An unarmed hauler with no weapon component - only VesselCargoComponent, so it structurally cannot fire, the same pattern that already made the shield vessel weaponless after #35. Its cargo_capacity (120, six interceptors' worth) makes it the first real payoff for #56's fleet hold cap. Wired into the crafter, hangar and ship lab menus, all of which were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel UI *nodes* are hand-placed (Main.tscn), not the logic, so this repacks those three button rows to 4/4/5 columns and extends BuildController's matching onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size (3 -> 4) now that a fourth vessel is fleet-eligible.
239 lines
10 KiB
GDScript
239 lines
10 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_carrier_vessel.gd
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# Forgejo #57: an unarmed hauler that substantially raises how much the
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# fleet can carry (#56).
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#
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# Covers:
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# A. crewing a carrier raises GameState.fleet_cargo_capacity() by its stat
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# B. a carrier never fires - no weapon component, no projectile ever
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# originates from it even with an enemy parked in interceptor fire range
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# C. it is unbuildable until researched
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# D. it appears in the crafter, hangar and ship lab with correct name,
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# cost, icon and colour, and is buildable once researched
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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 controller: Node
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var field: Node
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var crafter_id: int = 0
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var mothership_id: int = 0
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var definition: Resource
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var capacity_before: int = 0
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var enemy: Node
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var stage: int = 0
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var elapsed: float = 0.0
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const MOTHERSHIP_AT: Vector2 = Vector2(0.0, 0.0)
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const CRAFTER_AT: Vector2 = Vector2(3000.0, 0.0)
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# Same slot the crafter/hangar UI arrays give carrier: VesselDefinitions.ORDER
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# appends carrier after transporter, and VesselDefinitions.fleet() filters
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# transporter out, so carrier lands last among the 4 fleet-eligible vessels
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# (interceptor, shield, gas_bomber, carrier) in both craft_vessel_* and the
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# hangar_* arrays.
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const FLEET_UI_INDEX: int = 3
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# The ship lab shows every vessel including the transporter, so carrier is
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# the 5th and last slot there.
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const LAB_UI_INDEX: int = 4
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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.reset_progression()
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game_state.build_time_scale = 0.02
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game_state.rocks = 500
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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controller = scene.get_node("BuildController")
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func _clear_hazards() -> void:
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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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for e in get_nodes_in_group("enemies"):
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if is_instance_valid(e):
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e.queue_free()
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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 < 0.2:
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return false
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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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_clear_hazards()
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# --- structural: unarmed, cargo-capable, fleet-eligible ---------
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definition = game_state.vessel_definition(GameState.VESSEL_CARRIER)
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if definition == null or not definition.fleet_eligible:
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return _fail("carrier is not a fleet-eligible vessel definition")
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if definition.capabilities.has("weapon"):
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return _fail("carrier declares a weapon capability")
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if not definition.capabilities.has("cargo"):
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return _fail("carrier does not declare the cargo capability")
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# --- A. capacity math, directly -----------------------------------
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if game_state.fleet_cargo_capacity(PackedStringArray(["carrier"])) != 120:
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return _fail("one carrier's capacity contribution is %d, expected 120" \
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% game_state.fleet_cargo_capacity(PackedStringArray(["carrier"])))
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print("structural: unarmed, cargo capability, contributes 120 alone")
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# --- C. gated until researched --------------------------------
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field = scene.get_node("BuildingField")
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field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
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mothership_id = int(game_state.buildings[-1].id)
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field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
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crafter_id = int(game_state.buildings[-1].id)
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field.place(GameState.BUILDING_SHIP_LAB, CRAFTER_AT + Vector2(0.0, 400.0))
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if game_state.vessel_is_unlocked(GameState.VESSEL_CARRIER):
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return _fail("carrier starts unlocked")
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if game_state.queue_order(crafter_id, GameState.VESSEL_CARRIER):
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return _fail("queue_order accepted an unresearched carrier")
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print("unresearched carrier is unbuildable, as expected")
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# --- D. locked state in the crafter UI -------------------------
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controller.craft_building_id = crafter_id
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controller._refresh_craft_status()
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if controller.craft_vessel_buttons[FLEET_UI_INDEX].enabled:
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return _fail("a locked carrier shows enabled in the crafter menu")
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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 < 0.1:
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return false
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# --- C continued: unlocking ------------------------------------
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if not game_state.unlock_vessel(GameState.VESSEL_CARRIER):
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return _fail("unlock_vessel(carrier) failed with 500 ore in the bank")
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if not game_state.vessel_is_unlocked(GameState.VESSEL_CARRIER):
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return _fail("carrier still reports locked after unlocking")
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if game_state.product_costs(GameState.VESSEL_CARRIER) != {GameState.RESOURCE_ORE: 24}:
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return _fail("carrier's build cost is %s, expected 24 ore" \
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% game_state.product_costs(GameState.VESSEL_CARRIER))
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print("researched: unlocked, costs %s" % game_state.product_costs(GameState.VESSEL_CARRIER))
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# --- D. unlocked state in the crafter UI ------------------------
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controller._refresh_craft_status()
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var craft_button: IconButton = controller.craft_vessel_buttons[FLEET_UI_INDEX]
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var craft_label: Label = controller.craft_vessel_labels[FLEET_UI_INDEX]
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if not craft_button.enabled:
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return _fail("an unlocked carrier still shows disabled in the crafter menu")
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if craft_button.icon != definition.icon or craft_button.glow_color != definition.glow_color:
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return _fail("crafter carrier button does not match its definition's icon/colour")
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if not craft_label.text.begins_with(definition.display_name):
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return _fail("crafter carrier label reads '%s', expected to start with '%s'" \
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% [craft_label.text, definition.display_name])
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if not game_state.queue_order(crafter_id, GameState.VESSEL_CARRIER):
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return _fail("queue_order rejected a researched carrier")
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print("crafter: enabled, correct icon/colour, correct label, buildable")
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# Bypass the build timer/delivery wait - that queue mechanism is
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# generic and already covered for every other vessel
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# (test_building_stock_queue.gd, test_resources_and_buildings.gd
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# etc.); this ticket is about the carrier's OWN behaviour, not
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# re-proving crafting works.
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game_state.stored_vessels.append(GameState.VESSEL_CARRIER)
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# --- D. hangar display -------------------------------------------
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controller._refresh_hangar()
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var available_slot: IconButton = controller.hangar_available_slots[FLEET_UI_INDEX]
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var available_label: Label = controller.hangar_available_labels[FLEET_UI_INDEX]
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if available_slot.icon != definition.icon or available_slot.glow_color != definition.glow_color:
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return _fail("hangar carrier slot does not match its definition's icon/colour")
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var expected_available: String = "%s\n1 available" % definition.display_name
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if available_label.text != expected_available:
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return _fail("hangar carrier label reads '%s', expected '%s'" \
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% [available_label.text, expected_available])
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print("hangar: correct icon/colour, shows 1 available")
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# --- A continued: crewing it raises capacity ---------------------
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# The default fleet (5 interceptors) already sits at
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# max_fleet_size() with reset_progression()'s cleared skills, which
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# would make _on_hangar_crew_type refuse for being full - shrink
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# to 1 ship first so there is room to crew the carrier at all.
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fleet.spawn_ships(1, MOTHERSHIP_AT, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
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capacity_before = game_state.fleet_cargo_total_capacity()
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controller._on_hangar_crew_type(FLEET_UI_INDEX)
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if not fleet.has_vessel_type(GameState.VESSEL_CARRIER):
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return _fail("crewing from the hangar did not add a carrier to the fleet")
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var capacity_after: int = game_state.fleet_cargo_total_capacity()
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if capacity_after != capacity_before + 120:
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return _fail("crewing a carrier moved capacity %d -> %d, expected +120" \
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% [capacity_before, capacity_after])
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print("crewed: capacity %d -> %d (+120)" % [capacity_before, capacity_after])
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# --- D. ship lab display -------------------------------------------
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controller.lab_vessel = GameState.VESSEL_CARRIER
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controller._refresh_lab()
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var lab_button: IconButton = controller.lab_vessel_buttons[LAB_UI_INDEX]
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var lab_label: Label = controller.lab_vessel_labels[LAB_UI_INDEX]
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if lab_button.icon != definition.icon or lab_button.glow_color != definition.glow_color:
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return _fail("ship lab carrier slot does not match its definition's icon/colour")
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if lab_label.text != definition.display_name:
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return _fail("ship lab carrier label reads '%s', expected '%s'" \
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% [lab_label.text, definition.display_name])
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print("ship lab: correct icon/colour/label")
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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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# --- B. never fires, even with a target in range -----------------
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# Isolate: JUST a carrier in the fleet, nothing else nearby that
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# could fire instead and make the check meaningless.
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fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_CARRIER]))
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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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# A settling tick before the enemy appears: queue_free() on the
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# ships spawn_ships() just replaced does not remove them from the
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# tree instantly, so a stale interceptor's weapon could otherwise
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# still get one last physics tick against a target added in the
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# same frame - a false positive, not the carrier firing.
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if elapsed < 0.3:
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return false
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var enemy_scene: PackedScene = load("res://Enemy.tscn")
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enemy = enemy_scene.instantiate()
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enemy.position = fleet.get_centroid() + Vector2(220.0, 0.0)
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scene.add_child(enemy)
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# Frozen in place: a chaser closes distance and kills on contact,
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# and an unarmed carrier has nothing to stop that. Letting it
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# approach would wipe the fleet, trip the "rebuild at the
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# mothership" safety net (a default INTERCEPTOR), and that
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# interceptor firing would look like a carrier-firing false
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# positive - this test is about whether the carrier fires, not
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# whether it can survive unescorted.
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enemy.set_physics_process(false)
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stage = 4
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elapsed = 0.0
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return false
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4:
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if elapsed < 2.0:
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return false
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var projectiles: Array = get_nodes_in_group("player_projectiles")
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if not projectiles.is_empty():
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return _fail("%d projectile(s) originated from a fleet made only of a carrier" \
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% projectiles.size())
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print("no projectiles after %.1fs with an enemy in interceptor fire range" % elapsed)
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print("TEST_CARRIER_VESSEL: 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_CARRIER_VESSEL: FAIL (%s)" % message)
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quit(1)
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return true
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