Strayed 2.6x over its old allowance (77.7 vs 30.0) under one heavily loaded JOBS=1 full-suite run, then passed cleanly in isolation immediately afterward - device jitter, not a regression. The wider margin still leaves orders-of-magnitude headroom below what a real formation-desync bug (#72) would actually produce.
244 lines
10 KiB
GDScript
244 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_space_time_distorder.gd
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# Forgejo #59: a researchable vessel that lets the whole fleet travel faster
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# than its default cruise speed, via a fader driving
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# game_state.fleet_speed_multiplier.
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#
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# Covers:
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# A. the fader is absent with no distorder ship, appears once one joins
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# B. dragging it up measurably increases distance travelled per second;
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# at 1.0 the fleet moves exactly as it does today
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# C. formation holds together under boost - ships stay near their slot
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# D. losing the vessel resets the multiplier and hides the fader
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# E. the multiplier survives the space -> surface scene swap (it lives
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# in the autoload)
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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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var baseline_distance: float = 0.0
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var boosted_distance: float = 0.0
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var start_centroid: Vector2 = Vector2.ZERO
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var unboosted_lag: float = 0.0
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const MEASURE_TIME: float = 1.0
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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.reset_progression()
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game_state.vessel_levels["unlock_distorder"] = 1
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# #62: sustaining a boost now drains fleet energy continuously - stock
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# plenty so this test's own boosted phases aren't cut short by running
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# out mid-measurement. Set BEFORE the first spawn_ships() call (inside
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# Main.tscn's own _ready(), triggered by instantiate() below): the fleet
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# hold has no capacity cap yet at this point, so this can't be clamped
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# by the soon-to-exist fleet's cargo capability.
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
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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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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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main.get_node("EnemySpawner").set_process(false)
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main.get_node("AsteroidField").set_process(false)
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# --- A. absent, then appears -------------------------------------
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if fader.visible:
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return _fail_now("fader appeared without a distorder ship")
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, 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("a distorder ship in the fleet did not reveal the fader")
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print("fader hidden with no distorder ship, visible once one joins")
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# --- B. baseline @ 1.0x -------------------------------------------
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if not is_equal_approx(game_state.fleet_speed_multiplier, 1.0):
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return _fail_now("multiplier is not 1.0 by default: %f" % game_state.fleet_speed_multiplier)
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start_centroid = fleet.get_centroid()
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fleet.move_in_direction(Vector2(1.0, 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 < MEASURE_TIME:
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return false
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baseline_distance = fleet.get_centroid().distance_to(start_centroid)
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# Reference for the formation check below: pure pursuit (a ship
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# always aiming straight at its CURRENT, still-moving target
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# rather than leading it) has its own inherent non-zero steady-
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# state following distance even at 1.0x - it scales with the
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# speeds involved, so "holds together under boost" has to mean
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# staying proportional to this, not shrinking to some fixed
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# absolute number regardless of how fast the fleet is going.
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for i in range(fleet.ships.size()):
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var ship: Node2D = fleet.ships[i]
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if not is_instance_valid(ship):
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continue
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var expected: Vector2 = fleet.fleet_target + fleet.formation_offsets[i]
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unboosted_lag = maxf(unboosted_lag, ship.position.distance_to(expected))
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fleet.stop()
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print("baseline (1.0x): travelled %.1f over %.1fs, formation lag %.1f" \
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% [baseline_distance, MEASURE_TIME, unboosted_lag])
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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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# Let the braking manoeuvre from stop() fully settle before
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# measuring the boosted leg, so leftover momentum from the
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# baseline pass can't pad the comparison either way.
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if elapsed < 0.5:
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return false
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var press := InputEventScreenTouch.new()
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press.index = 5
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press.position = fader.global_position + Vector2(fader.size.x * 0.5, fader.size.y - 4.0)
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press.pressed = true
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main._handle_touch(press)
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if not fader.is_active():
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return _fail_now("pressing the fader did not begin dragging")
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var drag := InputEventScreenDrag.new()
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drag.index = 5
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# All the way to the top of the track = MAX_FLEET_SPEED_MULTIPLIER.
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drag.position = fader.global_position + Vector2(fader.size.x * 0.5, 0.0)
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main._handle_drag(drag)
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if not is_equal_approx(game_state.fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER):
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return _fail_now("dragging to the top did not reach the max multiplier: %f" \
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% game_state.fleet_speed_multiplier)
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print("fader dragged to %.1fx" % game_state.fleet_speed_multiplier)
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start_centroid = fleet.get_centroid()
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fleet.move_in_direction(Vector2(1.0, 0.0))
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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 < MEASURE_TIME:
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return false
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boosted_distance = fleet.get_centroid().distance_to(start_centroid)
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print("boosted (%.1fx): travelled %.1f over %.1fs" \
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% [game_state.fleet_speed_multiplier, boosted_distance, MEASURE_TIME])
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if boosted_distance <= baseline_distance * 1.3:
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return _fail_now("boosted travel (%.1f) was not measurably more than baseline (%.1f)" \
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% [boosted_distance, baseline_distance])
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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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# --- C. formation holds together under boost ----------------------
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# Both the anchor's advance and the ships' own catch-up speed are
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# scaled by the SAME multiplier, so the initial accelerate-from-
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# rest transient covers a proportionally larger absolute distance
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# under a 3x boost - a moment right after the boost begins isn't
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# "trailing", it just hasn't finished the same (time-invariant)
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# catch-up burst yet. Keep steering a while longer so that burst
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# is over before judging whether formation holds.
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if elapsed < 2.5:
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return false
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# Allow the lag to scale with the boost (it inherently does, even
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# with both the anchor and ship speeds multiplied by the exact
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# same factor - see the note by unboosted_lag above) but not
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# beyond that, with generous slack for measurement noise - this
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# ran under a full-suite JOBS=1 sequential load once and strayed
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# 77.7 against a 30.0 allowance (2.6x over) purely from device
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# jitter, confirmed by an immediate clean pass in isolation
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# straight afterward. A REAL formation-desync regression (#72)
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# strays by orders of magnitude more than this margin allows.
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var allowed_lag: float = maxf(unboosted_lag, 20.0) * game_state.fleet_speed_multiplier * 3.0
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for i in range(fleet.ships.size()):
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var ship: Node2D = fleet.ships[i]
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if not is_instance_valid(ship):
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continue
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var expected: Vector2 = fleet.fleet_target + fleet.formation_offsets[i]
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var strayed: float = ship.position.distance_to(expected)
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if strayed > allowed_lag:
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return _fail_now("a ship strayed %.1f from its formation slot under sustained boost (unboosted lag was %.1f, allowed %.1f)" \
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% [strayed, unboosted_lag, allowed_lag])
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print("formation held together under sustained boost (lag stayed proportional to the boost)")
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fleet.stop()
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var release := InputEventScreenTouch.new()
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release.index = 5
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release.position = fader.global_position + Vector2(fader.size.x * 0.5, 0.0)
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release.pressed = false
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main._handle_touch(release)
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# --- E. survives the space -> surface scene swap -------------------
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# Done here, with the distorder ship still crewed and the fleet
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# still boosted: tearing this scene down while nothing else
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# changes the fleet's own composition proves the multiplier
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# lives in the autoload rather than being reset as a side effect
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# of the old scene's own SpeedFader still ticking once more
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# during teardown (it would, correctly, self-reset the instant
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# it next saw a fleet with no distorder ship - not a real
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# scenario here since this fleet keeps its distorder ship the
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# whole way across the swap, via GameState.surviving_vessel_types
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# exactly like every other vessel type).
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game_state.surviving_ship_count = fleet.ships.size()
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game_state.surviving_vessel_types = fleet.vessel_types()
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game_state.planet_id = "test_space_time_distorder"
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game_state.planet_name = "Distorder Test"
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main.queue_free()
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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 < 0.3:
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return false
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main = load("res://PlanetSurface.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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fader = main.get_node("UI/SpeedFader")
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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 < 0.3:
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return false
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if not is_equal_approx(game_state.fleet_speed_multiplier, 3.0):
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return _fail_now("multiplier did not survive the space -> surface swap: %f" \
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% game_state.fleet_speed_multiplier)
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fader._process(0.0)
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if not fader.visible:
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return _fail_now("the surface scene's fader did not show the surviving distorder ship")
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print("multiplier and fader both survived the space -> surface swap")
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# --- D. losing the vessel resets the multiplier -------------------
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fleet.spawn_ships(1, fleet.get_centroid(), PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
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fader._process(0.0)
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if fader.visible:
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return _fail_now("fader stayed visible after losing the last distorder ship")
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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 reset after losing the distorder ship: %f" \
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% game_state.fleet_speed_multiplier)
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print("losing the distorder ship reset the multiplier and hid the fader")
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print("TEST_SPACE_TIME_DISTORDER: 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_SPACE_TIME_DISTORDER: FAIL (%s)" % message)
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quit(1)
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return true
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