#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the player reads it, reskinned to match: a symmetric hull flaring into an engine skirt instead of the lopsided warped lump, an engine bell with a thrust plume instead of the wobbling ring glyph, and energy's own yellow instead of purple, since energy is what it burns. The internal id stays "distorder" - it is the capability string, the unlock key and the component scene name, and renaming the wiring would be a large mechanical change with no player-visible effect. Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used to add a flat 1.0, so a fleet that could afford six simply drove at six times cruise and the vessel stopped being a choice. Base-2 makes the rule one sentence - every doubling adds another 1.0 - and leaves two propulsers worth exactly what they were worth before, so nothing already built is devalued. #78 - a gas burner can be paused. It converts gas the player may want for bombs into energy they may not need yet, and the only way to stop it was to demolish it. The action is data-driven like every other: the visual's ActionProvider lists "pause", and any converter can adopt it. Pause is the burner's PRIMARY action, so it is one tap rather than a menu; the button shows what it will DO, bars while running and a play triangle while stopped; and the building itself goes visibly cold, because a paused building that looked identical to a running one would be a setting to remember rather than see. Conversion progress is left where it was rather than reset, so switching off and on again does not discard a part-finished unit. #79 - picking something up says so. A "+N" with the resource's own mark rises and fades where it happened. Built from the SAME glyph the resource tables and transfer rows use, so a material added to the catalog later cannot end up with one mark in the HUD and a different one in the world. A pickup a full hold REFUSES raises nothing. Two Godot traps cost real time here and are now written down where the next person will hit them: - a `#` comment inside a .tres [resource] block is not a comment. It parses as part of the preceding value and silently blanks the property after it. One in DistorderVesselDefinition.tres left definition_id empty, which surfaced as "<blank> did not resolve its definition" in a test far from the edit. The note lives in VesselDefinition.gd now. - a global class_name is not reliably resolvable, INCLUDING a script's own inside its own static function. ResourcePickupVFX.new() failed to compile when reached through a preview scene, taking Rock and the gas vents with it. It has no class_name now and constructs itself by path. Suite 114/114. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
158 lines
7.3 KiB
GDScript
158 lines
7.3 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_distorder_stacking.gd
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# Energy Propulsers raise the fleet's speed ceiling together, so a second one
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# is worth crewing rather than dead weight - but with DIMINISHING returns
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# (#77). Each doubling of them adds 1.0, not each vessel: a flat 1.0 apiece
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# meant a fleet that could afford six simply drove at six times cruise and the
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# vessel stopped being a choice.
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#
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# Covers:
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# A. one vessel gives the original ceiling, so nothing changed for a fleet
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# that carries a single propulser
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# B. the ceiling follows log2 of the count - two vessels are worth exactly
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# what they were worth before the change, and the growth tapers after
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# C. the fader's full travel reaches the WIDENED ceiling, not the old one
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# D. losing a vessel mid-boost pulls the fleet back down to the new
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# ceiling rather than leaving it faster than its crew can sustain
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# E. full boost still costs the same energy per second however wide the
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# ceiling is - more vessels buy more speed, not cheaper speed
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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 fader: 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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game_state = root.get_node("GameState")
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game_state.reset_progression()
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game_state.vessel_levels["unlock_distorder"] = 1
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
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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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fader = main.get_node("UI/SpeedFader")
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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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# Room for a fleet of distorders.
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game_state.unlocked.append_array(["wing", "squadron", "armada"])
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# --- A. one vessel is unchanged ------------------------------
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_DISTORDER]))
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if not is_equal_approx(game_state.max_fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER):
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return _fail("one distorder gives a ceiling of %.1f, expected the unchanged %.1f" \
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% [game_state.max_fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER])
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print("1 distorder -> ceiling %.1fx" % game_state.max_fleet_speed_multiplier)
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# --- B. the ceiling grows with log2 of the count ---------------
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var previous_gain: float = 1.0
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for extra in range(1, 4):
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fleet.add_ship(GameState.VESSEL_DISTORDER)
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var count: int = extra + 1
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var expected: float = GameState.MAX_FLEET_SPEED_MULTIPLIER \
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+ log(float(count)) / log(2.0)
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if not is_equal_approx(game_state.max_fleet_speed_multiplier, expected):
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return _fail("%d propulsers give a ceiling of %.2f, expected %.2f" \
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% [count, game_state.max_fleet_speed_multiplier, expected])
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# Each vessel must be worth strictly less than the one before
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# it. That is the whole point of the change, and asserting the
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# formula alone would pass just as happily on a linear one.
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var gain: float = game_state.max_fleet_speed_multiplier \
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- (GameState.MAX_FLEET_SPEED_MULTIPLIER + log(float(count - 1)) / log(2.0))
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if count > 2 and gain >= previous_gain:
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return _fail("propulser %d added %.2f, no less than the %.2f the one before it added - the returns are not diminishing" \
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% [count, gain, previous_gain])
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previous_gain = gain
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print("%d propulsers -> ceiling %.2fx (this one added %.2f)" \
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% [count, game_state.max_fleet_speed_multiplier, gain])
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# Two propulsers must still be worth exactly what they were before
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# the change, or an existing fleet was quietly devalued.
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if not is_equal_approx(GameState.MAX_FLEET_SPEED_MULTIPLIER + log(2.0) / log(2.0),
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GameState.MAX_FLEET_SPEED_MULTIPLIER + 1.0):
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return _fail("two propulsers no longer reach the ceiling they used to")
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# --- C. the fader reaches the widened ceiling ----------------
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# Dragging the track to its top must mean the CURRENT ceiling, or
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# the extra vessels would be unreachable through the only control
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# that exists for them.
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fader._process(0.0)
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if not fader.visible:
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return _fail("the fader is hidden with four distorder vessels crewed")
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var press := InputEventScreenTouch.new()
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press.index = 3
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press.position = fader.global_position + Vector2(fader.size.x * 0.5, fader.size.y - 4.0)
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press.pressed = true
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main._handle_touch(press)
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var drag := InputEventScreenDrag.new()
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drag.index = 3
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drag.position = fader.global_position + Vector2(fader.size.x * 0.5, 0.0)
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main._handle_drag(drag)
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if not is_equal_approx(game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier):
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return _fail("dragging the fader to the top reached %.2fx, not the ceiling %.2fx" \
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% [game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier])
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print("fader top reaches %.1fx" % game_state.fleet_speed_multiplier)
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# --- E. full boost costs the same per second -----------------
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# The drain is normalized against the current ceiling, so sitting
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# at full boost is the same price whatever the ceiling is.
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var wide_energy: int = _energy_spent_over(1.0)
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# --- D. losing vessels pulls the boost back down -------------
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var boosted_before: float = game_state.fleet_speed_multiplier
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for i in range(fleet.ships.size() - 1, -1, -1):
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if is_instance_valid(fleet.ships[i]) and fleet.ships[i].vessel_type == GameState.VESSEL_DISTORDER:
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fleet.store_ship(i)
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break
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if game_state.max_fleet_speed_multiplier >= boosted_before:
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return _fail("losing a distorder left the ceiling at %.1f, no lower than the %.1f the fleet was already doing" \
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% [game_state.max_fleet_speed_multiplier, boosted_before])
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if game_state.fleet_speed_multiplier > game_state.max_fleet_speed_multiplier + 0.001:
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return _fail("the fleet is still doing %.2fx after its ceiling dropped to %.2fx" \
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% [game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier])
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print("losing one pulled %.1fx down to the new %.1fx ceiling" \
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% [boosted_before, game_state.fleet_speed_multiplier])
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# Same measurement at the narrower ceiling, also at full boost.
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game_state.set_fleet_speed_multiplier(game_state.max_fleet_speed_multiplier)
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var narrow_energy: int = _energy_spent_over(1.0)
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if absi(wide_energy - narrow_energy) > 1:
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return _fail("full boost cost %d energy with a wide ceiling and %d with a narrow one - extra vessels changed the PRICE, not just the speed" \
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% [wide_energy, narrow_energy])
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print("full boost costs %d/%d energy per second at either ceiling" % [wide_energy, narrow_energy])
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print("TEST_DISTORDER_STACKING: PASS")
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quit(0)
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return true
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return false
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# Energy actually consumed by holding the current multiplier for `seconds`,
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# driven directly so the measurement does not depend on frame pacing.
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func _energy_spent_over(seconds: float) -> int:
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var before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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var step: float = 0.05
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var t: float = 0.0
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while t < seconds:
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game_state._advance_distorder_drain(step)
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t += step
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return before - game_state.fleet_resource(GameState.RESOURCE_ENERGY)
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func _fail(message: String) -> bool:
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print("TEST_DISTORDER_STACKING: FAIL (%s)" % message)
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quit(1)
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return true
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