Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
213 lines
8.5 KiB
GDScript
213 lines
8.5 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_laser_vessel.gd
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# Forgejo #58: a manually aimed instant beam, modelled closely on the gas
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# bomber's press-drag-release skill shot (GasBombController/
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# VesselGasBomberComponent) but firing the instant the touch releases -
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# there is no projectile travel time to wait out.
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#
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# Covers:
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# A. the control is absent with no laser ship in the fleet, and appears
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# the moment one joins
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# B. the beam damages every enemy along its line, within beam_half_width,
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# and nothing off it or beyond its range
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# C. cooldown is per SHIP, not per fleet: two laser ships fire two shots
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# before the control disables (the exact bug fixed in eb79efd for
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# bombers)
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# D. the camera zooms out while aiming and restores afterward
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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 LaserController.BEAM_HALF_WIDTH's value rather than referencing
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# the class constant directly - a bare ClassName.CONST reference elsewhere
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# in a test script has been observed to corrupt method resolution for the
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# WHOLE script. See tests/test_gas_bomber_cooldowns.gd's identical fix (#60).
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const BEAM_HALF_WIDTH: float = 38.0
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var on_line_enemies: Array = []
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var off_line_enemy: Node
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var beyond_range_enemy: Node
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var first_shooter: Node2D
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var second_shooter: Node2D
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var stage: int = 0
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var elapsed: float = 0.0
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var original_zoom: float = 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.reset_progression()
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# Direct unlock, same shortcut unlock_vessel() itself uses internally -
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# this ticket is about the laser's own behaviour, not re-proving the
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# ship-lab research flow (already covered generically elsewhere).
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game_state.vessel_levels["unlock_laser"] = 1
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# #61: shots draw energy from the fleet hold now - stock enough for two
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# fires. Set BEFORE the first spawn_ships() call (inside Main.tscn's own
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# _ready(), triggered by instantiate() below): the fleet hold has no
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# capacity cap yet at this point (#56's cap is only computed once a
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# fleet composition exists), so this deposit can't be clamped by the
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# soon-to-exist all-laser fleet having zero "cargo" capability.
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 20)
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main = load("res://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("LaserController")
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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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# --- A. absent, then appears -------------------------------------
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if main.get_node("UI/LaserButton").visible:
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return _fail_now("laser control appeared without a laser ship")
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_LASER, GameState.VESSEL_LASER]))
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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/LaserButton").visible:
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return _fail_now("a laser ship in the fleet did not reveal the laser control")
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print("control hidden with no laser ship, visible once one joins")
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# The beam fires FROM the specific ship LaserController picks, not
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# the fleet centroid (same discrepancy GasBombController already
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# has) - enemies are placed relative to that ship's own position,
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# not the centroid, so a non-zero formation offset can't put them
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# off the real beam line.
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first_shooter = skill._next_ready_laser_ship()
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if first_shooter == null:
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return _fail_now("no laser ship is ready right after spawning")
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var press := InputEventScreenTouch.new()
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press.index = 7
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var laser_button: Control = main.get_node("UI/LaserButton")
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press.position = laser_button.global_position + laser_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("laser control did not begin aiming")
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# --- D. zoom-out while aiming --------------------------------
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var drag := InputEventScreenDrag.new()
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drag.index = 7
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drag.position = press.position + Vector2(300.0, 0.0)
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main._handle_drag(drag)
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if main.get_node("Camera2D").zoom.x >= original_zoom:
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return _fail_now("aiming did not zoom out")
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print("aiming zoomed the camera out")
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# --- B. targets: two on the line, one off it, one past range ---
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for offset in [Vector2(200.0, 0.0), Vector2(500.0, 0.0)]:
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var enemy: Node = load("res://Enemy.tscn").instantiate()
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enemy.position = first_shooter.global_position + offset
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main.add_child(enemy)
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enemy.speed = 0.0
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on_line_enemies.append(enemy)
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off_line_enemy = load("res://Enemy.tscn").instantiate()
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off_line_enemy.position = first_shooter.global_position \
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+ Vector2(200.0, BEAM_HALF_WIDTH + 60.0)
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main.add_child(off_line_enemy)
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off_line_enemy.speed = 0.0
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beyond_range_enemy = load("res://Enemy.tscn").instantiate()
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beyond_range_enemy.position = first_shooter.global_position + Vector2(2000.0, 0.0)
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main.add_child(beyond_range_enemy)
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beyond_range_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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# Instant beam: the hit already landed by the time _handle_touch
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# returns, no travel time to wait out like the bomb's projectile.
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if skill.last_hit_count != 2:
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return _fail_now("beam hit %d enemies, expected 2" % skill.last_hit_count)
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for enemy in on_line_enemies:
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if not is_instance_valid(enemy) or enemy.hp >= enemy.max_hp:
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return _fail_now("an enemy on the beam line was not damaged")
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if not is_instance_valid(off_line_enemy) or off_line_enemy.hp != off_line_enemy.max_hp:
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return _fail_now("the beam damaged an enemy off its line")
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if not is_instance_valid(beyond_range_enemy) or beyond_range_enemy.hp != beyond_range_enemy.max_hp:
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return _fail_now("the beam damaged an enemy beyond its range")
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print("beam damaged exactly the 2 enemies on its line within range")
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# --- C. cooldown is per ship, not per fleet ---------------------
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if not main.get_node("UI/LaserButton").enabled:
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return _fail_now("firing one laser ship disabled the control with a second ship still ready")
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print("one ship fired; control stays enabled with the second ready")
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stage = 1
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elapsed = 0.0
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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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second_shooter = skill._next_ready_laser_ship()
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if second_shooter == null or second_shooter == first_shooter:
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return _fail_now("the second shot was not offered to the other ship")
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var press2 := InputEventScreenTouch.new()
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press2.index = 8
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var laser_button: Control = main.get_node("UI/LaserButton")
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press2.position = laser_button.global_position + laser_button.size * 0.5
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press2.pressed = true
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main._handle_touch(press2)
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if not skill.aiming:
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return _fail_now("laser control did not re-open aiming for the second shot")
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var drag2 := InputEventScreenDrag.new()
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drag2.index = 8
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drag2.position = press2.position + Vector2(0.0, 300.0)
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main._handle_drag(drag2)
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var release2 := InputEventScreenTouch.new()
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release2.index = 8
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release2.position = drag2.position
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release2.pressed = false
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main._handle_touch(release2)
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if main.get_node("UI/LaserButton").enabled:
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return _fail_now("both laser ships fired but the control is still enabled")
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print("second shot fired from the other ship - two ships, two shots, now disabled")
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stage = 2
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elapsed = 0.0
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return false
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2:
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# --- D continued: zoom restores after aiming ends ---------------
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if elapsed < 1.0:
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return false
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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("camera zoom restored")
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print("TEST_LASER_VESSEL: 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_LASER_VESSEL: FAIL (%s)" % message)
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quit(1)
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return true
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