#85 - on a computer the sticks and the pivot pair are dead weight: WASD steers, the mouse aims, Q/E pivot. All four go together the first time a keyboard or a mouse is used, and only where there is no touchscreen. A touch device with a keyboard attached keeps everything, because a finger is still a way to play it. #86 - the default gun shoots faster (500 -> 850) and further (320 -> 620). The interesting half is that a bolt now STOPS where the gun's range ends. Projectile lifetime is derived from fire_range at launch rather than set independently, so the distance a shot covers and the distance the aim guide draws are one number. They were two, and they disagreed: the guide promised 320 while a bolt actually flew speed * lifetime = 750, so shots landed on things well past the line saying where they would stop. #87 - the ship that fires throws sparks, so a shot is visibly attached to the vessel it came from; with a whole fleet shooting there was nothing tying the two together, which started mattering once the player had to aim. Enemy deaths gained a shockwave ring and roughly double the debris - a kill used to read as a small red puff that was easy to miss in a fight. #88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and acceleration, and every enemy's. Scaling the enemies too keeps it a change of TEMPO rather than a difficulty cut, and scaling acceleration alongside speed keeps the handling from #77's tuning intact. Three tests carried assertions that were really about one balance pass: test_enemy_mothership pinned a literal 35.0 and now compares against the chaser, which is what "never reaches ramming speed" actually means; test_planet_atmosphere_transition flew far enough at the new speed to reach the landed garrison, and now clears it, since that test is about the handoff and not about a fight it never meant to pick. Also repaired real data loss, caught only because test_gas_burner failed: Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped collected_outputs, capabilities, map_radius and map_phase, and had recreated a stale copy of it at the pre-#84 root path. Without collected_outputs no transporter ever collects a burner's energy. Both files restored from git. It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and lunar_surface.gdshader at their old root paths - the root Main.tscn still carried 27 references to the flat layout. They are dead weight the engine never loads, since project.godot and every preload point into the folders, but they are exactly the kind of thing that wastes an hour later when someone edits the wrong copy. Deleted, and the root is now down to ui_theme.tres, icon.svg, web_shell.html and the two config files. Suite 119/119. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
263 lines
10 KiB
GDScript
263 lines
10 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_enemy_mothership.gd
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# Forgejo #53: a big, slow capital enemy that spawns chasers/artillery on
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# their own intervals and fires a heavily telegraphed line beam.
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#
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# Split into two independent parts, each with its own fleet setup:
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# A. EnemyBigLaserBeam mechanics, tested directly (not through the
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# component's own tick/cooldown timing, which would make the precise
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# geometry assertions below timing-fragile):
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# 1. the telegraph holds for the charge - no damage, phase stays
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# CHARGING, for most of charge_time
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# 2. the locked aim direction never changes even if the fleet moves
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# away mid-charge
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# 3. three ships in a line all die from one shot; a ship that steps
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# outside beam_half_width before the shot lands survives
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# 4. a shielded ship in the beam survives, losing exactly one charge
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# B. The composed enemy_mothership definition, tested through a real
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# Enemy.tscn instance:
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# 5. structural composition - pursuit, two DISTINCT spawner presets
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# (chaser/artillery), big_laser, no type switch anywhere
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# 6. it launches both chaser and artillery spawns on their own
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# intervals
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# 7. it closes on the fleet without ever exceeding its own defined
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# speed - "never reaches ramming speed"
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#
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# Repo-wide lessons from #52, both apply again here:
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# - main.get_node(...).set_process(false) has to happen in _process()'s
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# first real tick, not _initialize() - a disable made before the node
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# has finished entering the tree doesn't reliably stick.
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# - overriding an @export interval on an already-ticking component does
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# NOT reset its in-progress countdown - reset the timer variable too.
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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 beam_script: Script
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var beam: Node2D
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var line_a: Node
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var line_b: Node
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var line_c: Node
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var shield_ship: Node
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var initial_aim: Vector2
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var mothership: Node
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var chaser_spawner: Node
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var artillery_spawner: Node
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var mothership_start_position: Vector2
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var closing_elapsed: float = 0.0
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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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beam_script = load("res://enemies/EnemyBigLaserBeam.gd")
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# Four vessels are crewed below, past BASE_FLEET_SIZE's 3 slots, so the
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# capacity doctrines are granted rather than assumed.
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game_state.unlocked.append_array(["wing", "squadron", "armada"])
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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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fleet = main.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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if elapsed < 0.1:
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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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main.get_node("BuildController").set_process(false)
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for ship in fleet.ships:
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if is_instance_valid(ship):
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ship.queue_free()
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fleet.ships.clear()
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# --- A: line-up three ships along +X, one shielded further out ---
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_a = fleet.ships[fleet.ships.size() - 1]
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_pin(line_a, Vector2(300, 0))
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_b = fleet.ships[fleet.ships.size() - 1]
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_pin(line_b, Vector2(400, 0))
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_c = fleet.ships[fleet.ships.size() - 1]
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_pin(line_c, Vector2(500, 0))
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fleet.add_ship(game_state.VESSEL_SHIELD)
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shield_ship = fleet.ships[fleet.ships.size() - 1]
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_pin(shield_ship, Vector2(600, 0))
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if not shield_ship.has_shield():
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return _fail("shield ship has no shield right after being added")
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var beam_scene: PackedScene = load("res://enemies/EnemyBigLaserBeam.tscn")
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beam = beam_scene.instantiate()
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beam.charge_time = 0.5
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beam.beam_range = 1000.0
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beam.beam_half_width = 35.0
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beam.damage = 3
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root.add_child(beam)
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beam.launch(Vector2.ZERO, Vector2(1, 0))
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initial_aim = beam.aim_direction
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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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# --- 1. telegraph holds, no damage, for most of the charge ---
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if elapsed < beam.charge_time * 0.6:
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return false
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if beam.phase != beam_script.Phase.CHARGING:
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return _fail("beam left CHARGING before charge_time elapsed")
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for ship in [line_a, line_b, line_c, shield_ship]:
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if not is_instance_valid(ship):
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return _fail("a ship in the beam's path died before the charge finished")
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# Move line_b out of the beam's path - this alone also shifts
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# fleet.get_centroid() (line_b is part of the same fleet), which
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# is exactly the "the fleet moved mid-charge" event stage 2
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# needs to prove the beam does NOT re-track. line_a/line_c/
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# shield_ship stay exactly where they were.
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_pin(line_b, Vector2(400, 400))
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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 < beam.charge_time * 0.6:
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return false
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if beam.aim_direction != initial_aim:
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return _fail("beam re-tracked the fleet mid-charge - aim_direction changed from %s to %s" % [
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initial_aim, beam.aim_direction
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])
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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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# --- 3 + 4. the shot has landed by now ---
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if is_instance_valid(line_a):
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return _fail("line_a (still in the beam) survived the shot")
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if is_instance_valid(line_c):
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return _fail("line_c (still in the beam) survived the shot")
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if not is_instance_valid(line_b):
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return _fail("line_b (moved out of the beam before it fired) was killed anyway")
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if not is_instance_valid(shield_ship):
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return _fail("the shielded ship died despite having a shield")
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if shield_ship.shield_charges != 0:
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return _fail("shield charges did not drop to exactly 1 lost (charges=%d)" % shield_ship.shield_charges)
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# --- B: reset to a clean single-ship fleet for the mothership ---
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for ship in fleet.ships:
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if is_instance_valid(ship):
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ship.queue_free()
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fleet.ships.clear()
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fleet.spawn_ships(1, Vector2(3000, 0))
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mothership = load("res://enemies/Enemy.tscn").instantiate()
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mothership.enemy_id = "enemy_mothership"
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mothership.position = Vector2.ZERO
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main.add_child(mothership)
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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 < 0.15:
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return false
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# --- 5. structural composition, no type switch ---
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if mothership.max_hp != 60:
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return _fail("enemy_mothership max_hp is %d, expected 60" % mothership.max_hp)
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# Compared against the CHASER rather than a hardcoded 35.0. What
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# matters is that this thing lumbers - "never reaches ramming
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# speed", per the note at the top of this file - and that is a
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# statement about the two relative to each other. The literal was
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# a hidden dependency on one balance pass: #88 raised every speed
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# in the game by 1.5 and this failed while the mothership was
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# still exactly as slow, relatively, as it had always been.
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var definitions: Script = load("res://enemies/EnemyDefinitions.gd")
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var chaser_speed: float = float(definitions.get_definition("chaser").speed)
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if mothership.speed >= chaser_speed * 0.5:
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return _fail("enemy_mothership moves at %s against a chaser's %s - it is meant to lumber" \
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% [mothership.speed, chaser_speed])
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if not mothership.has_capability("pursuit"):
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return _fail("enemy_mothership has no pursuit component - it should close on the fleet")
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if not mothership.has_capability("big_laser"):
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return _fail("enemy_mothership has no big_laser component")
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var spawners: Array = []
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for child in mothership.get_children():
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if child.get("capability_id") == "spawner":
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spawners.append(child)
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if spawners.size() != 2:
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return _fail("enemy_mothership has %d spawner components, expected 2 (chaser + artillery)" % spawners.size())
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for spawner in spawners:
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if spawner.spawned_enemy_id == "chaser":
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chaser_spawner = spawner
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elif spawner.spawned_enemy_id == "artillery":
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artillery_spawner = spawner
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if chaser_spawner == null or artillery_spawner == null:
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return _fail("the two spawner components are not one chaser + one artillery preset")
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# Speed up both intervals for the test, resetting the in-progress
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# timer too (#52's lesson: changing the interval alone does not
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# touch a countdown already running from the definition default).
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# Staggered slightly rather than both at 0.0: two sibling
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# spawners both instantiating Enemy.tscn on the exact same
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# physics frame hit a transient PackedScene.instantiate()
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# failure ("node count is 0") on this engine build - spreading
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# their first fire across different frames avoids it, and is
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# also what naturally happens in real play anyway.
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chaser_spawner.spawn_interval = 0.2
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chaser_spawner.spawn_timer = 0.0
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artillery_spawner.spawn_interval = 0.3
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artillery_spawner.spawn_timer = 0.05
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mothership_start_position = mothership.position
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elapsed = 0.0
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closing_elapsed = 0.0
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stage = 5
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return false
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5:
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# --- 6. launches both chasers and artillery on their own intervals ---
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closing_elapsed += delta
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if elapsed < 1.2:
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return false
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if chaser_spawner.spawned.is_empty():
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return _fail("mothership never spawned a chaser")
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if artillery_spawner.spawned.is_empty():
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return _fail("mothership never spawned an artillery")
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for spawn in chaser_spawner.spawned:
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if spawn.enemy_id != "chaser":
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return _fail("a chaser-spawner spawn has enemy_id '%s'" % spawn.enemy_id)
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for spawn in artillery_spawner.spawned:
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if spawn.enemy_id != "artillery":
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return _fail("an artillery-spawner spawn has enemy_id '%s'" % spawn.enemy_id)
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# --- 7. closes on the fleet, never exceeding its own speed ---
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var traveled: float = mothership.position.distance_to(mothership_start_position)
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var max_possible: float = mothership.speed * closing_elapsed + 5.0 # small integration slack
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if traveled > max_possible:
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return _fail("mothership traveled %.1f in %.2fs, more than speed(%.1f) allows (%.1f)" % [
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traveled, closing_elapsed, mothership.speed, max_possible
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])
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var distance_to_fleet: float = mothership.position.distance_to(fleet.get_centroid())
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var starting_distance: float = mothership_start_position.distance_to(Vector2(3000, 0))
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if distance_to_fleet >= starting_distance:
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return _fail("mothership did not close on the fleet at all (distance %.1f >= starting %.1f)" % [
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distance_to_fleet, starting_distance
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])
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print("TEST_ENEMY_MOTHERSHIP: PASS")
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quit(0)
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return true
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return false
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func _pin(ship: Node, at: Vector2) -> void:
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ship.position = at
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ship.move_target = at
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func _fail(message: String) -> bool:
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print("TEST_ENEMY_MOTHERSHIP: FAIL (%s)" % message)
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quit(1)
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return true
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