spaceship/tests/test_gas_bomber_cooldowns.gd
Loïc Wisniewski 17d0cf7e66 Gas bombers consume gas from the fleet hold when firing (#60)
Shots cost GAS_PER_SHOT (5) from GameState.fleet_inventory, not the
bank - the fleet has to be carrying its own ammunition. The button's
enabled rule now also requires affordability, and a press on a ready-
but-unaffordable bomber still consumes the touch to explain itself via
a new status label (GasBombStatus, IconButton's own "greyed but still
pressable" convention) rather than either silently doing nothing or
consuming the bomber's cooldown for a shot that never fires.

Also documents a real, reproducible GDScript trap hit while writing
tests/test_gas_bomber_ammo.gd: a bare `ClassName.SOME_CONST` reference
anywhere in a -s entry test script can corrupt method resolution for
the WHOLE script, making an unrelated, earlier `some_node._process()`
call fail with "Nonexistent function '_process' in base 'Nil'" despite
the node being valid and the method existing (confirmed via
has_method()). Root cause unconfirmed; fixed by mirroring the constant
's value into a local const instead of referencing the class directly,
in all three gas-bomber tests.

tests/test_gas_bomber.gd and test_gas_bomber_cooldowns.gd updated to
stock fleet gas first, since shots are no longer free.
2026-08-16 18:54:44 +02:00

70 lines
2.5 KiB
GDScript

extends SceneTree
var main: Node
var fleet: Node
var skill: Node
var elapsed := 0.0
func _initialize() -> void:
var state: Node = root.get_node("GameState")
state.buildings.clear()
state.extractors.clear()
state.transporters.clear()
state.vessel_levels["unlock_gas_bomber"] = 1
# #60: shots draw from the fleet hold now - stock enough for both fires.
state.fleet_gas_cargo = 20
main = load("res://Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
skill = main.get_node("GasBombController")
func _process(delta: float) -> bool:
elapsed += delta
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_GAS_BOMBER]))
skill._process(0.0)
var first: Node = fleet.ships[0].get_component("gas_bomber")
var second: Node = fleet.ships[1].get_component("gas_bomber")
if not first.is_ready() or not second.is_ready() or not skill.button.enabled:
return _fail("two fresh bombers did not each begin ready")
skill.aim_target = Vector2(500, 0)
skill._fire()
skill._process(0.0)
if first.is_ready() or not second.is_ready() or not skill.button.enabled:
return _fail("the first shot disabled more than its firing bomber")
if not first._filled_hull(fleet.ships[0].definition.hull_points, 0.0).is_empty() \
or first._filled_hull(fleet.ships[0].definition.hull_points, 0.5).size() < 3:
return _fail("bomber cooldown did not produce an empty-to-filling hull")
if skill.projectiles.size() != 1:
return _fail("the first bomber did not launch exactly one projectile")
skill.aim_target = Vector2(-500, 0)
skill._fire()
skill._process(0.0)
if first.is_ready() or second.is_ready() or skill.button.enabled:
return _fail("the skill stayed available after both bombers fired")
if skill.projectiles.size() != 2:
return _fail("independent bombers could not have shots in flight together")
# Rearming one bomber restores one available shot without touching the
# other bomber's cooldown.
first.tick(5.0) # matches GasBombController.COOLDOWN
skill._process(0.0)
if not first.is_ready() or second.is_ready() or not skill.button.enabled:
return _fail("one completed cooldown did not restore exactly one shot")
print("TEST_GAS_BOMBER_COOLDOWNS: PASS")
quit(0)
return true
func _fail(message: String) -> bool:
print("TEST_GAS_BOMBER_COOLDOWNS: FAIL (%s)" % message)
quit(1)
return true