
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var press2 := InputEventScreenTouch.new()
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press2.index = 8
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var laser_button: Control = main.get_node("UI/LaserButton")
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press2.position = laser_button.global_position + laser_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("laser control did not re-open aiming for the second shot")
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var drag2 := InputEventScreenDrag.new()
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drag2.index = 8
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drag2.position = press2.position + Vector2(0.0, 300.0)
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main._handle_drag(drag2)
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var release2 := InputEventScreenTouch.new()
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release2.index = 8
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release2.position = drag2.position
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release2.pressed = false
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main._handle_touch(release2)
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if main.get_node("UI/LaserButton").enabled:
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return _fail_now("both laser ships fired but the control is still enabled")
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print("second shot fired from the other ship - two ships, two shots, now disabled")
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stage = 2
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elapsed = 0.0
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return false
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2:
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# --- D continued: zoom restores after aiming ends ---------------
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if elapsed < 1.0:
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return false
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if absf(main.get_node("Camera2D").zoom.x - original_zoom) > 0.03:
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return _fail_now("camera did not restore its pre-aim zoom")
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print("camera zoom restored")
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# --- E. #201: the beam gets ordinary fire's aim helper ----------
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# Checked on the resolution itself rather than by firing again:
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# both hulls are still cooling down, and what the ticket asks for
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# is exactly that a drag resolves onto a nearby enemy.
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for spent in on_line_enemies + [off_line_enemy, beyond_range_enemy]:
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if is_instance_valid(spent):
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spent.free()
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var origin: Vector2 = skill._aim_origin()
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var in_cone: Node = load("res://enemies/Enemy.tscn").instantiate()
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in_cone.position = origin + Vector2(800.0, 0.0).rotated(deg_to_rad(20.0))
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main.add_child(in_cone)
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in_cone.speed = 0.0
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# Nearer than the one in the cone, and deliberately outside it:
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# the assist must not treat "closest" as "aimed at".
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var out_of_cone: Node = load("res://enemies/Enemy.tscn").instantiate()
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out_of_cone.position = origin + Vector2(600.0, 0.0).rotated(deg_to_rad(60.0))
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main.add_child(out_of_cone)
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out_of_cone.speed = 0.0
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var assisted: Vector2 = skill._calculate_aim_target(Vector2(300.0, 0.0), origin)
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if assisted.distance_to(in_cone.global_position) > 1.0:
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return _fail_now("a drag past an enemy inside the assist cone did not snap onto it")
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print("aiming snapped onto the enemy inside the assist cone")
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in_cone.free()
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var unassisted: Vector2 = skill._calculate_aim_target(Vector2(300.0, 0.0), origin)
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if unassisted.distance_to(origin + Vector2(2900.0, 0.0)) > 1.0:
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return _fail_now("the aim bent toward an enemy outside the assist cone")
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print("an enemy outside the cone left the aim where it was pointed")
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# --- F. the drag names a DEPTH, so the aim can reach past a
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# nearer target instead of always settling on the closest one.
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var near_enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
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near_enemy.position = origin + Vector2(700.0, 0.0)
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main.add_child(near_enemy)
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near_enemy.speed = 0.0
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# Further out and off to one side, but still inside the assist
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# cone: without depth this one is unreachable, because the nearer
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# enemy wins the cone every time.
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var far_enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
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far_enemy.position = origin + Vector2(2000.0, 0.0).rotated(deg_to_rad(10.0))
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main.add_child(far_enemy)
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far_enemy.speed = 0.0
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var near_drag := Vector2(700.0 / 2900.0 * DRAG_RADIUS, 0.0)
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var near_pick: Vector2 = skill._calculate_aim_target(near_drag, origin)
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if near_pick.distance_to(near_enemy.global_position) > 1.0:
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return _fail_now("a short drag did not settle on the nearer enemy")
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var far_drag := Vector2(2000.0 / 2900.0 * DRAG_RADIUS, 0.0) \
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.rotated(deg_to_rad(10.0))
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var far_pick: Vector2 = skill._calculate_aim_target(far_drag, origin)
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if far_pick.distance_to(far_enemy.global_position) > 1.0:
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return _fail_now("dragging further did not reach past the nearer enemy")
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print("drag depth selects between a near and a far target in the same cone")
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print("TEST_LASER_VESSEL: 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_LASER_VESSEL: FAIL (%s)" % message)
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quit(1)
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return true
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