#80 - desktop combat. The mouse aims, the left button fires, and the number keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin sticks are built for thumbs; on a desktop they mean dragging a virtual stick with a pointer that could simply BE the crosshair. The pointer path hands its heading to FireStickController rather than driving weapons itself, so exactly one thing in the scene aims a gun, and a held stick wins - a finger on it is a deliberate act, a mouse resting somewhere is not. Abilities gained fire_at(), which aims and fires in one call instead of pretending to be a press-drag-release touch. It is gated on the absence of a touchscreen, because Godot emulates a mouse button from every touch and without that a tap on a phone would fire the guns. The gate has an explicit override, and not for tidiness: headless reports a touchscreen, so with the automatic answer alone the aiming could never be exercised by a test and the only covered behaviour would be the guard. #81 - the bottom-left control hint is gone, from both scenes and from GameController. #82 - a chaser is destroyed by the impact when it reaches a vessel. It used to pass through the wreck untouched and line up another pass, which made a ramming enemy strictly better than any other. Data-driven per enemy (dies_on_contact), because a sniper that happens to drift into a ship has not spent itself doing it - and routed through take_damage, so it dies exactly as it dies to gunfire. The enemy is told about the impact BEFORE the ship resolves its own damage, since resolving it can free the ship. #83 - the research tree's buy button is gone; tapping a node twice buys it. Deliberately "the same node twice" rather than a timed double-tap: no window to miss on a slow phone, no accidental purchase while browsing, and the first tap always does something visible, so the second is never a blind commitment. The status line now says "Tap again to research" - with the button gone it is the only thing distinguishing an affordable node from an unaffordable one. test_enemy_collision asserted the exact behaviour #82 reversed, and now checks the ram costs both. Suite 117/117. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
78 lines
2.8 KiB
GDScript
78 lines
2.8 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_enemy_collision.gd
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# Verifies that an enemy touching a ship destroys that ship and takes it out
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# of the fleet.
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#
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# This used to also assert the enemy SURVIVED the touch. #82 reversed that for
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# the chaser - which is the enemy this spawns - so a ram now costs both. The
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# rule itself, including which enemies it applies to and what a shield does
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# about it, is tests/test_chaser_rams.gd; here it is only checked far enough
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# to confirm this test is exercising the ramming enemy it thinks it is.
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const CHECK_DELAY: float = 0.05
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var main_scene: Node
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var fleet: Node
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var enemy: Node
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var target_ship: Node
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var elapsed: float = 0.0
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var started: bool = false
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func _initialize() -> void:
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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func _physics_process(delta: float) -> bool:
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if not started:
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# Disabling EnemySpawner in _initialize() doesn't reliably stick -
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# a node's set_process(false) call made before it has fully
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# finished entering the tree can get silently reset once the
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# engine's own (deferred) tree-entry finalization runs, which
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# happens strictly after _ready(). Here, at the point _ready() is
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# already confirmed complete, it's safe.
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main_scene.get_node("EnemySpawner").set_process(false)
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# Crew the fleet HERE, not in _initialize(), for the same reason the
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# set_process(false) call above lives here: work done in _initialize()
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# can be undone by the engine's deferred tree-entry finalization. A
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# new game flies one vessel into three slots now, and this test needs
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# a full one.
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root.get_node("GameState").unlocked.append_array(["wing", "squadron", "armada"])
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fleet.spawn_ships(5, Vector2.ZERO)
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target_ship = fleet.ships[0]
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var enemy_scene: PackedScene = load("res://Enemy.tscn")
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enemy = enemy_scene.instantiate()
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enemy.position = target_ship.position
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main_scene.add_child(enemy)
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started = true
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return false
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elapsed += delta
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if elapsed >= CHECK_DELAY:
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_finish()
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return true
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return false
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func _finish() -> void:
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var ship_destroyed: bool = not is_instance_valid(target_ship)
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var ship_removed_from_fleet: bool = fleet.ships.find(target_ship) == -1
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var fleet_count_ok: bool = fleet.ships.size() == 4
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# The chaser is destroyed by the impact too (#82).
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var enemy_died: bool = not is_instance_valid(enemy) or enemy.is_queued_for_deletion()
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print("ship_destroyed=%s ship_removed_from_fleet=%s ships_remaining=%d enemy_died=%s" % [
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ship_destroyed, ship_removed_from_fleet, fleet.ships.size(), enemy_died
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])
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if ship_destroyed and ship_removed_from_fleet and fleet_count_ok and enemy_died:
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print("TEST_ENEMY_COLLISION: PASS")
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quit(0)
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else:
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print("TEST_ENEMY_COLLISION: FAIL")
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quit(1)
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