#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
213 lines
8.2 KiB
GDScript
213 lines
8.2 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_artillery_enemy.gd
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# Verifies:
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# 1. the tower fires IMMEDIATELY - the shell is in the air on the frame it
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# is launched - and the warning is the shell's flight plus the impact
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# cross drawn at its target, not a charge-up before anything happens
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# 2. a ship that leaves the blast radius before impact takes no damage;
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# one that stays takes the full hit
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# 3. a shielded ship inside the blast survives, losing exactly one charge
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# 4. the impact point is fixed at fire time - moving the fleet after the
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# shot is launched does not redirect it (tested through the real
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# EnemyArtilleryComponent, since that's what could tempt "aim at the
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# fleet's live position" instead of its position at fire time)
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# Resolved via load() inside _initialize(), NOT a top-level `const ...
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# preload(...)` - a top-level preload in a script-mode ENTRY point (-s
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# this_file.gd) evaluates during this file's own early compilation, which
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# can happen before autoloads are registered. See test_planet_garrison.gd
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# for the full explanation.
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var ARTILLERY_SHELL_SCRIPT: Script
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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 shell: Node
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var ship_inside: Node
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var ship_leaves: Node
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var shield_ship: Node
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var far_ship: Node
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var artillery: Node
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var art_component: Node
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var live_shell: Node
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var recorded_target: Vector2 = Vector2.ZERO
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var impact_point: Vector2 = Vector2.ZERO
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var travel_time: float = 0.0
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var origin: Vector2 = Vector2.ZERO
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var stage2_wait: float = 0.0
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var stage5_wait: float = 0.0
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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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ARTILLERY_SHELL_SCRIPT = load("res://enemies/ArtilleryShell.gd")
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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 = 2000
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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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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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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 < 0.1:
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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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for a in get_nodes_in_group("asteroids"):
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a.queue_free()
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impact_point = Vector2(5000, 0)
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fleet.spawn_ships(1, impact_point)
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ship_inside = fleet.ships[0]
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ship_inside.position = impact_point
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fleet.add_ship(GameState.VESSEL_INTERCEPTOR)
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ship_leaves = fleet.ships[fleet.ships.size() - 1]
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ship_leaves.position = impact_point + Vector2(100, 0)
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fleet.add_ship(GameState.VESSEL_SHIELD)
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shield_ship = fleet.ships[fleet.ships.size() - 1]
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shield_ship.position = impact_point + Vector2(-100, 0)
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origin = impact_point + Vector2(400, 400)
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travel_time = origin.distance_to(impact_point) / 300.0
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shell = load("res://enemies/ArtilleryShell.tscn").instantiate()
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shell.shell_speed = 300.0
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shell.aoe_radius = 220.0
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shell.damage = 3
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main.add_child(shell)
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shell.launch(origin, impact_point)
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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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# The shell must already be travelling - there is no charge-up
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# phase to sit in any more - and it must have moved off the
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# tower under its own speed.
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if shell.phase != ARTILLERY_SHELL_SCRIPT.Phase.TRAVELING:
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return _fail("the shell is not in the air on the frame after firing")
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if elapsed < travel_time * 0.4:
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return false
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if shell.shell_pos.distance_to(shell.target) >= origin.distance_to(impact_point):
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return _fail("the shell has not closed any distance on its target")
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# The warning the player actually gets: a cross on the ground at
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# the point of impact. Drawing cannot be asserted headlessly, so
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# this checks what it is drawn FROM - the aim point is fixed and
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# the marker has a real size.
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if not shell.target.is_equal_approx(impact_point):
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return _fail("the impact marker would not be drawn at the point the shell was aimed at")
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if ARTILLERY_SHELL_SCRIPT.IMPACT_CROSS_RADIUS <= 0.0:
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return _fail("the impact cross has no size, so nothing marks the landing point")
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if not is_instance_valid(ship_inside) or not is_instance_valid(ship_leaves) \
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or not is_instance_valid(shield_ship):
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return _fail("damage landed before the shell arrived")
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# Ship B clears the blast radius now, well before impact.
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ship_leaves.position = impact_point + Vector2(2000, 0)
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# Captured once, as a plain float: the shell frees itself once
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# it resolves, so reading off it from inside the wait condition
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# below (evaluated every frame) would touch a freed object on
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# any frame after that.
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stage2_wait = travel_time + 1.5
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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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# Enough time for the remaining travel and the full explosion
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# visual to resolve.
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if elapsed < stage2_wait:
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return false
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if is_instance_valid(ship_inside):
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return _fail("a ship that stayed inside the blast radius survived")
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if not is_instance_valid(ship_leaves):
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return _fail("a ship that left the blast radius before impact was still hit")
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if not is_instance_valid(shield_ship):
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return _fail("a shielded ship inside the blast was destroyed instead of absorbing the hit")
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if shield_ship.shield_charges != 0:
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return _fail("shield charges did not drop to 0 after absorbing the artillery hit (charges=%d)" %
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shield_ship.shield_charges)
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print("stayed=destroyed left=survived shielded=absorbed-one-charge")
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# --- Part B: the impact point does not home onto a fleet that
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# moves after the shot is fired ---------------------------------
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fleet.spawn_ships(1, Vector2(9000, 0))
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far_ship = fleet.ships[0]
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artillery = load("res://enemies/Enemy.tscn").instantiate()
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artillery.enemy_id = "artillery"
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artillery.position = far_ship.position + Vector2(300, 0)
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main.add_child(artillery)
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art_component = artillery.get_component("artillery")
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art_component.cooldown_left = 0.0
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art_component.fire_cooldown = 999.0 # only the one shot for this check
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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 < 0.15:
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return false
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# The shell is added to the tree root (a sibling of main, not
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# its child - see EnemyArtilleryComponent.tick()), so it has to
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# be found via its group, not main.get_children().
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var shells: Array = get_nodes_in_group("artillery_shells")
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if shells.is_empty():
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return _fail("artillery enemy did not fire when in range and off cooldown")
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live_shell = shells[0]
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recorded_target = live_shell.target
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far_ship.position += Vector2(4000, 0) # flee well clear of the recorded target
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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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# Check the target field WHILE the shell is still alive - it
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# frees itself right after exploding, so this has to happen
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# before that, not after.
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if elapsed < 0.3:
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return false
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if not is_instance_valid(live_shell):
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return _fail("shell resolved implausibly fast - timing assumption broke")
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if live_shell.target != recorded_target:
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return _fail("shell target changed after the fleet moved - it homed instead of staying fixed")
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# Captured once, as a plain float: far_ship's own weapon can
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# destroy the artillery enemy (and with it art_component) well
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# before this wait ends, so the condition below must not keep
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# re-reading a property off a node that might already be freed.
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# No charge-up to wait out any more - just flight time plus the
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# explosion visual.
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stage5_wait = (300.0 / 180.0) + 1.5
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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 < stage5_wait:
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return false
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if not is_instance_valid(far_ship):
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return _fail("fleeing ship was hit by a shot aimed at its old position - homing occurred")
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print("shell held its fire-time target and did not home onto the fleeing ship")
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print("TEST_ARTILLERY_ENEMY: 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_ARTILLERY_ENEMY: FAIL (%s)" % message)
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quit(1)
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return true
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