#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
153 lines
6.2 KiB
GDScript
153 lines
6.2 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_laser_ammo.gd
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# Forgejo #61: laser shots draw ammunition from the FLEET HOLD
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# (GameState.fleet_inventory), the same way gas bomb shots do (#60) - the
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# fleet has to be carrying its own energy.
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#
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# Covers:
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# A. banked energy does not enable firing - only the fleet hold counts
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# B. with insufficient fleet energy the button is disabled, pressing it
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# explains why, and no beam is fired / no cooldown consumed
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# C. firing drains exactly ENERGY_PER_SHOT from the fleet hold and
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# nothing from the bank
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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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var laser_component: Node
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var stage: int = 0
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var elapsed: float = 0.0
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# Mirrors LaserController.ENERGY_PER_SHOT'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 (an unrelated skill._process() call earlier in the same
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# file then fails with "Nonexistent function '_process' in base 'Nil'"),
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# root cause unconfirmed. See tests/test_gas_bomber_cooldowns.gd's
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# identical fix (#60).
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const ENERGY_PER_SHOT: int = 8
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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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game_state.vessel_levels["unlock_laser"] = 1
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game_state.rocks = 0
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game_state.gas = 0
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game_state.fleet_gas_cargo = 0
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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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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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# An interceptor rides along purely for its "cargo" capability
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# (#56): a fleet made only of a laser ship has zero cargo
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# capacity, which would silently clamp every fleet energy
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# deposit below to 0.
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_LASER]))
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laser_component = fleet.ships[1].get_component("laser")
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skill._process(0.0)
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# --- A. bank energy does not count ----------------------------
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game_state.deposit_bank_resource(GameState.RESOURCE_ENERGY, 500)
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skill._process(0.0)
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if skill.button.enabled:
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return _fail_now("500 banked energy (0 in the fleet hold) left the control enabled")
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print("500 banked energy, 0 fleet energy: control correctly disabled")
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# --- B. insufficient fleet energy -------------------------------
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, ENERGY_PER_SHOT - 1)
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skill._process(0.0)
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if skill.button.enabled:
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return _fail_now("fleet energy one short of ENERGY_PER_SHOT left the control enabled")
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var press := InputEventScreenTouch.new()
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press.index = 3
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press.position = skill.button.global_position + skill.button.size * 0.5
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press.pressed = true
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main._handle_touch(press)
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if skill.aiming:
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return _fail_now("aiming began despite insufficient fleet energy")
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if skill.status.text == "":
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return _fail_now("an unaffordable press did not explain itself")
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print("insufficient fleet energy: disabled, press explains itself, no aiming began")
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if not laser_component.is_ready():
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return _fail_now("a refused press consumed the laser ship's cooldown")
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if game_state.fleet_resource(GameState.RESOURCE_ENERGY) != ENERGY_PER_SHOT - 1:
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return _fail_now("a refused press spent fleet energy anyway")
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print("no cooldown consumed, no energy spent on a refused press")
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# --- C. exact ammo cost on a real shot -----------------------------
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 8)
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skill._process(0.0)
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if not skill.button.enabled:
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return _fail_now("enough fleet energy still left the control disabled")
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var fleet_energy_before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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var press2 := InputEventScreenTouch.new()
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press2.index = 4
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press2.position = skill.button.global_position + skill.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("an affordable press did not begin aiming")
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var drag := InputEventScreenDrag.new()
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drag.index = 4
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drag.position = press2.position + Vector2(-300.0, 0.0)
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main._handle_drag(drag)
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var release := InputEventScreenTouch.new()
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release.index = 4
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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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if laser_component.is_ready():
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return _fail_now("firing did not consume the laser ship's cooldown")
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var fleet_energy_after: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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if fleet_energy_before - fleet_energy_after != ENERGY_PER_SHOT:
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return _fail_now("firing spent %d fleet energy, expected exactly %d" \
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% [fleet_energy_before - fleet_energy_after, ENERGY_PER_SHOT])
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if game_state.banked_resource(GameState.RESOURCE_ENERGY) != 500:
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return _fail_now("firing touched the bank (%d), expected it untouched at 500" \
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% game_state.banked_resource(GameState.RESOURCE_ENERGY))
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print("firing drained exactly %d from the fleet hold, bank untouched" % ENERGY_PER_SHOT)
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print("TEST_LASER_AMMO: 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_AMMO: FAIL (%s)" % message)
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quit(1)
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return true
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