#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.
212 lines
9.5 KiB
GDScript
212 lines
9.5 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_menu_polish.gd
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# Forgejo #111, #112, #119 and #120 - four panels that were hard to read,
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# each for its own reason. Grouped because they are all "what does this
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# panel actually show", and because each alone is a handful of assertions.
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#
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# Covers:
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# A. #111 - the craft menu names no resources: prices are glyphs, and
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# every vessel gets a caption that does not overlap its neighbour
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# B. #111 - and a price strip really carries the vessel's cost
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# D. #143 - a hangar caption fits the box it was given and cannot draw
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# outside it, so it never lands on the icon of the row below
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# C. #120 - the hangar's captions have room for two lines, and there is a
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# rule between what is parked and what is flying
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# D. #112 - every skill node has a mark, and a node that unlocks a
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# building uses that building's own icon
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# E. #119 - the command centre draws the vessels actually in the fleet,
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# not one placeholder repeated
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var game_state: Node
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var scene: Node
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var controller: Node
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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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# 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.buildings.clear()
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game_state.extractors.clear()
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game_state.reset_progression()
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game_state.reset_waves()
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game_state.reset_formation()
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game_state.intro_active = false
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game_state.rocks = 5000
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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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controller = scene.get_node("BuildController")
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func _fail(message: String) -> bool:
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print("TEST_MENU_POLISH: FAIL (%s)" % message)
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quit(1)
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return true
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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 < 0.4:
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return false
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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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# --- A. the craft menu spells no resource out -------------
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controller.craft_building_id = 1
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controller._refresh_craft_status()
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# The caption is the vessel's NAME and nothing else. Checked as an
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# exact match rather than by hunting for resource words in it: a
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# Gas Bomber is named after a resource and always will be, and
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# what #111 removed was the PRICE spelled out underneath.
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var fleet_defs: Array = VesselDefinitions.fleet()
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for i in range(mini(controller.craft_vessel_labels.size(), fleet_defs.size())):
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var caption: String = String(controller.craft_vessel_labels[i].text)
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var expected: String = String(fleet_defs[i].display_name)
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if caption != expected:
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return _fail("a craft caption reads \"%s\", expected just \"%s\"" \
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% [caption, expected])
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# Captions must not sit on top of one another, which is what
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# made the old single row unreadable.
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for i in range(controller.craft_vessel_labels.size()):
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for j in range(i + 1, controller.craft_vessel_labels.size()):
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var a: Control = controller.craft_vessel_labels[i]
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var b: Control = controller.craft_vessel_labels[j]
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if Rect2(a.position, a.size).intersects(Rect2(b.position, b.size)):
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return _fail("craft captions %d and %d overlap" % [i, j])
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print("craft captions: %d, one line each, none overlapping" \
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% controller.craft_vessel_labels.size())
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# --- B. and the price is really there ---------------------
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if controller.craft_price_strips.size() != controller.craft_vessel_buttons.size():
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return _fail("%d price strips for %d vessels" \
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% [controller.craft_price_strips.size(),
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controller.craft_vessel_buttons.size()])
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var priced: int = 0
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for i in range(controller.craft_price_strips.size()):
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var definition: Resource = VesselDefinitions.fleet()[i]
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var costs: Dictionary = game_state.product_costs(definition.definition_id)
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var strip: Control = controller.craft_price_strips[i]
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if costs.is_empty():
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continue
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if strip.is_free():
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return _fail("%s costs %s and its strip is empty" \
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% [definition.definition_id, str(costs)])
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priced += 1
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if priced == 0:
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return _fail("no vessel showed a price at all")
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print("%d vessels show their price as glyphs" % priced)
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# --- C. the hangar ---------------------------------------
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controller._layout_hangar()
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if controller.hangar_divider_y <= 0.0:
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return _fail("the hangar laid out with no divider between its halves")
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var available_bottom: float = 0.0
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var fleet_top: float = 1.0e9
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for label in controller.hangar_available_labels:
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available_bottom = maxf(available_bottom, label.position.y + label.size.y)
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for slot in controller.hangar_fleet_slots:
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fleet_top = minf(fleet_top, slot.position.y)
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if not (controller.hangar_divider_y > available_bottom - 40.0
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and controller.hangar_divider_y < fleet_top):
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return _fail("the divider at %.0f is not between the two grids (%.0f / %.0f)" \
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% [controller.hangar_divider_y, available_bottom, fleet_top])
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# Two lines of caption. The font is 24-ish, so anything under
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# about 44 cannot show a second line at all.
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var caption_height: float = controller.hangar_available_labels[0].size.y
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if caption_height < 44.0:
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return _fail("hangar captions are %.0fpx tall - a two-word name is clipped" \
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% caption_height)
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print("hangar: %.0fpx captions, divider at %.0f between %.0f and %.0f" \
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% [caption_height, controller.hangar_divider_y, available_bottom, fleet_top])
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# --- D. #143 - and the caption stays in its box --------------
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# The caption is two lines before autowrap and three after it in
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# a narrow column, at a size fixed in the scene - so the third
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# line was drawn over the icon of the row below. It is fitted to
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# the box now, and the box clips, so nothing can reach the next
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# row however the vessel names grow.
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controller._refresh_hangar()
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for pair in [[controller.hangar_available_labels, controller.hangar_available_slots],
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[controller.hangar_fleet_labels, controller.hangar_fleet_slots]]:
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for i in range(pair[0].size()):
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var caption: Label = pair[0][i]
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if not caption.clip_text:
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return _fail("hangar caption %d can draw outside its box" % i)
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var font: Font = caption.get_theme_font("font")
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var size_px: int = caption.get_theme_font_size("font_size")
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var needed: float = font.get_multiline_string_size(caption.text,
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HORIZONTAL_ALIGNMENT_CENTER, caption.size.x, size_px).y
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if needed > caption.size.y + 0.5:
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return _fail("caption \"%s\" needs %.0fpx at size %d and has %.0f" \
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% [caption.text.replace("\n", " / "), needed, size_px, caption.size.y])
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# And the box itself must not reach the row below it.
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for slot in pair[1]:
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var below: Rect2 = Rect2(slot.position, slot.size)
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if below.position.y > caption.position.y \
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and Rect2(caption.position, caption.size).intersects(below):
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return _fail("caption \"%s\" runs into the icon below it" \
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% caption.text.replace("\n", " / "))
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var probe: Label = controller.hangar_available_labels[0]
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print("captions fitted to %dpx and clipped; \"%s\" fits its %.0fpx box" \
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% [probe.get_theme_font_size("font_size"),
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probe.text.replace("\n", " / "), probe.size.y])
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# --- D. every skill node has a mark -----------------------
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var tree_view: Control = scene.get_node("UI/SkillMenu/Tree")
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var marked: int = 0
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for node in GameState.SKILL_TREE:
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var icon: int = game_state.skill_node_icon(node)
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if icon < 0:
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return _fail("skill node \"%s\" has no icon" % node.id)
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marked += 1
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var unlocks: String = String(node.get("unlocks", ""))
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if unlocks == "":
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continue
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var definition: Resource = game_state.building_definition(unlocks)
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if definition != null and icon != int(definition.menu_icon):
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return _fail("\"%s\" unlocks the %s but draws a different icon" \
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% [node.id, unlocks])
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if tree_view._glyphs.size() != marked:
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return _fail("%d nodes have icons but the tree built %d glyphs" \
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% [marked, tree_view._glyphs.size()])
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print("%d skill nodes, every one marked, unlocks matching their building" % marked)
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# --- E. the formation shows the real fleet ----------------
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scene.get_node("Fleet").spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD]))
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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 < 0.2:
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return false
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var editor: Control = scene.get_node("UI/FormationMenu/Editor")
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var crewed: PackedStringArray = game_state.fleet_vessel_types
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if crewed.size() != 2:
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return _fail("the fleet mirror holds %d types, expected 2" % crewed.size())
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var interceptor: Resource = game_state.vessel_definition(GameState.VESSEL_INTERCEPTOR)
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var shield: Resource = game_state.vessel_definition(GameState.VESSEL_SHIELD)
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if interceptor.hull_points == shield.hull_points:
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return _fail("the two vessels share a hull, so this case proves nothing")
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if not editor.has_method("_draw_vessel_slot"):
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return _fail("the editor has no per-vessel drawing at all")
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# The panel draws from the mirror, so the mirror having the right
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# types in the right order IS what makes the markers differ.
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if String(crewed[0]) != GameState.VESSEL_INTERCEPTOR \
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or String(crewed[1]) != GameState.VESSEL_SHIELD:
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return _fail("the fleet mirror is %s, not the order they were crewed in" \
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% str(crewed))
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print("formation draws a %s and a %s, in the slots they fly in" \
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% [interceptor.display_name, shield.display_name])
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print("TEST_MENU_POLISH: PASS")
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quit(0)
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return true
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return false
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