#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the player reads it, reskinned to match: a symmetric hull flaring into an engine skirt instead of the lopsided warped lump, an engine bell with a thrust plume instead of the wobbling ring glyph, and energy's own yellow instead of purple, since energy is what it burns. The internal id stays "distorder" - it is the capability string, the unlock key and the component scene name, and renaming the wiring would be a large mechanical change with no player-visible effect. Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used to add a flat 1.0, so a fleet that could afford six simply drove at six times cruise and the vessel stopped being a choice. Base-2 makes the rule one sentence - every doubling adds another 1.0 - and leaves two propulsers worth exactly what they were worth before, so nothing already built is devalued. #78 - a gas burner can be paused. It converts gas the player may want for bombs into energy they may not need yet, and the only way to stop it was to demolish it. The action is data-driven like every other: the visual's ActionProvider lists "pause", and any converter can adopt it. Pause is the burner's PRIMARY action, so it is one tap rather than a menu; the button shows what it will DO, bars while running and a play triangle while stopped; and the building itself goes visibly cold, because a paused building that looked identical to a running one would be a setting to remember rather than see. Conversion progress is left where it was rather than reset, so switching off and on again does not discard a part-finished unit. #79 - picking something up says so. A "+N" with the resource's own mark rises and fades where it happened. Built from the SAME glyph the resource tables and transfer rows use, so a material added to the catalog later cannot end up with one mark in the HUD and a different one in the world. A pickup a full hold REFUSES raises nothing. Two Godot traps cost real time here and are now written down where the next person will hit them: - a `#` comment inside a .tres [resource] block is not a comment. It parses as part of the preceding value and silently blanks the property after it. One in DistorderVesselDefinition.tres left definition_id empty, which surfaced as "<blank> did not resolve its definition" in a test far from the edit. The note lives in VesselDefinition.gd now. - a global class_name is not reliably resolvable, INCLUDING a script's own inside its own static function. ResourcePickupVFX.new() failed to compile when reached through a preview scene, taking Rock and the gas vents with it. It has no class_name now and constructs itself by path. Suite 114/114. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
140 lines
4.9 KiB
GDScript
140 lines
4.9 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_pickup_feedback.gd
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# Forgejo #79: collecting used to be silent - a rock vanished and a number in
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# the corner of the screen changed. Which number, and by how much, was left
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# for the player to notice. A "+N" in the resource's own colour now rises
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# where the pickup happened.
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#
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# Covers:
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# A. collecting ore raises a marker at the pickup point, carrying the right
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# resource and amount
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# B. it is built from the resource catalog's own glyph, so a material added
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# later cannot end up with one mark in the HUD and another in the world
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# C. it clears itself up rather than accumulating one node per pickup
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# D. a pickup that is REFUSED - a full hold - raises nothing, so the marker
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# never claims something the player did not get
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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 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.buildings.clear()
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game_state.extractors.clear()
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game_state.reset_progression()
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main = load("res://Main.tscn").instantiate()
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root.add_child(main)
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current_scene = main
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fleet = main.get_node("Fleet")
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const PICKUP_VFX = preload("res://ResourcePickupVFX.gd")
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func _markers() -> Array:
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var found: Array = []
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for node in root.get_children():
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if node.get_script() == PICKUP_VFX:
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found.append(node)
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return found
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func _drop_rock_on_fleet() -> Node2D:
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var rock: Node2D = load("res://Rock.tscn").instantiate()
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rock.build_shape(7)
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rock.position = fleet.ships[0].global_position
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main.add_child(rock)
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return rock
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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 < 0.3:
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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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for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("rocks"):
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if is_instance_valid(hazard):
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hazard.free()
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fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 0)
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if not _markers().is_empty():
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return _fail("a pickup marker existed before anything was collected")
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_drop_rock_on_fleet()
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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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if elapsed < 0.4:
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return false
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# --- A. one marker, right resource, right amount --------------
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var markers: Array = _markers()
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if markers.size() != 1:
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return _fail("collecting one rock raised %d markers" % markers.size())
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var marker: Node2D = markers[0]
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if game_state.fleet_resource(GameState.RESOURCE_ORE) <= 0:
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return _fail("the rock was not actually collected, so the marker is reporting a pickup that did not happen")
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if marker.global_position.distance_to(fleet.ships[0].global_position) > 120.0:
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return _fail("the marker appeared %.0f away from where the pickup happened" \
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% marker.global_position.distance_to(fleet.ships[0].global_position))
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# --- B. built from the catalog's own glyph --------------------
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var definitions: Script = load("res://ResourceDefinitions.gd")
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var ore: Resource = definitions.get_definition(GameState.RESOURCE_ORE)
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if not marker.colour.is_equal_approx(ore.color):
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return _fail("the marker is %s, but ore is %s" % [marker.colour, ore.color])
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var glyph_scripts: Array = []
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for child in marker.get_children():
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glyph_scripts.append(child.get_script())
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var probe: Node = ore.glyph_scene.instantiate()
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var expected: Script = probe.get_script()
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probe.free()
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if expected not in glyph_scripts:
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return _fail("the marker does not use the ore glyph the resource catalog defines")
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print("collecting ore raised one marker at the pickup point, in ore's own colour and glyph")
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stage = 2
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elapsed = 0.0
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return false
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2:
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# --- C. it cleans itself up -----------------------------------
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if elapsed < 1.5:
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return false
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if not _markers().is_empty():
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return _fail("%d marker(s) still on screen 1.5s later - they accumulate" % _markers().size())
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print("marker cleared itself up")
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# --- D. a refused pickup says nothing -------------------------
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# Hold filled to capacity, so collect_cargo takes nothing.
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var capacity: int = game_state.fleet_inventory.total_capacity
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if capacity < 0:
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return _fail("the fleet hold has no capacity limit, so a refused pickup cannot be staged")
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, capacity)
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_drop_rock_on_fleet()
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stage = 3
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elapsed = 0.0
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return false
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3:
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if elapsed < 0.4:
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return false
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if not _markers().is_empty():
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return _fail("a full hold refused the rock but a marker claimed it was collected")
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print("a pickup refused by a full hold raises no marker")
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print("TEST_PICKUP_FEEDBACK: 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(message: String) -> bool:
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print("TEST_PICKUP_FEEDBACK: FAIL (%s)" % message)
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quit(1)
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return true
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