#145 - the extractor quest could never be completed. Extractors are placed onto a planet from space and live in GameState.extractors, with their own position, stock and id; they are not in `buildings`. So the goal asked has_building_of_type("extractor"), which is false however many the player builds. Not the death the reporter guessed at - the quest was simply asking a question that had no yes. structure_exists() is the question anything wanting "does the player have one of these" should ask, and the quest model asks it now. The regression test builds every structure quest's target THE WAY THE GAME BUILDS IT and watches the goal flip, rather than knowing which array each one lands in - the knowing is what got this wrong in the first place. #144 - the build menu's status line is anchored to the top of the panel and its grid to the panel's centre, so the gap between the two is half the panel height. It was a written-down constant, correct only at 1280 tall; at 1080 the grid started four pixels ABOVE the status line and drew through it. Nothing about that geometry is written against a screen size any more. The band is measured from the header that is actually there, the pitch closes up to fit it (never below a row's own height, which is what makes overlap impossible rather than unlikely), and the column count rises until the rows fit - so a short window gets a wide grid instead of one running off the bottom. Ten structures now lay out as 5 columns at 900px tall, 4 at 1080, 3 at 1280 and 2 at 1600, clearing the header at every one, which is what the test walks. #143 - a hangar caption is "Gas Bomber\n2 available": two lines before autowrap and three after it in a narrow column, at a size fixed in the scene. Labels do not clip by default, so the third line was drawn over the icon of the row below. The size is fitted to the box the layout works out, and the box clips - the first keeps it legible, the second keeps it correct however the vessel names grow. Its box also overhung by exactly HANGAR_LABEL_GAP: the layout subtracted one gap where it needed two, above the caption and below it. Two pixels, but two pixels inside the next row's icon.
491 lines
21 KiB
GDScript
491 lines
21 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_quest_chain.gd
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# Forgejo #129 (#131, #132, #133): the quest chain.
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#
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# The chain is a campaign, so most of what can go wrong with it is not a
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# crash - it is a quest that cannot be finished, one that finishes itself,
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# or one that asks for something the player has no way to reach yet. Those
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# are what is checked here, against the real catalogue rather than a fixture:
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# a chain that passes with test data and strands the player is exactly the
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# failure this is for.
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#
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# Covers:
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# A. the model: a fresh game is on the first quest, and every entry in the
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# catalogue is well formed and reachable
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# B. no quest counts as done before it is done, and every goal kind is
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# answerable
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# C. progress LATCHES - collecting and then spending does not un-complete
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# D. a quest is announced before it can complete, so an already-satisfied
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# goal still gets read out
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# E. the whole chain can be walked, and the ore quest really is finished by
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# collecting ore
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# F. #133 - the mothership quest's answer is that the World Ship is out of
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# reach, and exploration is what follows
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# G. research points only come from conquest, so no quest may ask for a
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# doctrine that costs them before the conquest quest
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# H. quests do not run during the prologue
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# P. #142 - enough rocks are asked for before the first structure is
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# Q. #141 - the first structure that needs a doctrine has that doctrine as
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# a quest of its own, so research is taught rather than assumed
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# R. #145 - every structure quest is actually finishable: building the
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# thing it asks for, the way the game builds it, completes it
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# I. lines survive having nobody to say them: a quest finished with no
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# banner alive is read out by the next one that is
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# J. a planet surface carries the chain too - a quest finished down there
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# is announced down there, not on the way back up, and the objective is
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# reachable from a button there as well
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# K. landing is recorded, both the planet and the kind of world it was
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const QUESTS = preload("res://core/Quests.gd")
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var game_state: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var spoke: bool = false
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var scene: Node
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var panel: Control
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var quest_button: Control
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var narration: Control
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func _initialize() -> void:
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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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game_state = root.get_node("GameState")
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game_state.reset_new_game()
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game_state.intro_active = false
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func _fail(message: String) -> bool:
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print("TEST_QUEST_CHAIN: FAIL (%s)" % message)
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quit(1)
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return true
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# Which skill-tree nodes cost research points, which only conquest supplies.
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func _costs_research_points(id: String) -> bool:
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return int(game_state.skill_node(id).get("research_points", 0)) > 0
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func _catalogue_cases() -> bool:
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# --- A. the catalogue is well formed ---------------------------------
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if QUESTS.count() < 8:
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return _fail("a chain of %d is not a campaign" % QUESTS.count())
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var seen: Dictionary = {}
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for i in range(QUESTS.count()):
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var quest: Dictionary = QUESTS.at(i)
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for field in ["id", "title", "objective", "goal", "brief", "done"]:
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if not quest.has(field):
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return _fail("quest %d has no %s" % [i, field])
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if field != "goal" and String(quest[field]).strip_edges() == "":
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return _fail("quest %s has an empty %s" % [quest.id, field])
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if seen.has(quest.id):
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return _fail("two quests share the id %s" % quest.id)
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seen[quest.id] = true
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# Every goal must be one this build can actually answer. An unknown
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# kind reads as never-done and would strand the player there.
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var progress: Vector2i = game_state.quest_progress(quest)
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if progress.y <= 0:
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return _fail("quest %s has a goal of zero, so it is already done" % quest.id)
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# --- B. and nothing is complete on a fresh game ------------------
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if game_state.quest_goal_met(quest):
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return _fail("quest %s counts as done on a brand new game" % quest.id)
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# The things a goal names must exist.
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var goal: Dictionary = quest.goal
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match String(goal.kind):
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QUESTS.GOAL_BUILDING:
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if game_state.building_definition(String(goal.building)) == null:
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return _fail("quest %s asks for a building that does not exist: %s" \
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% [quest.id, goal.building])
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QUESTS.GOAL_FLEET_VESSEL, QUESTS.GOAL_VESSEL_UNLOCKED:
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if game_state.vessel_definition(String(goal.vessel)) == null:
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return _fail("quest %s asks for a vessel that does not exist: %s" \
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% [quest.id, goal.vessel])
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QUESTS.GOAL_RESOURCE:
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if not (String(goal.resource) in game_state.resource_types()):
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return _fail("quest %s asks for a resource that does not exist: %s" \
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% [quest.id, goal.resource])
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QUESTS.GOAL_RESEARCH:
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if game_state.skill_node(String(goal.node)).is_empty():
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return _fail("quest %s asks to research a doctrine that does not exist: %s" \
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% [quest.id, goal.node])
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print("catalogue: %d quests, all well formed and none already done" % QUESTS.count())
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# --- F. the hinge ----------------------------------------------------
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var mothership: Dictionary = QUESTS.by_id("mothership")
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if mothership.is_empty():
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return _fail("there is no mothership quest - #129 turns on it")
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var answer: String = String(mothership.done).to_lower()
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if not ("world ship" in answer):
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return _fail("the mothership quest's answer never mentions the World Ship")
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if not ("further" in answer or "far" in answer or "carry" in answer):
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return _fail("the mothership quest does not say the World Ship is out of reach")
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# And what follows it is a search.
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var after: Dictionary = QUESTS.at(QUESTS.CHAIN.find(mothership) + 1)
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if String(after.goal.kind) != QUESTS.GOAL_EXPLORE:
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return _fail("the quest after the mothership is %s, not exploration" % after.id)
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print("the mothership answers with distance, and exploration follows it")
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# --- R. #145: every structure quest can actually be finished ---------
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# The extractor quest could not be. Extractors are placed onto a planet
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# from space and live in their own array, not in `buildings`, so the
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# question the goal asked ("is there a building of this type") was one
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# that could never be answered yes however many were built.
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#
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# Checked by BUILDING each one the way the game builds it and watching
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# the goal flip, rather than by knowing which array it lands in - the
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# knowing is what got this wrong in the first place.
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for i in range(QUESTS.count()):
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var build_quest: Dictionary = QUESTS.at(i)
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if String(build_quest.goal.kind) != QUESTS.GOAL_BUILDING:
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continue
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var type: String = String(build_quest.goal.building)
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game_state.buildings.clear()
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game_state.extractors.clear()
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if game_state.quest_goal_met(build_quest):
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return _fail("quest %s counts as done with nothing built at all" % build_quest.id)
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if type == GameState.BUILDING_EXTRACTOR:
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game_state.add_extractor("Quest Test", Vector2.ZERO, GameState.RESOURCE_ORE,
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"quest:costs")
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else:
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game_state.add_building(type, Vector2.ZERO)
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if not game_state.quest_goal_met(build_quest):
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return _fail("building a %s does not finish quest %s - it cannot be completed at all" \
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% [type, build_quest.id])
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game_state.buildings.clear()
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game_state.extractors.clear()
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print("every structure quest is finished by building the thing it asks for")
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# --- P. #142: enough rocks before anything is asked to be built ------
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# The first structure the chain asks for used to arrive straight after a
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# five-ore errand, costing four times that, with nothing in between
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# saying so.
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var first_build: int = -1
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for i in range(QUESTS.count()):
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if String(QUESTS.at(i).goal.kind) == QUESTS.GOAL_BUILDING:
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first_build = i
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break
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if first_build <= 0:
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return _fail("the chain opens on a build quest, with nothing gathered first")
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var build_type: String = String(QUESTS.at(first_build).goal.building)
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var build_price: int = int(game_state.building_costs(build_type).get(GameState.RESOURCE_ORE, 0))
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var gathered: int = 0
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for i in range(first_build):
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var goal_before: Dictionary = QUESTS.at(i).goal
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if String(goal_before.kind) == QUESTS.GOAL_RESOURCE \
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and String(goal_before.resource) == GameState.RESOURCE_ORE:
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gathered = maxi(gathered, int(goal_before.amount))
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if gathered < build_price:
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return _fail("the chain asks for a %s costing %d ore, having only ever asked for %d" \
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% [build_type, build_price, gathered])
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# ...and the pile has to FIT. Before the first structure exists there is
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# nowhere to bank anything, so the fleet's own hold is the only store
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# there is - and a pile larger than it would be a quest that cannot be
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# finished at all. It currently fits exactly, with no slack, so this is
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# the assertion that says so out loud rather than leaving it to be
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# discovered by a player.
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var starting: PackedStringArray = PackedStringArray()
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for i in range(GameState.STARTING_SHIP_COUNT):
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starting.append(GameState.VESSEL_INTERCEPTOR)
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var hold: int = game_state.fleet_cargo_capacity(starting)
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if gathered > hold:
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return _fail("the chain asks for %d ore before anything can bank it, and the starting fleet holds %d" \
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% [gathered, hold])
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print("%d ore is asked for before the %s that costs %d, and the opening hold carries %d" \
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% [gathered, build_type, build_price, hold])
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# --- Q. #141: research is taught before it is assumed ----------------
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# The first structure in the chain that needs a doctrine must have that
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# doctrine as a quest of its own first. Only the FIRST one: once the
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# player has been into the tree, a mention in a brief is enough, and
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# demanding a research quest per building would double the chain.
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var taught: Dictionary = {}
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var checked: bool = false
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for i in range(QUESTS.count()):
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var goal_here: Dictionary = QUESTS.at(i).goal
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if String(goal_here.kind) == QUESTS.GOAL_RESEARCH:
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taught[String(goal_here.node)] = true
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continue
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if checked or String(goal_here.kind) != QUESTS.GOAL_BUILDING:
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continue
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var gate: String = String(game_state.research_node_for_building(String(goal_here.building)))
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if gate == "":
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continue
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checked = true
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if not taught.has(gate):
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return _fail("the chain asks for a %s, gated behind \"%s\", without ever sending anyone to research it" \
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% [goal_here.building, gate])
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print("the first gated structure (%s) has its doctrine \"%s\" as a quest of its own" \
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% [goal_here.building, gate])
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if not checked:
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return _fail("no quest asks for a structure that needs research at all")
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# --- G. nothing asks for points before conquest ----------------------
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var conquest_at: int = -1
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for i in range(QUESTS.count()):
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if String(QUESTS.at(i).goal.kind) == QUESTS.GOAL_CONQUERED:
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conquest_at = i
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break
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if conquest_at < 0:
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return _fail("no quest ever conquers a planet, so research points are unreachable")
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for i in range(conquest_at):
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var quest: Dictionary = QUESTS.at(i)
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if String(quest.goal.kind) != QUESTS.GOAL_BUILDING:
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continue
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var research: String = game_state.research_for_building(String(quest.goal.building))
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if research != "" and _costs_research_points(research):
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return _fail("quest %s needs %s, which costs research points, before any planet is taken" \
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% [quest.id, research])
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print("no quest needs research points before the conquest quest at %d" % conquest_at)
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# --- H. not during the prologue --------------------------------------
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game_state.reset_new_game()
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if not game_state.intro_active:
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return _fail("a new game is not in the prologue")
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game_state._advance_quests()
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if game_state.quest_announced or not game_state.quest_messages.is_empty():
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return _fail("a quest spoke up during the prologue")
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game_state.intro_active = false
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print("the chain holds its tongue while the prologue runs")
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# --- D. announced before it can complete -----------------------------
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game_state.bank_inventory.deposit(GameState.RESOURCE_ORE, 500)
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game_state._advance_quests()
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if game_state.quest_index != 0:
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return _fail("the first quest completed before it was ever announced")
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if game_state.quest_messages.is_empty():
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return _fail("the first quest was not announced")
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var brief: String = String(game_state.take_quest_messages()[0].line)
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if brief != String(QUESTS.at(0).brief):
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return _fail("the first quest announced something other than its own brief")
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game_state._advance_quests()
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if game_state.quest_index != 1:
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return _fail("a satisfied quest did not complete on the frame after it was announced")
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print("a quest is read out first, then completed: \"%s\"" % brief.substr(0, 48))
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# --- C. and it stays complete ----------------------------------------
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game_state.bank_inventory.withdraw(GameState.RESOURCE_ORE, 500)
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if game_state.available_resource(GameState.RESOURCE_ORE) != 0:
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return _fail("the test failed to spend the ore it just banked")
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game_state._advance_quests()
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if game_state.quest_index < 1:
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return _fail("spending the ore put the chain back on the ore quest")
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print("spending the ore did not un-complete the quest that asked for it")
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# --- E. the whole chain walks ----------------------------------------
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var guard: int = 0
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while not game_state.quest_chain_complete() and guard < QUESTS.count() * 4:
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guard += 1
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game_state.complete_active_quest()
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if not game_state.quest_chain_complete():
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return _fail("the chain would not walk to its end")
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if not game_state.active_quest().is_empty():
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return _fail("there is still an active quest after the chain ended")
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game_state._advance_quests()
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print("the chain walks to the end and stops there")
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return false
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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 _catalogue_cases():
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return true
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# --- E (second half). the ore quest, really collected --------
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game_state.reset_new_game()
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game_state.intro_active = false
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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panel = scene.get_node("UI/QuestPanel")
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quest_button = scene.get_node("UI/QuestButton")
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narration = scene.get_node("UI/NarrationBanner")
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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 opening brief is up, which has stopped the game (#128).
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if not narration.is_speaking():
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return _fail("the first quest never reached the banner")
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if not paused:
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return _fail("a quest line did not stop the game")
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print("the first quest arrives as a dialog and stops the game")
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while narration.dismiss():
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pass
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if paused:
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return _fail("acknowledging every line left the game stopped")
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# --- the HUD ------------------------------------------------
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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 < 0.3:
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return false
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# #140: the objective lives behind a button next to the map's,
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# not on the HUD - it used to sit on top of the wave button.
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if panel.visible:
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return _fail("the objective panel is open before anyone pressed anything")
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if not quest_button.visible:
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return _fail("there is no quest button to press")
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var map_button: Control = scene.get_node("UI/MapButton")
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if quest_button.get_rect().intersects(map_button.get_rect()):
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return _fail("the quest button is drawn on top of the map button")
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var wave_button: Control = scene.get_node("UI/DevWaveButton")
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if quest_button.get_rect().intersects(wave_button.get_rect()):
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return _fail("the quest button is drawn on top of the wave button")
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if absf(quest_button.get_rect().get_center().y - map_button.get_rect().get_center().y) > 1.0:
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return _fail("the quest button does not sit beside the map button")
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panel.open()
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if not panel.visible:
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return _fail("pressing the quest button opened nothing")
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var quest: Dictionary = game_state.active_quest()
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if panel.quest_label.text != String(quest.title):
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return _fail("the panel shows \"%s\", the quest is \"%s\"" \
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% [panel.quest_label.text, quest.title])
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if panel.objective_label.text != String(quest.objective):
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return _fail("the panel does not show the objective")
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if panel.progress != Vector2i(0, 5):
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return _fail("the panel reads %s, expected 0 of 5" % panel.progress)
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print("quest button beside the map, clear of the wave button; panel: \"%s\" - %s (%d/%d)" \
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% [panel.quest_label.text, panel.objective_label.text,
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panel.progress.x, panel.progress.y])
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panel.close()
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# Collect what the quest asked for, the way the game does.
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game_state.collect_cargo(5)
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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 < 0.3:
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return false
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# #142: five ore finishes the first errand and starts the
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# stockpile, rather than jumping straight to a structure costing
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# four times what was just asked for.
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if String(game_state.active_quest().get("id", "")) != "stockpile":
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return _fail("collecting 5 ore did not finish the first ore quest (on %s)" \
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% game_state.active_quest().get("id", "<none>"))
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print("5 ore done; the chain asks for the pile before the mothership")
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while narration.dismiss():
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pass
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game_state.collect_cargo(15)
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elapsed = 0.0
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stage = 31
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return false
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31:
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# A quest completing puts its line up, and the next quest's brief
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# behind it - and each of those stops the tree (#128), which is
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# what stops the goal below from ever being checked. Clicked
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# through the way a player does, rather than waited out.
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if narration.is_speaking():
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# Seen here rather than asserted after the fact: by the time
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# the chain has moved on, the lines it said are gone.
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spoke = true
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while narration.dismiss():
|
|
pass
|
|
elapsed = 0.0
|
|
return false
|
|
if elapsed < 0.3:
|
|
return false
|
|
if String(game_state.active_quest().get("id", "")) != "mothership":
|
|
return _fail("collecting the full 20 ore did not finish the stockpile (on %s, ore=%d, hold cap=%d)" \
|
|
% [game_state.active_quest().get("id", "<none>"),
|
|
game_state.available_resource(GameState.RESOURCE_ORE),
|
|
game_state.fleet_inventory.total_capacity])
|
|
if not spoke:
|
|
return _fail("finishing a quest said nothing")
|
|
print("20 ore collected: the chain moved on to \"%s\"" \
|
|
% game_state.active_quest().title)
|
|
|
|
# --- I. a line said with no banner alive --------------------
|
|
scene.free()
|
|
scene = null
|
|
game_state.complete_active_quest()
|
|
if game_state.quest_messages.is_empty():
|
|
return _fail("a quest finished with no banner and dropped its line")
|
|
scene = load("res://world/Main.tscn").instantiate()
|
|
root.add_child(scene)
|
|
current_scene = scene
|
|
narration = scene.get_node("UI/NarrationBanner")
|
|
elapsed = 0.0
|
|
stage = 4
|
|
return false
|
|
4:
|
|
if elapsed < 0.3:
|
|
return false
|
|
if not narration.is_speaking():
|
|
return _fail("the line queued with no banner alive was never said")
|
|
print("a quest finished off-scene is read out by the next banner that exists")
|
|
while narration.dismiss():
|
|
pass
|
|
|
|
# --- J. and the same on a planet surface ---------------------
|
|
scene.free()
|
|
game_state.planet_name = "Quest Test"
|
|
game_state.planet_id = "quest:test"
|
|
game_state.planet_definition_id = "rocky"
|
|
scene = load("res://surface/PlanetSurface.tscn").instantiate()
|
|
root.add_child(scene)
|
|
current_scene = scene
|
|
narration = scene.get_node_or_null("UI/NarrationBanner")
|
|
panel = scene.get_node_or_null("UI/QuestPanel")
|
|
quest_button = scene.get_node_or_null("UI/QuestButton")
|
|
if narration == null or panel == null or quest_button == null:
|
|
return _fail("a planet surface has no banner and no objective panel")
|
|
game_state.complete_active_quest()
|
|
elapsed = 0.0
|
|
stage = 5
|
|
return false
|
|
5:
|
|
if elapsed < 0.3:
|
|
return false
|
|
if not narration.is_speaking():
|
|
return _fail("a quest finished on a surface said nothing down there")
|
|
print("a quest finished on a surface is announced on the surface")
|
|
# The tracker is an ordinary HUD node, so it is frozen along with
|
|
# everything else behind a dialog (#128) and comes up as the line
|
|
# closes. Acknowledged first, then looked at.
|
|
while narration.dismiss():
|
|
pass
|
|
elapsed = 0.0
|
|
stage = 6
|
|
return false
|
|
6:
|
|
if elapsed < 0.3:
|
|
return false
|
|
if not quest_button.visible:
|
|
return _fail("the objective button is missing on a planet surface")
|
|
panel.open()
|
|
if not panel.visible or panel.quest_label.text.strip_edges() == "":
|
|
return _fail("the objective panel says nothing on a planet surface")
|
|
print("the surface carries the objective too: \"%s\"" % panel.quest_label.text)
|
|
panel.close()
|
|
|
|
# --- K. landing is recorded ----------------------------------
|
|
game_state.reset_quests()
|
|
game_state.note_planet_visited("quest:one", "rocky")
|
|
game_state.note_planet_visited("quest:one", "rocky")
|
|
game_state.note_planet_visited("quest:two", "gas_giant")
|
|
if game_state.visited_planets.size() != 2:
|
|
return _fail("landing twice on one planet counted as two worlds")
|
|
if game_state.visited_planet_kinds.size() != 2:
|
|
return _fail("two kinds of world were not recorded as two kinds")
|
|
var kinds: Dictionary = {"kind": QUESTS.GOAL_PLANET_KINDS, "count": 3}
|
|
if game_state.quest_goal_met({"goal": kinds}):
|
|
return _fail("a three-world survey passed on two worlds")
|
|
game_state.note_planet_visited("quest:three", "research_lab")
|
|
if not game_state.quest_goal_met({"goal": kinds}):
|
|
return _fail("a three-world survey did not pass on three kinds of world")
|
|
print("landings recorded: %d planets across %d kinds of world" \
|
|
% [game_state.visited_planets.size(), game_state.visited_planet_kinds.size()])
|
|
|
|
print("TEST_QUEST_CHAIN: PASS")
|
|
quit(0)
|
|
return true
|
|
return false
|