Forgejo #14, part 1 of #12. Rock.gd credited GameState.rocks on pickup, so ore was banked instantly from anywhere on the map and a mining run had nothing at stake. Ore now goes into GameState.fleet_cargo and only becomes spendable when the fleet reaches the mothership. Delivery lives in BuildingField because that node already knows where the buildings are and already answers "is the fleet standing on one?", using the fleet CENTROID - the same stable single-number test Planet and Building use, rather than per-ship collision that flickers as ships jostle in formation. Cargo lives in the GameState autoload so it survives Main.tscn being torn down on every trip to a planet's surface - cargo mined ON a surface would otherwise be dropped the moment the player took off. test_resources_and_buildings asserted the old behaviour (gathering a rock raises `rocks`) and now asserts the new one. That is a spec change, not a weakened test - the gathering assertion itself is intact. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
227 lines
8.6 KiB
GDScript
227 lines
8.6 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_resources_and_buildings.gd
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# Covers the resource/building loop end to end:
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# 1. flying a ship over a surface rock loads it into the fleet's hold
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# (banking it needs a trip to the mothership - see #14 and
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# tests/test_fleet_cargo.gd)
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# 2. buildings are paid for, persist in GameState, and respawn with the
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# space scene (they must survive the trip to a planet and back)
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# 3. a ship crafter adds a vessel to the fleet for rocks
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# 4. wiping out the fleet rebuilds one vessel at the mothership
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var stage: int = 0
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var elapsed: float = 0.0
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var scene: Node
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var fleet: Node
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var game_state: Node
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var rock: Area2D
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var mothership_pos: Vector2 = Vector2(900.0, -400.0)
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 0
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game_state.fleet_cargo = 0
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game_state.buildings.clear()
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game_state.has_return_position = false
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scene = load("res://PlanetSurface.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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fleet = scene.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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# --- gather a rock -------------------------------------------
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scene.get_node("RockField").set_process(false)
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rock = load("res://Rock.tscn").instantiate()
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rock.build_shape(1)
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# Placed OUTSIDE the pickup shape but inside attract_radius, so
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# this also proves the magnetic pull actually reels it in rather
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# than the ship simply happening to overlap it on spawn.
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rock.position = fleet.ships[0].position + Vector2(150.0, 0.0)
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scene.add_child(rock)
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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 < 1.5:
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return false
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# Into the hold, not the bank: since #14 ore is cargo until the
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# fleet delivers it to the mothership.
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if game_state.fleet_cargo != 1:
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print("fleet_cargo=%d after flying a ship onto one" % game_state.fleet_cargo)
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (rock not gathered)")
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quit(1)
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return true
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print("gathered rock -> hold=%d bank=%d" % [game_state.fleet_cargo, game_state.rocks])
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# Bank enough to build with, then move to the space scene.
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game_state.rocks = 60
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change_scene_to_file("res://Main.tscn")
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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 < 0.4:
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return false
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if current_scene == null or current_scene.name != "Main":
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return false
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scene = current_scene
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fleet = scene.get_node("Fleet")
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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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# --- place both buildings -------------------------------------
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var field: Node = scene.get_node("BuildingField")
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var before: int = game_state.rocks
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for ship in fleet.ships:
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ship.position = mothership_pos
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fleet.move_to(mothership_pos)
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field.place(GameState.BUILDING_MOTHERSHIP, mothership_pos)
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game_state.spend(GameState.MOTHERSHIP_COST)
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field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(1400.0, 300.0))
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game_state.spend(GameState.SHIP_CRAFTER_COST)
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var paid: bool = game_state.rocks == before - GameState.MOTHERSHIP_COST - GameState.SHIP_CRAFTER_COST
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var stored: bool = game_state.buildings.size() == 2
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print("buildings=%d rocks %d->%d paid=%s" % [
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game_state.buildings.size(), before, game_state.rocks, paid
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])
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if not (paid and stored):
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (placing/paying wrong)")
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quit(1)
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return true
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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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# --- crafter adds a ship --------------------------------------
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fleet.spawn_ships(3, Vector2.ZERO)
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var before_ships: int = fleet.ships.size()
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var before_rocks: int = game_state.rocks
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game_state.spend(GameState.SHIP_COST)
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var added: bool = fleet.add_ship()
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print("craft: ships %d->%d rocks %d->%d" % [
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before_ships, fleet.ships.size(), before_rocks, game_state.rocks
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])
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if not (added and fleet.ships.size() == before_ships + 1 and game_state.rocks == before_rocks - GameState.SHIP_COST):
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (crafting a ship)")
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quit(1)
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return true
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# --- command centre: drag a formation slot ---------------------
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var editor: Control = scene.get_node("UI/FormationMenu/Editor")
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var menu: Control = scene.get_node("UI/FormationMenu")
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menu.visible = true
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editor.size = Vector2(520, 520)
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# The editor is driven from BuildController._unhandled_input,
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# which never fires for Controls that consume touches through
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# the GUI system first. The menu AND its full-screen backdrop
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# must both be IGNORE, or dragging a slot silently does nothing
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# on a real device - which is exactly what happened.
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for node in [menu, menu.get_node("Backdrop"), editor]:
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if node.mouse_filter != Control.MOUSE_FILTER_IGNORE:
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print("%s has mouse_filter=%d, needs IGNORE" % [node.name, node.mouse_filter])
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (formation menu would swallow drags)")
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quit(1)
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return true
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var slot_before: Vector2 = game_state.formation[1]
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var down: InputEventScreenTouch = InputEventScreenTouch.new()
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down.index = 0
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down.pressed = true
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down.position = editor.global_position + editor._slot_screen_pos(1)
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var grabbed: bool = editor.handle_touch(down)
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var move: InputEventScreenDrag = InputEventScreenDrag.new()
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move.index = 0
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move.position = editor.global_position + editor._slot_screen_pos(1) + Vector2(40.0, 25.0)
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editor.handle_drag(move)
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var slot_after: Vector2 = game_state.formation[1]
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menu.visible = false
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print("formation slot 1: %s -> %s (grabbed=%s)" % [slot_before, slot_after, grabbed])
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if not (grabbed and slot_after != slot_before):
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (formation slot did not drag)")
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quit(1)
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return true
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# Editing must re-seat the ships ALREADY in flight, not just
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# ones built later - otherwise the edit reads as doing nothing.
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var live_target: Vector2 = fleet.ships[1].move_target
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var expected_target: Vector2 = fleet.fleet_target + slot_after
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var live_ok: bool = live_target.distance_to(expected_target) < 0.01
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print("live ship 1 target %s, expected %s (ok=%s)" % [
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live_target, expected_target, live_ok
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])
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if not live_ok:
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (existing ships ignored the edit)")
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quit(1)
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return true
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# --- pivot the formation --------------------------------------
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var before_pivot: Vector2 = game_state.formation[1]
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game_state.rotate_formation(PI / 2.0)
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fleet.apply_formation()
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var after_pivot: Vector2 = game_state.formation[1]
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var rotated_ok: bool = after_pivot.distance_to(before_pivot.rotated(PI / 2.0)) < 0.01
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var length_kept: bool = abs(after_pivot.length() - before_pivot.length()) < 0.01
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var ship_followed: bool = fleet.ships[1].move_target.distance_to(fleet.fleet_target + after_pivot) < 0.01
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print("pivot: %s -> %s (rotated=%s shape_kept=%s ship_followed=%s)" % [
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before_pivot, after_pivot, rotated_ok, length_kept, ship_followed
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])
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if not (rotated_ok and length_kept and ship_followed):
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (pivot)")
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quit(1)
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return true
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game_state.rotate_formation(-PI / 2.0)
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slot_after = game_state.formation[1]
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# A rebuilt fleet must adopt the edited layout, which is the
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# whole point of storing the formation in GameState.
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fleet.spawn_ships(2, Vector2.ZERO)
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var uses_layout: bool = fleet.ships[1].position.distance_to(slot_after) < 0.01
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print("respawned ship 1 at %s, formation says %s (matches=%s)" % [
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fleet.ships[1].position, slot_after, uses_layout
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])
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if not uses_layout:
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (fleet ignored the edited formation)")
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quit(1)
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return true
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# --- wipe the fleet -------------------------------------------
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for ship in fleet.ships.duplicate():
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ship.queue_free()
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fleet.ships.clear()
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fleet.formation_offsets.clear()
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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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if elapsed < 0.5:
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return false
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# BuildController._process should have rebuilt one vessel, at
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# the mothership rather than the origin.
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var respawned: bool = fleet.ships.size() == 1
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var at_mothership: bool = respawned and fleet.ships[0].position.distance_to(mothership_pos) < 120.0
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print("after wipe: ships=%d at_mothership=%s (pos=%s expected~%s)" % [
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fleet.ships.size(), at_mothership,
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fleet.ships[0].position if respawned else Vector2.ZERO, mothership_pos
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])
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if respawned and at_mothership:
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print("TEST_RESOURCES_AND_BUILDINGS: PASS")
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quit(0)
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else:
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print("TEST_RESOURCES_AND_BUILDINGS: FAIL (fleet not rebuilt at the mothership)")
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quit(1)
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return true
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return false
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