#219: fleet capacity is a built, supplied thing rather than a researched one. The eight fleet-size doctrines are gone; capacity is one berth free plus one per Fleet Office standing. An office charges every 25s for the vessel in its berth, priced off that vessel's own build cost so an expensive hull is expensive to keep, and drawn from its own store the way a gas burner draws gas. An office that cannot pay goes dark, its vessel is scuttled, and the player is told through the same queue quest lines use - which reaches them on a planet surface too. An empty berth is idle rather than starved: an office is only failing while there is something in it to fail, and holding it disabled would leave a berth that could never be crewed and so could never be paid for again. Ships have no hit points and a shield absorbs a hit wholesale, so the lost vessel is scuttled rather than damaged - otherwise a shielded hull would survive its own eviction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
186 lines
6 KiB
GDScript
186 lines
6 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_shield_vessel.gd
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# Forgejo #5: the shield vessel's shield absorbs a hit that would destroy any
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# other ship, and is then down until it cycles back up.
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#
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# The shield is PERSONAL - it protects the vessel carrying it and nothing
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# else. Ships have no health in this game: contact with an enemy or an
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# asteroid destroys them outright, so "absorbs a hit" means surviving the
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# collision that would otherwise have killed it.
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#
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# Verifies:
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# 1. an ordinary interceptor still dies to a rock (so the shield result
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# below means something)
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# 2. a shield vessel survives the same rock, and the rock is destroyed
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# 3. its shield is then DOWN - a second rock while it is cycling kills it,
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# or the shield would be permanent invulnerability
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# 4. the shield comes back on its own after the recharge time
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# 5. researched capacity lets it take more than one hit
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# 6. the recharge upgrade actually shortens the wait
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var game_state: Node
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var scene: Node
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var fleet: Node
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var interceptor: Node
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var shield_ship: 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.transporters.clear()
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game_state.stored_vessels.clear()
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game_state.build_time_scale = 0.02
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game_state.reset_progression()
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game_state.rocks = 2000
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# #219: fleet capacity is built now - one berth free, one per Fleet
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# Office. This test flies more than one vessel, so it needs the offices
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# standing before the fleet spawns into them.
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load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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func _rock_onto(ship: Node) -> void:
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var rock: Area2D = load("res://world/Asteroid.tscn").instantiate()
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rock.velocity = Vector2.ZERO
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rock.global_position = ship.global_position
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scene.add_child(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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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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for a in get_nodes_in_group("asteroids"):
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if is_instance_valid(a):
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a.queue_free()
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fleet.spawn_ships(1, Vector2.ZERO)
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interceptor = fleet.ships[0]
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# Well clear of the interceptor, or one rock hits both.
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fleet.add_ship(GameState.VESSEL_SHIELD)
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shield_ship = fleet.ships[1]
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shield_ship.position = Vector2(2000.0, 0.0)
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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 < 0.2:
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return false
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if not shield_ship.has_shield():
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print("TEST_SHIELD_VESSEL: FAIL (a fresh shield vessel has no shield)")
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quit(1)
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return true
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# --- 1. the control: an interceptor dies --------------------
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_rock_onto(interceptor)
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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 < 0.4:
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return false
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if is_instance_valid(interceptor):
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print("TEST_SHIELD_VESSEL: FAIL (an ordinary interceptor survived a rock - the test proves nothing)")
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quit(1)
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return true
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print("control: interceptor destroyed by a rock")
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# --- 2. the shield vessel survives it -----------------------
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_rock_onto(shield_ship)
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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 < 0.4:
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return false
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if not is_instance_valid(shield_ship):
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print("TEST_SHIELD_VESSEL: FAIL (the shield did not absorb the hit)")
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quit(1)
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return true
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if shield_ship.has_shield():
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print("TEST_SHIELD_VESSEL: FAIL (shield still up after taking a hit - it never goes down)")
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quit(1)
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return true
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print("shield vessel survived, shield now down")
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# --- 3. defenceless while it cycles -------------------------
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_rock_onto(shield_ship)
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < 0.4:
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return false
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if is_instance_valid(shield_ship):
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print("TEST_SHIELD_VESSEL: FAIL (survived a second hit with the shield down - it is just invulnerable)")
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quit(1)
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return true
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print("second hit while cycling destroyed it, as it should")
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# --- 4 + 5. recharge, and researched capacity ---------------
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game_state.vessel_levels["shd_hits"] = 1
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fleet.add_ship(GameState.VESSEL_SHIELD)
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shield_ship = fleet.ships[fleet.ships.size() - 1]
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shield_ship.position = Vector2(-2000.0, 0.0)
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elapsed = 0.0
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stage = 5
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return false
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5:
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if elapsed < 0.2:
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return false
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if shield_ship.shield_charges != game_state.shield_max_charges():
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print("TEST_SHIELD_VESSEL: FAIL (researched capacity %d, vessel has %d)" % [
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game_state.shield_max_charges(), shield_ship.shield_charges
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])
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quit(1)
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return true
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print("with Layered Emitters researched: %d charges" % shield_ship.shield_charges)
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_rock_onto(shield_ship)
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elapsed = 0.0
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stage = 6
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return false
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6:
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if elapsed < 0.4:
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return false
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if not is_instance_valid(shield_ship) or not shield_ship.has_shield():
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print("TEST_SHIELD_VESSEL: FAIL (a two-charge shield did not survive one hit with a charge left)")
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quit(1)
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return true
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print("two-charge shield took a hit and is still up (%d left)" % shield_ship.shield_charges)
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# --- 6. the recharge upgrade shortens the wait --------------
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var slow: float = game_state.shield_recharge_time()
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game_state.vessel_levels["shd_recharge"] = 2
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var fast: float = game_state.shield_recharge_time()
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print("recharge %.1fs -> %.1fs with Fast Cycling" % [slow, fast])
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if fast >= slow:
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print("TEST_SHIELD_VESSEL: FAIL (the recharge upgrade did not shorten the wait)")
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quit(1)
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return true
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# --- 4. it really does come back ----------------------------
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shield_ship.shield_charges = 0
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shield_ship.shield_recharge_left = 0.15
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elapsed = 0.0
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stage = 7
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return false
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7:
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if elapsed < 0.6:
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return false
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if not shield_ship.has_shield():
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print("TEST_SHIELD_VESSEL: FAIL (the shield never cycled back up)")
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quit(1)
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return true
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print("shield cycled back up on its own")
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print("TEST_SHIELD_VESSEL: PASS")
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quit(0)
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return true
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return false
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