#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
186 lines
7.6 KiB
GDScript
186 lines
7.6 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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# #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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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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