#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
143 lines
5.1 KiB
GDScript
143 lines
5.1 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_planet_landing_proximity.gd
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# Verifies flying the fleet onto a planet's landing radius makes
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# PlanetField.get_planet_fleet_is_on() return it, and that flying back
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# away clears it - without the planet destroying the ships (planets are
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# landable, not hazards).
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var main_scene: Node
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var fleet: Node
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var planet_field: Node
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var target_chunk: Vector2i
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var elapsed: float = 0.0
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var stage: int = 0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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# Not a black hole: it destroys ships on contact, and this
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# scan takes the FIRST planet it finds. That used to be the gas
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# giant guaranteed in the origin chunk; with that guarantee gone
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# the scan can land the fleet on something that kills it, which
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# is not what either of these tests is about.
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if WorldGen.has_planet_at_chunk(chunk) \
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and String(WorldGen.planet_data_at_chunk(chunk).get("definition_id", "")) != "black_hole":
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("FAIL: could not find any chunk with a planet to test with")
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quit(1)
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return
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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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planet_field = main_scene.get_node("PlanetField")
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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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# target_chunk is guaranteed ASTEROID_FIELD biome (a
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# prerequisite for having a planet), so regular drifting
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# asteroids/enemies could also spawn nearby and destroy a ship
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# mid-test - isolate it, same as other focused tests do.
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#
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# This has to happen on the first tick, not in _initialize():
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# a node's set_process(false) call made before it has fully
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# finished entering the tree doesn't reliably stick - the
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# engine's own (deferred) tree-entry finalization, which runs
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# strictly after _ready(), can silently reset it back to
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# enabled. Here, at the point _ready() is already confirmed
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# complete (fleet.ships is reliably populated by now), it's safe.
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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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# Crew the fleet HERE rather than in _initialize(): work done
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# there can be undone by the engine's deferred tree-entry
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# finalization, the same reason the set_process(false) calls
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# above live at this point. A new game flies one vessel now.
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fleet.spawn_ships(5, Vector2.ZERO)
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# Silencing the field does not remove what it already placed, and
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# those keep drifting - a rock taking the fleet out mid-test reads
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# here as a landing failure.
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for rock in get_nodes_in_group("asteroids"):
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if is_instance_valid(rock):
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rock.queue_free()
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# PlanetField only scans chunks near the fleet's CURRENT
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# position, so it never even looks at target_chunk unless the
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# fleet is already nearby - move it there first.
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var near_pos: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near_pos
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fleet.move_to(near_pos)
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elapsed = 0.0
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stage = 1
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return false
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1:
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# Wait for PlanetField to spawn the target planet.
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if elapsed < planet_field.check_interval + 0.1:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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print("TEST_PLANET_LANDING_PROXIMITY: FAIL (planet never spawned)")
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quit(1)
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return true
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elapsed = 0.0
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stage = 2
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return false
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2:
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# Fly the fleet exactly onto the planet.
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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elapsed = 0.0
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stage = 3
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return false
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3:
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if elapsed < 0.1:
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return false
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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var query_ok: bool = planet_field.get_planet_fleet_is_on() == planet
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var ships_alive: bool = fleet.ships.size() == 5
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print("query_ok=%s ships_alive=%s" % [query_ok, ships_alive])
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if not (query_ok and ships_alive):
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print("TEST_PLANET_LANDING_PROXIMITY: FAIL (landing detection)")
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quit(1)
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return true
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var far_pos: Vector2 = planet.position + Vector2(5000, 5000)
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for ship in fleet.ships:
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ship.position = far_pos
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fleet.move_to(far_pos)
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < 0.1:
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return false
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var query_cleared_ok: bool = planet_field.get_planet_fleet_is_on() == null
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print("query_cleared_ok=%s" % query_cleared_ok)
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if query_cleared_ok:
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print("TEST_PLANET_LANDING_PROXIMITY: PASS")
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quit(0)
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else:
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print("TEST_PLANET_LANDING_PROXIMITY: FAIL (leaving detection)")
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quit(1)
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return true
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return false
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