spaceship/tests/test_gas_bomber.gd
Loïc Wisniewski 1cb8fc54e9 Sharpen the gas bomb and the laser
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-04 22:34:29 +02:00

176 lines
7.1 KiB
GDScript

extends SceneTree
var game_state: Node
var main: Node
var fleet: Node
var skill: Node
# Mirrors GasBombController.AOE_RADIUS's value rather than referencing the
# class constant directly - see test_gas_bomber_cooldowns.gd's identical fix.
const AOE_RADIUS_FOR_TEST: float = 180.0
var inside_enemies: Array = []
var outside_enemy: Node
var stage := 0
var elapsed := 0.0
var original_zoom := 2.5
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.vessel_deliveries.clear()
game_state.reset_progression()
game_state.rocks = 0
game_state.gas = 0
game_state.fleet_cargo = 0
game_state.fleet_gas_cargo = 0
game_state.build_time_scale = 0.01
game_state.research_points = 1
# #60: after research/crafting resets the fleet hold below, top it up
# with fleet-carried gas for the shot itself (ammunition, not the ore/gas
# spent researching or crafting the bomber).
# Research is gas-only: any amount of ore and 29 gas must still leave it
# waiting, then the thirtieth unit starts and completes the unlock.
var lab_id: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2.ZERO)
if not game_state.queue_lab_research(lab_id, "unlock_gas_bomber"):
_fail_now("could not queue Gas Bomber research")
return
game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_ORE, 200)
game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_GAS, 29)
game_state._advance_lab_research(10.0)
if game_state.outstanding_resource_cost(lab_id, GameState.RESOURCE_GAS) != 1 \
or game_state.outstanding_resource_cost(lab_id, GameState.RESOURCE_ORE) != 0:
_fail_now("research shortfall was not tracked as gas")
return
if game_state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER):
_fail_now("Gas Bomber unlocked without its full gas cost")
return
game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_GAS, 1)
game_state._advance_lab_research(10.0)
if not game_state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER):
_fail_now("30 gas did not unlock the Gas Bomber")
return
# Crafting requires both resources and preserves the vessel type.
var crafter_id: int = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2.ZERO)
if not game_state.queue_order(crafter_id, GameState.VESSEL_GAS_BOMBER):
_fail_now("unlocked Gas Bomber could not be queued")
return
game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_ORE, 10)
game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 7)
game_state._advance_production(10.0)
if game_state.outstanding_resource_cost(crafter_id, GameState.RESOURCE_GAS) != 1 \
or game_state.outstanding_resource_cost(crafter_id, GameState.RESOURCE_ORE) != 0:
_fail_now("crafting shortfall was not tracked as gas")
return
if not game_state.order_list(crafter_id).is_empty() \
and bool(game_state.order_list(crafter_id)[0].started):
_fail_now("Gas Bomber started with insufficient gas")
return
game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 1)
game_state._advance_production(10.0)
if game_state.stored_vessels != [GameState.VESSEL_GAS_BOMBER]:
_fail_now("crafting did not produce a typed Gas Bomber")
return
game_state.fleet_gas_cargo = 20
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
skill = main.get_node("GasBombController")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
# Asteroids are shootable now, and the laser and the bomb both
# sweep them alongside enemies - so whatever the field already
# spawned would be counted as a hit. Silencing the spawner is not
# enough; what it placed before that has to go too. Same
# clean-slate idiom as test_ship_lab.gd.
for hazard in get_nodes_in_group("asteroids"):
if is_instance_valid(hazard):
hazard.free()
if main.get_node("UI/GasBombButton").visible:
return _fail_now("bomb control appeared without a Gas Bomber")
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_GAS_BOMBER]))
main.get_node("Camera2D").zoom = Vector2(original_zoom, original_zoom)
skill._process(0.0)
if not main.get_node("UI/GasBombButton").visible:
return _fail_now("fleet Gas Bomber did not reveal the bomb control")
var press := InputEventScreenTouch.new()
press.index = 7
var bomb_button: Control = main.get_node("UI/GasBombButton")
press.position = bomb_button.global_position + bomb_button.size * 0.5
press.pressed = true
main._handle_touch(press)
if not skill.aiming:
return _fail_now("bomb control did not begin aiming")
var drag := InputEventScreenDrag.new()
drag.index = 7
drag.position = Vector2(350, 700)
main._handle_drag(drag)
if main.get_node("Camera2D").zoom.x >= original_zoom:
return _fail_now("long aim did not zoom out")
# speed is set AFTER add_child(): _ready() copies it from the
# enemy's definition, which would otherwise clobber a
# pre-add_child override the instant the enemy entered the tree.
for offset in [Vector2(-60, 0), Vector2(70, 35)]:
var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
enemy.position = skill.aim_target + offset
main.add_child(enemy)
enemy.speed = 0.0
inside_enemies.append(enemy)
outside_enemy = load("res://enemies/Enemy.tscn").instantiate()
outside_enemy.position = skill.aim_target + Vector2(AOE_RADIUS_FOR_TEST + 80.0, 0)
main.add_child(outside_enemy)
outside_enemy.speed = 0.0
var release := InputEventScreenTouch.new()
release.index = 7
release.position = drag.position
release.pressed = false
main._handle_touch(release)
if not skill.projectile_active:
return _fail_now("release did not throw a gas bomb")
# #201 doubled the blast. Read off the bomb actually in flight, so
# a constant that stops reaching the effect fails here rather than
# passing on the strength of its own declaration.
if int(skill.projectiles[0].damage) != 6:
return _fail_now("gas bomb carries %d damage, expected the doubled 6" \
% int(skill.projectiles[0].damage))
elapsed = 0.0
stage = 1
1:
if elapsed < 2.5:
return false
if skill.last_hit_count != 2:
return _fail_now("AOE hit %d enemies instead of 2" % skill.last_hit_count)
for enemy in inside_enemies:
if is_instance_valid(enemy):
return _fail_now("an enemy inside the AOE survived")
if not is_instance_valid(outside_enemy) or outside_enemy.hp != outside_enemy.max_hp:
return _fail_now("the AOE damaged an enemy outside its radius")
if absf(main.get_node("Camera2D").zoom.x - original_zoom) > 0.03:
return _fail_now("camera did not restore its pre-aim zoom")
print("TEST_GAS_BOMBER: PASS")
quit(0)
return true
return false
func _fail_now(message: String) -> bool:
print("TEST_GAS_BOMBER: FAIL (%s)" % message)
quit(1)
return true