#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
262 lines
11 KiB
GDScript
262 lines
11 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_ship_lab.gd
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# Forgejo #5: the ship lab researches upgrades per vessel type and unlocks
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# new vessel types. The shield vessel is the first of those.
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#
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# Verifies:
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# 1. the lab is gated behind its own research node, like every structure
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# 2. upgrades cannot be bought without a lab built - it is a place you go,
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# not a menu that exists once researched
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# 3. buying raises the level, charges the escalating price, and stops at
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# max
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# 4. an upgrade improves the ships ALREADY FLYING, not just the next one
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# built
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# 5. the shield vessel is unlocked at the lab, and only then can the
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# crafter build one
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# 6. a shield vessel is what comes back from production - a typed order
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# must not decay into an interceptor
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# 7. upgrades are per vessel type: an interceptor upgrade does not tune
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# the transporter
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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 field: Node
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var controller: Node
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var lab_id: int = 0
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var crafter_id: int = 0
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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 = 1200
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game_state.fleet_cargo = 0
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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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field = scene.get_node("BuildingField")
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controller = scene.get_node("BuildController")
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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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# --- 1. gated behind research -------------------------------
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if game_state.is_building_unlocked(GameState.BUILDING_SHIP_LAB):
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print("TEST_SHIP_LAB: FAIL (lab buildable with no research)")
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quit(1)
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return true
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var gate: String = game_state.research_for_building(GameState.BUILDING_SHIP_LAB)
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if gate == "":
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print("TEST_SHIP_LAB: FAIL (no research node gates the lab)")
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quit(1)
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return true
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print("lab gated behind '%s'" % gate)
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# --- 2. no lab, no upgrades ---------------------------------
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if game_state.can_buy_upgrade("int_damage"):
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print("TEST_SHIP_LAB: FAIL (upgrades purchasable with no lab built)")
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quit(1)
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return true
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if game_state.buy_upgrade("int_damage"):
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print("TEST_SHIP_LAB: FAIL (bought an upgrade with no lab built)")
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quit(1)
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return true
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print("no lab -> no upgrades")
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game_state.unlocked = ["shipyards", "vessel_science", "coordination"]
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game_state.research_points = 10
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field.place(GameState.BUILDING_SHIP_LAB, Vector2(-700.0, 0.0))
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lab_id = int(game_state.buildings[-1].id)
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field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(700.0, 0.0))
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crafter_id = int(game_state.buildings[-1].id)
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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 < 0.3:
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return false
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# The lab is a direct vessel -> upgrade flow: tapping a vessel
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# shows its own upgrade cards, and tapping a card changes the
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# purchase detail. A locked vessel must show its unlock alone.
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var lab_menu: Control = controller.get_node("../UI/LabMenu")
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var lab_card_0: Control = controller.get_node("../UI/LabMenu/Upgrade0")
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var lab_card_1: Control = controller.get_node("../UI/LabMenu/Upgrade1")
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var lab_card_2: Control = controller.get_node("../UI/LabMenu/Upgrade2")
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var lab_card_3: Control = controller.get_node("../UI/LabMenu/Upgrade3")
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var lab_detail: Label = controller.get_node("../UI/LabMenu/DetailLabel")
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lab_menu.visible = true
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controller.call("_on_lab_vessel", 1)
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if not lab_card_0.visible or lab_card_1.visible:
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print("TEST_SHIP_LAB: FAIL (locked shield page did not show only its unlock)")
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quit(1)
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return true
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controller.call("_on_lab_upgrade", 0)
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# lab_can_buy, not a button's `enabled`: #164 removed the separate
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# buy button, so the option itself is the control and a second tap
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# on it is the purchase. What is being checked is unchanged -
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# selecting the unlock card offers something actually buyable.
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if not "Unlock Shield Vessel" in lab_detail.text or not controller.lab_can_buy:
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print("TEST_SHIP_LAB: FAIL (unlock card did not select a purchasable detail)")
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quit(1)
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return true
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controller.call("_on_lab_vessel", 0)
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# #73: the interceptor's Thrusters upgrade was removed (global
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# fleet speed now belongs to the distorder fader, #59/#62)
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# leaving 3 upgrade cards, not 4 - card 3 is correctly hidden now.
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if not lab_card_0.visible or not lab_card_2.visible or lab_card_3.visible:
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print("TEST_SHIP_LAB: FAIL (interceptor upgrade cards were not shown)")
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quit(1)
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return true
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controller.call("_on_lab_upgrade", 2)
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if not "Targeting Array" in lab_detail.text or not lab_card_2.highlighted or lab_card_0.highlighted:
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print("TEST_SHIP_LAB: FAIL (tapping an upgrade did not update its detail)")
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quit(1)
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return true
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print("lab cards are vessel-specific and selectable")
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# #184: a queued research uses the bar as its changing value. The
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# status names the state but never repeats it as a percentage.
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var lab_progress: ProgressBar = controller.get_node(
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"../UI/LabMenu/ResearchProgress")
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var lab_status: Label = controller.get_node("../UI/LabMenu/StatusLabel")
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controller.lab_building_id = lab_id
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if not game_state.queue_lab_research(lab_id, "int_rate"):
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return _fail("could not queue research for the progress-bar check")
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controller.call("_refresh_lab")
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if not lab_progress.visible or lab_progress.show_percentage:
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return _fail("pending research did not show a percentage-free progress bar")
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if "%" in lab_status.text:
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return _fail("pending research still prints a percentage: '%s'" % lab_status.text)
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game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_ORE,
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game_state.upgrade_cost("int_rate"))
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game_state.call("_advance_lab_research", game_state.lab_research_time() * 0.25)
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controller.call("_refresh_lab")
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if lab_progress.value < 0.2 or lab_progress.value > 0.3 \
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or lab_status.text != "Researching":
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return _fail("research bar did not track active work (value %.2f, status '%s')" \
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% [lab_progress.value, lab_status.text])
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print("pending lab research is shown by a live progress bar, without percentage text")
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# --- 3. buying raises the level and charges ------------------
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var before_rocks: int = game_state.rocks
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var first_cost: int = game_state.upgrade_cost("int_damage")
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if not game_state.buy_upgrade("int_damage"):
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print("TEST_SHIP_LAB: FAIL (could not buy an upgrade with a lab built)")
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quit(1)
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return true
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if game_state.upgrade_level("int_damage") != 1:
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print("TEST_SHIP_LAB: FAIL (level did not rise)")
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quit(1)
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return true
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if game_state.rocks != before_rocks - first_cost:
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print("TEST_SHIP_LAB: FAIL (wrong price charged)")
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quit(1)
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return true
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var second_cost: int = game_state.upgrade_cost("int_damage")
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if second_cost <= first_cost:
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print("TEST_SHIP_LAB: FAIL (level 2 costs %d, no more than level 1 at %d)" % [second_cost, first_cost])
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quit(1)
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return true
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print("bought level 1 for %d, level 2 now costs %d" % [first_cost, second_cost])
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# --- 4. it reaches ships already flying ----------------------
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var flying: Node = fleet.ships[0]
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if flying.projectile_damage != GameState.SHIP_BASE_DAMAGE + 1:
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print("TEST_SHIP_LAB: FAIL (a ship already flying still does %d damage)" % flying.projectile_damage)
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quit(1)
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return true
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print("ship already flying now does %d damage" % flying.projectile_damage)
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# --- 7. per vessel type --------------------------------------
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var trn_speed_before: float = game_state.transporter_speed()
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game_state.buy_upgrade("int_range")
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if game_state.transporter_speed() != trn_speed_before:
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print("TEST_SHIP_LAB: FAIL (an interceptor upgrade changed the transporter)")
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quit(1)
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return true
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print("interceptor upgrades leave the transporter alone")
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# --- 5. the shield vessel is unlocked at the lab -------------
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if game_state.shield_vessel_unlocked():
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print("TEST_SHIP_LAB: FAIL (shield vessel available before it was unlocked)")
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quit(1)
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return true
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if game_state.queue_order(crafter_id, GameState.VESSEL_SHIELD):
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print("TEST_SHIP_LAB: FAIL (crafter took a shield order before the type was unlocked)")
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quit(1)
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return true
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if not game_state.unlock_shield_vessel():
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print("TEST_SHIP_LAB: FAIL (could not unlock the shield vessel at the lab)")
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quit(1)
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return true
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print("shield vessel unlocked at the lab")
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# --- 6. a typed order comes back as that type ----------------
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fleet.spawn_ships(1, Vector2.ZERO)
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if not game_state.queue_order(crafter_id, GameState.VESSEL_SHIELD):
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print("TEST_SHIP_LAB: FAIL (crafter refused a shield order after unlocking)")
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quit(1)
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return true
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game_state.deposit_to_building(crafter_id, GameState.SHIELD_COST)
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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 < game_state.build_time(GameState.VESSEL_SHIELD) * 3.0:
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return false
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# Finished vessels wait at the mothership (#23); crew it here so
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# the rest of the checks can look at a real ship.
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if game_state.stored_vessels.size() != 1:
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print("TEST_SHIP_LAB: FAIL (the shield order produced nothing: %s)" % [game_state.stored_vessels])
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quit(1)
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return true
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if String(game_state.stored_vessels[0]) != GameState.VESSEL_SHIELD:
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print("TEST_SHIP_LAB: FAIL (a shield order came back as %s)" % game_state.stored_vessels[0])
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quit(1)
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return true
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fleet.add_ship(game_state.take_stored_vessel(0))
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var shield_ship: Node = null
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for ship in fleet.ships:
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if is_instance_valid(ship) and ship.vessel_type == GameState.VESSEL_SHIELD:
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shield_ship = ship
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if shield_ship == null:
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print("TEST_SHIP_LAB: FAIL (crewing the stored shield vessel produced none: %d ships)" % fleet.ships.size())
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quit(1)
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return true
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if not shield_ship.has_shield():
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print("TEST_SHIP_LAB: FAIL (the shield vessel arrived with no shield up)")
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quit(1)
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return true
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print("shield vessel built, shield up with %d charge(s)" % shield_ship.shield_charges)
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print("TEST_SHIP_LAB: 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_SHIP_LAB: FAIL (%s)" % message)
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quit(1)
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return true
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