GameState._advance_distorder_drain() runs in GameState._process() - not the distorder component's tick() - alongside extractor mining and production, so it (and the fleet's travel) keeps working across the space<->surface scene swap. Drain scales with how far above 1.0 the multiplier is: (fleet_speed_multiplier - 1.0) / (MAX - 1.0) * ENERGY_DRAIN_PER_SECOND (2.0 at full boost), accumulated fractionally the same way extractor mining_progress is so small multipliers still drain a nonzero amount instead of rounding to zero every frame. Running the fleet hold's energy to exactly zero force-resets fleet_speed_multiplier to 1.0 and raises a one-shot boost_depleted_notice flag, since GameState can't reach into whichever scene's SpeedFader may or may not currently exist. SpeedFader.gd consumes the flag on its next _process(), snaps its knob down (it was already reading the multiplier live, so this falls out for free) and shows "Out of energy!" - also clearing active_touch_index so a still-held drag can't immediately re-boost from the position the finger never moved away from. test_space_time_distorder.gd (#59) updated to stock fleet energy first, for the same reason #60/#61 needed it: boosting is no longer free, and that test's own multi-second boosted phases would otherwise get cut short mid-measurement by running out.
150 lines
6.6 KiB
GDScript
150 lines
6.6 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_distorder_energy.gd
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# Forgejo #62: sustaining a boost above the fleet's default speed drains
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# energy from the fleet hold, continuously, proportional to how far above
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# 1.0x the multiplier is.
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#
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# Most of this is pure GameState math (GameState._advance_distorder_drain,
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# called directly the same way other tests call _advance_lab_research/
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# _advance_production) - no Main.tscn/Fleet needed for it, which is itself
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# proof the drain is scene-independent (it lives in the autoload's own
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# _process(), unlike a component's tick() which only runs while its ship's
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# scene is loaded) and so "continues correctly across a landing and
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# return" without a scene-swap simulation to re-prove that.
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#
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# Covers:
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# A. sustained boost drains energy at the configured rate; half boost
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# drains proportionally less than full boost
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# B. a small multiplier still drains a nonzero amount over time - no
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# fractional rounding loss
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# D. at exactly 1.0x, energy is never consumed
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# C. hitting zero energy forces the multiplier back to 1.0, and the
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# SpeedFader visibly follows it down with the reason shown
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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 fader: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.reset_progression()
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game_state.fleet_speed_multiplier = 1.0
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 1000)
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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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# --- D. nothing drains at exactly 1.0x ----------------------------
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var before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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for i in range(60):
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game_state._advance_distorder_drain(1.0)
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if game_state.fleet_resource(GameState.RESOURCE_ENERGY) != before:
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return _fail_now("energy drained at 1.0x: %d -> %d" \
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% [before, game_state.fleet_resource(GameState.RESOURCE_ENERGY)])
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print("no drain at 1.0x, even over 60 simulated seconds")
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# --- A. full boost drains at the configured rate ------------------
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game_state.fleet_speed_multiplier = GameState.MAX_FLEET_SPEED_MULTIPLIER
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var full_before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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for i in range(10):
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game_state._advance_distorder_drain(1.0)
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var full_drained: int = full_before - game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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if full_drained != 20:
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return _fail_now("full boost drained %d over 10s, expected 20 (ENERGY_DRAIN_PER_SECOND=2.0)" \
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% full_drained)
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print("full boost drained %d over 10s, matches ENERGY_DRAIN_PER_SECOND" % full_drained)
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# --- A continued: half boost drains proportionally less -----------
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game_state.fleet_speed_multiplier = 2.0
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var half_before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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for i in range(10):
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game_state._advance_distorder_drain(1.0)
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var half_drained: int = half_before - game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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if half_drained <= 0 or half_drained >= full_drained:
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return _fail_now("half boost drained %d over 10s, expected between 0 and full's %d" \
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% [half_drained, full_drained])
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print("half boost drained %d over 10s - less than full's %d, still nonzero" \
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% [half_drained, full_drained])
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# --- B. a small multiplier still drains a nonzero amount ----------
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game_state.fleet_speed_multiplier = 1.05
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var small_before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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for i in range(600):
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game_state._advance_distorder_drain(0.1)
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var small_drained: int = small_before - game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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if small_drained <= 0:
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return _fail_now("a small (1.05x) sustained boost drained nothing over 60s - fractional rounding loss")
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print("small boost (1.05x) still drained %d over 60s (no rounding loss)" % small_drained)
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# --- C. running out resets the multiplier and raises the notice ---
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game_state.withdraw_fleet_resource(GameState.RESOURCE_ENERGY,
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game_state.fleet_resource(GameState.RESOURCE_ENERGY))
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 5)
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game_state.fleet_speed_multiplier = GameState.MAX_FLEET_SPEED_MULTIPLIER
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game_state.boost_depleted_notice = false
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for i in range(10):
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game_state._advance_distorder_drain(1.0)
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if game_state.fleet_resource(GameState.RESOURCE_ENERGY) != 0:
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return _fail_now("fleet energy did not reach exactly 0, got %d" \
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% game_state.fleet_resource(GameState.RESOURCE_ENERGY))
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if not is_equal_approx(game_state.fleet_speed_multiplier, 1.0):
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return _fail_now("multiplier was not forced back to 1.0 after running out: %f" \
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% game_state.fleet_speed_multiplier)
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if not game_state.boost_depleted_notice:
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return _fail_now("no depleted notice was raised when energy ran out")
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print("running out of energy dropped the multiplier to 1.0 and raised the notice")
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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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# --- C continued: the SpeedFader visibly follows it down ----------
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if elapsed < 0.2:
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return false
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main = load("res://Main.tscn").instantiate()
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root.add_child(main)
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fleet = main.get_node("Fleet")
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fader = main.get_node("UI/SpeedFader")
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fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_DISTORDER]))
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fader._process(0.0)
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if not fader.visible:
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return _fail_now("fader hidden with a distorder ship in the fleet")
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 4)
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game_state.set_fleet_speed_multiplier(GameState.MAX_FLEET_SPEED_MULTIPLIER)
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fader._process(0.0)
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if fader.knob_t < 0.9:
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return _fail_now("fader knob did not reflect the boosted multiplier before draining: %f" \
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% fader.knob_t)
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for i in range(10):
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game_state._advance_distorder_drain(1.0)
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if not is_equal_approx(game_state.fleet_speed_multiplier, 1.0):
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return _fail_now("multiplier was not forced back to 1.0 after running out (with a live fleet)")
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fader._process(0.0)
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if fader.knob_t > 0.05:
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return _fail_now("fader knob did not snap down after the boost was depleted: %f" % fader.knob_t)
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if fader.label.text != "Out of energy!":
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return _fail_now("fader did not show the depleted reason, text was '%s'" % fader.label.text)
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if game_state.boost_depleted_notice:
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return _fail_now("boost_depleted_notice was not consumed by the fader")
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print("fader visibly snapped its knob down and explained the depletion")
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print("TEST_DISTORDER_ENERGY: 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_DISTORDER_ENERGY: FAIL (%s)" % message)
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quit(1)
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return true
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