#157 was already satisfied - second_hull is quest 7 and extractor is quest 11 - so this pins the property rather than adding a quest: nothing costing more than a single hold may be asked for before the chain has grown the fleet or taught banking. It fails if either is ever moved behind it. #158 - a building's local costs may now be paid out of the fleet's hold. #12 made production cost resources physically DELIVERED rather than money out of the bank, and that stands: the bank is still not raided here. The hold is simply the other place resources physically are, and making the player park, open the transfer menu and move cargo across by hand was ceremony rather than a decision. But only WHERE THE FLEET IS, and that qualifier is the whole design. The first draft had no range on it and test_manual_supply_route caught it immediately: a crafter three thousand units away reached into the hold and spent ore the player had just withdrawn to carry somewhere else - which is exactly the complaint that got automatic banking removed in #24, arriving from the other direction. The range is Building.interact_radius, the same distance that decides whether the transfer button appears, so the rule is not a hidden one: if you could hand the cargo over, the building can take it. #159 - the mothership floored at 1hp, so a battered one sat there reading as dead and never exploded. That exemption existed to prevent a soft-lock, and the soft-lock turns out not to exist: the bank is GameState.bank_inventory and the hangar is stored_vessels, both of which outlive any building; the mothership is the one structure research never gates; it costs exactly what a single interceptor's hold carries; and ore comes from asteroids, which do not run out. So the way back is always mine, fly, rebuild - and that is what test_building_health now asserts, in place of the exemption that used to stand in for it.
226 lines
10 KiB
GDScript
226 lines
10 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_building_health.gd
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# Forgejo #99 (#97a): structures can be hurt, and can come down.
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#
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# Health lives on the RECORD in GameState rather than on the Building node,
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# because Main.tscn is destroyed and rebuilt on every trip to a planet
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# surface - damage kept on a node would heal itself the moment the player
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# landed. Most of this test therefore talks to GameState directly, and only
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# the last case looks at what the scene does with it.
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#
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# Covers:
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# A. every building definition declares a positive max_hp, and a fresh
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# record starts at full health
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# B. damage subtracts, reports survival, and enough of it destroys the
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# record outright
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# C. a record written before this existed reads as undamaged, not as
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# rubble - an existing save must not open on a field of wrecks
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# D. #159 - NOTHING is exempt from coming down, the mothership included.
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# It used to floor at 1hp to avoid a soft-lock, and a battered one sat
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# there reading as dead and never exploded. The soft-lock does not
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# exist: what is IN the mothership outlives it, and rebuilding it is
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# always reachable - so the way back is checked here rather than the
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# exemption that used to stand in for it
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# E. destroying a transport hub takes its transporters with it, and
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# nothing else keyed on the id is left pointing at a hole
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# F. the Building node follows its record out of existence, and shows
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# damage while it is still standing
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var game_state: Node
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var scene: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var destroyed_events: Array = []
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func _initialize() -> void:
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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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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.reset_progression()
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game_state.rocks = 5000
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func _fail(message: String) -> bool:
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print("TEST_BUILDING_HEALTH: FAIL (%s)" % message)
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quit(1)
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return true
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func _run_state_cases() -> bool:
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var definitions: Script = load("res://buildings/BuildingDefinitions.gd")
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# --- A. every structure declares what it can take -------------------
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for definition in definitions.all():
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if int(definition.max_hp) <= 0:
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return _fail("'%s' has max_hp %d - it would be rubble the moment it was placed" \
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% [definition.definition_id, definition.max_hp])
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var crafter_id: int = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(300.0, 0.0))
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var full: int = game_state.building_max_hp(GameState.BUILDING_SHIP_CRAFTER)
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if game_state.building_hp(crafter_id) != full:
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return _fail("a new crafter opened at %d of %d hp" \
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% [game_state.building_hp(crafter_id), full])
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if not is_equal_approx(game_state.building_health_fraction(crafter_id), 1.0):
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return _fail("a new crafter is not at full health")
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print("%d definitions all declare max_hp; a new crafter starts at %d" \
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% [definitions.all().size(), full])
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# --- B. damage, then death ------------------------------------------
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game_state.building_destroyed.connect(func(id: int, type: String):
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destroyed_events.append({"id": id, "type": type}))
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if game_state.damage_building(crafter_id, full - 1):
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return _fail("one hit point short of dead reported the crafter destroyed")
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if game_state.building_hp(crafter_id) != 1:
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return _fail("hp is %d after taking max_hp - 1" % game_state.building_hp(crafter_id))
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if game_state.building_health_fraction(crafter_id) >= 0.5:
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return _fail("a crafter on its last hit point still reads as healthy")
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if not game_state.damage_building(crafter_id, 1):
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return _fail("the last hit point did not destroy the crafter")
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if not game_state.find_building(crafter_id).is_empty():
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return _fail("the destroyed crafter is still in GameState.buildings")
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if destroyed_events.size() != 1 or int(destroyed_events[0].id) != crafter_id:
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return _fail("building_destroyed did not fire once for the crafter")
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# Fired AFTER the record went, so a listener sees the world without it.
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print("a crafter takes %d damage and comes down, announcing itself" % full)
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# --- C. a record from before this existed ---------------------------
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var legacy_id: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-300.0, 0.0))
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game_state.find_building(legacy_id).erase("hp")
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var lab_full: int = game_state.building_max_hp(GameState.BUILDING_SHIP_LAB)
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if game_state.building_hp(legacy_id) != lab_full:
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return _fail("a record with no hp field reads as %d, not the %d it should" \
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% [game_state.building_hp(legacy_id), lab_full])
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if game_state.damage_building(legacy_id, 1):
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return _fail("one point of damage levelled a building carried over from an old save")
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print("a pre-#99 record reads as undamaged (%d hp), not as rubble" % lab_full)
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# --- D. #159: the mothership comes down like anything else ----------
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var mothership_id: int = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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if game_state.building_is_indestructible(game_state.find_building(mothership_id)):
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return _fail("the mothership is still exempt - it would sit at 1hp reading as dead")
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# Stock the things that used to be the reason for the exemption, so
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# their survival is observed rather than assumed.
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 400)
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game_state.stored_vessels.append(GameState.VESSEL_INTERCEPTOR)
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if not game_state.damage_building(mothership_id, 999999):
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return _fail("enough damage did not destroy the mothership")
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if not game_state.find_building(mothership_id).is_empty():
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return _fail("the mothership record outlived its own destruction")
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# ...and the way back. This is what the exemption was protecting, so it
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# is what has to be true without it.
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if game_state.banked_resource(GameState.RESOURCE_ORE) != 400:
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return _fail("the bank died with the building - it holds %d" \
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% game_state.banked_resource(GameState.RESOURCE_ORE))
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if game_state.stored_vessels.is_empty():
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return _fail("the hangar died with the building")
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if game_state.research_for_building(GameState.BUILDING_MOTHERSHIP) != "":
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return _fail("rebuilding the mothership needs research, which needs a mothership")
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var rebuild: int = int(game_state.building_costs(GameState.BUILDING_MOTHERSHIP).get(
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GameState.RESOURCE_ORE, 0))
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var one_hold: int = game_state.fleet_cargo_capacity(
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PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
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if rebuild > one_hold:
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return _fail("a rebuild costs %d ore and one surviving hull carries %d - unreachable with the bank gone" \
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% [rebuild, one_hold])
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print("the mothership comes down; bank, hangar and an ungated %d-ore rebuild all survive it" \
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% rebuild)
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# Repair, on a fresh one - the last was destroyed on purpose above.
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var rebuilt_id: int = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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var at_full: int = game_state.building_max_hp(GameState.BUILDING_MOTHERSHIP)
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if game_state.damage_building(rebuilt_id, at_full - 5):
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return _fail("damage short of the last few points still destroyed it")
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if game_state.building_hp(rebuilt_id) != 5:
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return _fail("a battered mothership sits at %d hp, expected 5" \
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% game_state.building_hp(rebuilt_id))
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if game_state.repair_building(rebuilt_id, 999999) <= 0:
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return _fail("a battered mothership could not be repaired")
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if game_state.building_hp(rebuilt_id) != at_full:
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return _fail("repair did not take the mothership back to full")
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print("a rebuilt one takes damage down to %d and repairs back to %d" % [5, at_full])
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# --- E. a hub takes its transporters with it ------------------------
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var hub_id: int = game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(800.0, 0.0))
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var hub_transporters: int = 0
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for transporter in game_state.transporters:
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if int(transporter.get("hub_id", 0)) == hub_id:
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hub_transporters += 1
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if hub_transporters <= 0:
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return _fail("the hub provisioned no transporters, so this case proves nothing")
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var others: int = game_state.transporters.size() - hub_transporters
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if not game_state.destroy_building(hub_id):
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return _fail("the hub could not be destroyed")
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for transporter in game_state.transporters:
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if int(transporter.get("hub_id", 0)) == hub_id:
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return _fail("a transporter is still flying for a hub that no longer exists")
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if game_state.transporters.size() != others:
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return _fail("destroying the hub took %d unrelated transporters with it" \
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% (others - game_state.transporters.size()))
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print("destroying a hub retires its %d transporters and no others" % hub_transporters)
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return false
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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 _run_state_cases():
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return true
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# --- F. what the scene does with it -------------------------
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game_state.buildings.clear()
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game_state.transporters.clear()
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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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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if elapsed < 0.3:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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var field: Node = scene.get_node("BuildingField")
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field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(600.0, 0.0))
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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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if elapsed < 0.2:
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return false
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var field: Node = scene.get_node("BuildingField")
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var node: Node2D = null
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for b in field.spawned:
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if is_instance_valid(b) and b.building_type == GameState.BUILDING_SHIP_CRAFTER:
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node = b
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if node == null:
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return _fail("no crafter node was spawned")
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if node.is_damaged():
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return _fail("a freshly placed crafter already shows damage")
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game_state.damage_building(node.building_id, game_state.building_max_hp(
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GameState.BUILDING_SHIP_CRAFTER) / 2)
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node._process(0.0)
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if not node.is_damaged():
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return _fail("a crafter at half health does not show it")
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print("a half-wrecked crafter reads %.0f%%" % (node.health_fraction() * 100.0))
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game_state.damage_building(node.building_id, 999999)
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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 < 0.2:
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return false
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var field: Node = scene.get_node("BuildingField")
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for b in field.spawned:
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if is_instance_valid(b) and b.building_type == GameState.BUILDING_SHIP_CRAFTER:
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return _fail("the crafter node outlived the record it was built from")
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print("the node follows its record out of existence")
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print("TEST_BUILDING_HEALTH: PASS")
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quit(0)
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return true
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return false
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