Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
182 lines
7.4 KiB
GDScript
182 lines
7.4 KiB
GDScript
extends SceneTree
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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 skill: Node
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# Mirrors GasBombController.AOE_RADIUS's value rather than referencing the
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# class constant directly - see test_gas_bomber_cooldowns.gd's identical fix.
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const AOE_RADIUS_FOR_TEST: float = 180.0
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var inside_enemies: Array = []
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var outside_enemy: Node
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var stage := 0
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var elapsed := 0.0
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var original_zoom := 2.5
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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.vessel_deliveries.clear()
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game_state.reset_progression()
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game_state.rocks = 0
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game_state.gas = 0
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game_state.fleet_cargo = 0
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game_state.fleet_gas_cargo = 0
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game_state.build_time_scale = 0.01
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game_state.research_points = 1
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# #60: after research/crafting resets the fleet hold below, top it up
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# with fleet-carried gas for the shot itself (ammunition, not the ore/gas
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# spent researching or crafting the bomber).
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# Research is gas-only: any amount of ore and 29 gas must still leave it
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# waiting, then the thirtieth unit starts and completes the unlock.
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var lab_id: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2.ZERO)
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if not game_state.queue_lab_research(lab_id, "unlock_gas_bomber"):
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_fail_now("could not queue Gas Bomber research")
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return
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game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_ORE, 200)
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game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_GAS, 29)
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game_state._advance_lab_research(10.0)
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if game_state.outstanding_resource_cost(lab_id, GameState.RESOURCE_GAS) != 1 \
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or game_state.outstanding_resource_cost(lab_id, GameState.RESOURCE_ORE) != 0:
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_fail_now("research shortfall was not tracked as gas")
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return
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if game_state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER):
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_fail_now("Gas Bomber unlocked without its full gas cost")
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return
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game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_GAS, 1)
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game_state._advance_lab_research(10.0)
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if not game_state.vessel_is_unlocked(GameState.VESSEL_GAS_BOMBER):
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_fail_now("30 gas did not unlock the Gas Bomber")
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return
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# Crafting requires both resources and preserves the vessel type.
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var crafter_id: int = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2.ZERO)
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if not game_state.queue_order(crafter_id, GameState.VESSEL_GAS_BOMBER):
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_fail_now("unlocked Gas Bomber could not be queued")
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return
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game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_ORE, 10)
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game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 7)
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game_state._advance_production(10.0)
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if game_state.outstanding_resource_cost(crafter_id, GameState.RESOURCE_GAS) != 1 \
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or game_state.outstanding_resource_cost(crafter_id, GameState.RESOURCE_ORE) != 0:
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_fail_now("crafting shortfall was not tracked as gas")
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return
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if not game_state.order_list(crafter_id).is_empty() \
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and bool(game_state.order_list(crafter_id)[0].started):
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_fail_now("Gas Bomber started with insufficient gas")
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return
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game_state.deposit_resource_to_building(crafter_id, GameState.RESOURCE_GAS, 1)
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game_state._advance_production(10.0)
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if game_state.stored_vessels != [GameState.VESSEL_GAS_BOMBER]:
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_fail_now("crafting did not produce a typed Gas Bomber")
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return
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game_state.fleet_gas_cargo = 20
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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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fleet = main.get_node("Fleet")
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skill = main.get_node("GasBombController")
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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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# Asteroids are shootable now, and the laser and the bomb both
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# sweep them alongside enemies - so whatever the field already
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# spawned would be counted as a hit. Silencing the spawner is not
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# enough; what it placed before that has to go too. Same
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# clean-slate idiom as test_ship_lab.gd.
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for hazard in get_nodes_in_group("asteroids"):
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if is_instance_valid(hazard):
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hazard.free()
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if main.get_node("UI/GasBombButton").visible:
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return _fail_now("bomb control appeared without a Gas Bomber")
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_GAS_BOMBER]))
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main.get_node("Camera2D").zoom = Vector2(original_zoom, original_zoom)
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skill._process(0.0)
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if not main.get_node("UI/GasBombButton").visible:
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return _fail_now("fleet Gas Bomber did not reveal the bomb control")
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var press := InputEventScreenTouch.new()
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press.index = 7
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var bomb_button: Control = main.get_node("UI/GasBombButton")
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press.position = bomb_button.global_position + bomb_button.size * 0.5
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press.pressed = true
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main._handle_touch(press)
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if not skill.aiming:
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return _fail_now("bomb control did not begin aiming")
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var drag := InputEventScreenDrag.new()
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drag.index = 7
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drag.position = Vector2(350, 700)
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main._handle_drag(drag)
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# The aim view eases to its framing now instead of cutting to it,
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# so the drag alone has not moved the camera yet.
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if not is_equal_approx(main.get_node("Camera2D").zoom.x, original_zoom):
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return _fail_now("the aim zoom jumped instead of easing")
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for _step in range(40):
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skill._process(0.05)
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if main.get_node("Camera2D").zoom.x >= original_zoom:
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return _fail_now("long aim did not zoom out")
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# speed is set AFTER add_child(): _ready() copies it from the
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# enemy's definition, which would otherwise clobber a
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# pre-add_child override the instant the enemy entered the tree.
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for offset in [Vector2(-60, 0), Vector2(70, 35)]:
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var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
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enemy.position = skill.aim_target + offset
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main.add_child(enemy)
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enemy.speed = 0.0
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inside_enemies.append(enemy)
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outside_enemy = load("res://enemies/Enemy.tscn").instantiate()
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outside_enemy.position = skill.aim_target + Vector2(AOE_RADIUS_FOR_TEST + 80.0, 0)
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main.add_child(outside_enemy)
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outside_enemy.speed = 0.0
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var release := InputEventScreenTouch.new()
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release.index = 7
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release.position = drag.position
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release.pressed = false
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main._handle_touch(release)
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if not skill.projectile_active:
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return _fail_now("release did not throw a gas bomb")
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# #201 doubled the blast. Read off the bomb actually in flight, so
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# a constant that stops reaching the effect fails here rather than
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# passing on the strength of its own declaration.
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if int(skill.projectiles[0].damage) != 6:
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return _fail_now("gas bomb carries %d damage, expected the doubled 6" \
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% int(skill.projectiles[0].damage))
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elapsed = 0.0
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stage = 1
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1:
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if elapsed < 2.5:
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return false
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if skill.last_hit_count != 2:
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return _fail_now("AOE hit %d enemies instead of 2" % skill.last_hit_count)
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for enemy in inside_enemies:
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if is_instance_valid(enemy):
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return _fail_now("an enemy inside the AOE survived")
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if not is_instance_valid(outside_enemy) or outside_enemy.hp != outside_enemy.max_hp:
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return _fail_now("the AOE damaged an enemy outside its radius")
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if absf(main.get_node("Camera2D").zoom.x - original_zoom) > 0.03:
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return _fail_now("camera did not restore its pre-aim zoom")
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print("TEST_GAS_BOMBER: 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_GAS_BOMBER: FAIL (%s)" % message)
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quit(1)
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return true
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