Every cooling vessel logged "Invalid polygon data, triangulation failed" once per frame, for as long as its cooldown ran - 16 of them in a single test_laser_vessel run. The fill was drawn anyway, so nothing looked wrong, but it buried real errors in test logs. _filled_hull cut each hull edge against the fill line itself, which is Sutherland-Hodgman, and Sutherland-Hodgman is only sound for a CONVEX subject. Hulls are not: the gas bomber has a tail notch and the distorder a waist. On those it stitched the pieces back together with a zero-width bridge, and a polygon with a zero-width bridge is not one the triangulator accepts. Geometry2D.intersect_polygons does the clipping properly and returns a list of polygons, which is also the truer answer - a notched hull genuinely fills as two puddles until the level rises past the notch. A weld-and-area guard stays in front of the renderer for repeated vertices and slivers. Zero triangulation errors across the vessel tests now. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
83 lines
3 KiB
GDScript
83 lines
3 KiB
GDScript
extends SceneTree
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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 elapsed := 0.0
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func _initialize() -> void:
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var state: Node = root.get_node("GameState")
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state.buildings.clear()
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state.extractors.clear()
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state.transporters.clear()
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state.vessel_levels["unlock_gas_bomber"] = 1
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# #60: shots draw from the fleet hold now - stock enough for both fires.
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state.fleet_gas_cargo = 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("GasBombController")
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func _process(delta: float) -> bool:
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elapsed += delta
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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 take damage now, so anything the field already placed
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# would soak a bomb meant for the enemies under test.
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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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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_GAS_BOMBER]))
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skill._process(0.0)
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var first: Node = fleet.ships[0].get_component("gas_bomber")
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var second: Node = fleet.ships[1].get_component("gas_bomber")
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if not first.is_ready() or not second.is_ready() or not skill.button.enabled:
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return _fail("two fresh bombers did not each begin ready")
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skill.aim_target = Vector2(500, 0)
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skill._fire()
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skill._process(0.0)
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if first.is_ready() or not second.is_ready() or not skill.button.enabled:
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return _fail("the first shot disabled more than its firing bomber")
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# _filled_hull returns a LIST of polygons: a notched hull fills as two
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# separate puddles until the level rises past the notch, and the gas
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# bomber's tail is exactly such a notch.
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var hull: PackedVector2Array = fleet.ships[0].definition.hull_points
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var empty: Array = first._filled_hull(hull, 0.0)
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var half: Array = first._filled_hull(hull, 0.5)
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var half_points: int = 0
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for piece in half:
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half_points += piece.size()
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if not empty.is_empty() or half_points < 3:
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return _fail("bomber cooldown did not produce an empty-to-filling hull")
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if skill.projectiles.size() != 1:
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return _fail("the first bomber did not launch exactly one projectile")
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skill.aim_target = Vector2(-500, 0)
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skill._fire()
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skill._process(0.0)
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if first.is_ready() or second.is_ready() or skill.button.enabled:
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return _fail("the skill stayed available after both bombers fired")
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if skill.projectiles.size() != 2:
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return _fail("independent bombers could not have shots in flight together")
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# Rearming one bomber restores one available shot without touching the
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# other bomber's cooldown.
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first.tick(5.0) # matches GasBombController.COOLDOWN
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skill._process(0.0)
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if not first.is_ready() or second.is_ready() or not skill.button.enabled:
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return _fail("one completed cooldown did not restore exactly one shot")
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print("TEST_GAS_BOMBER_COOLDOWNS: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_GAS_BOMBER_COOLDOWNS: FAIL (%s)" % message)
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quit(1)
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return true
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