spaceship/tests/test_distorder_stacking.gd
Loïc Wisniewski 1f5fecd371 Buy fleet berths with Fleet Offices
#219: fleet capacity is a built, supplied thing rather than a researched
one. The eight fleet-size doctrines are gone; capacity is one berth free
plus one per Fleet Office standing. An office charges every 25s for the
vessel in its berth, priced off that vessel's own build cost so an expensive
hull is expensive to keep, and drawn from its own store the way a gas burner
draws gas. An office that cannot pay goes dark, its vessel is scuttled, and
the player is told through the same queue quest lines use - which reaches
them on a planet surface too.

An empty berth is idle rather than starved: an office is only failing while
there is something in it to fail, and holding it disabled would leave a
berth that could never be crewed and so could never be paid for again.

Ships have no hit points and a shield absorbs a hit wholesale, so the lost
vessel is scuttled rather than damaged - otherwise a shielded hull would
survive its own eviction.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 17:09:27 +02:00

160 lines
7.5 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_distorder_stacking.gd
# Energy Propulsers raise the fleet's speed ceiling together, so a second one
# is worth crewing rather than dead weight - but with DIMINISHING returns
# (#77). Each doubling of them adds 1.0, not each vessel: a flat 1.0 apiece
# meant a fleet that could afford six simply drove at six times cruise and the
# vessel stopped being a choice.
#
# Covers:
# A. one vessel gives the original ceiling, so nothing changed for a fleet
# that carries a single propulser
# B. the ceiling follows log2 of the count - two vessels are worth exactly
# what they were worth before the change, and the growth tapers after
# C. the fader's full travel reaches the WIDENED ceiling, not the old one
# D. losing a vessel mid-boost pulls the fleet back down to the new
# ceiling rather than leaving it faster than its crew can sustain
# E. full boost still costs the same energy per second however wide the
# ceiling is - more vessels buy more speed, not cheaper speed
var game_state: Node
var main: Node
var fleet: Node
var fader: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.reset_progression()
game_state.vessel_levels["unlock_distorder"] = 1
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
# #219: fleet capacity is built now - one berth free, one per Fleet
# Office. This test flies more than one vessel, so it needs the offices
# standing before the fleet spawns into them.
load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
fleet = main.get_node("Fleet")
fader = main.get_node("UI/SpeedFader")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
# Room for a fleet of distorders.
# --- A. one vessel is unchanged ------------------------------
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_DISTORDER]))
if not is_equal_approx(game_state.max_fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER):
return _fail("one distorder gives a ceiling of %.1f, expected the unchanged %.1f" \
% [game_state.max_fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER])
print("1 distorder -> ceiling %.1fx" % game_state.max_fleet_speed_multiplier)
# --- B. the ceiling grows with log2 of the count ---------------
var previous_gain: float = 1.0
for extra in range(1, 4):
fleet.add_ship(GameState.VESSEL_DISTORDER)
var count: int = extra + 1
var expected: float = GameState.MAX_FLEET_SPEED_MULTIPLIER \
+ log(float(count)) / log(2.0)
if not is_equal_approx(game_state.max_fleet_speed_multiplier, expected):
return _fail("%d propulsers give a ceiling of %.2f, expected %.2f" \
% [count, game_state.max_fleet_speed_multiplier, expected])
# Each vessel must be worth strictly less than the one before
# it. That is the whole point of the change, and asserting the
# formula alone would pass just as happily on a linear one.
var gain: float = game_state.max_fleet_speed_multiplier \
- (GameState.MAX_FLEET_SPEED_MULTIPLIER + log(float(count - 1)) / log(2.0))
if count > 2 and gain >= previous_gain:
return _fail("propulser %d added %.2f, no less than the %.2f the one before it added - the returns are not diminishing" \
% [count, gain, previous_gain])
previous_gain = gain
print("%d propulsers -> ceiling %.2fx (this one added %.2f)" \
% [count, game_state.max_fleet_speed_multiplier, gain])
# Two propulsers must still be worth exactly what they were before
# the change, or an existing fleet was quietly devalued.
if not is_equal_approx(GameState.MAX_FLEET_SPEED_MULTIPLIER + log(2.0) / log(2.0),
GameState.MAX_FLEET_SPEED_MULTIPLIER + 1.0):
return _fail("two propulsers no longer reach the ceiling they used to")
# --- C. the fader reaches the widened ceiling ----------------
# Dragging the track to its top must mean the CURRENT ceiling, or
# the extra vessels would be unreachable through the only control
# that exists for them.
fader._process(0.0)
if not fader.visible:
return _fail("the fader is hidden with four distorder vessels crewed")
var press := InputEventScreenTouch.new()
press.index = 3
press.position = fader.global_position + Vector2(fader.size.x * 0.5, fader.size.y - 4.0)
press.pressed = true
main._handle_touch(press)
var drag := InputEventScreenDrag.new()
drag.index = 3
drag.position = fader.global_position + Vector2(fader.size.x * 0.5, 0.0)
main._handle_drag(drag)
if not is_equal_approx(game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier):
return _fail("dragging the fader to the top reached %.2fx, not the ceiling %.2fx" \
% [game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier])
print("fader top reaches %.1fx" % game_state.fleet_speed_multiplier)
# --- E. full boost costs the same per second -----------------
# The drain is normalized against the current ceiling, so sitting
# at full boost is the same price whatever the ceiling is.
var wide_energy: int = _energy_spent_over(1.0)
# --- D. losing vessels pulls the boost back down -------------
var boosted_before: float = game_state.fleet_speed_multiplier
for i in range(fleet.ships.size() - 1, -1, -1):
if is_instance_valid(fleet.ships[i]) and fleet.ships[i].vessel_type == GameState.VESSEL_DISTORDER:
fleet.store_ship(i)
break
if game_state.max_fleet_speed_multiplier >= boosted_before:
return _fail("losing a distorder left the ceiling at %.1f, no lower than the %.1f the fleet was already doing" \
% [game_state.max_fleet_speed_multiplier, boosted_before])
if game_state.fleet_speed_multiplier > game_state.max_fleet_speed_multiplier + 0.001:
return _fail("the fleet is still doing %.2fx after its ceiling dropped to %.2fx" \
% [game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier])
print("losing one pulled %.1fx down to the new %.1fx ceiling" \
% [boosted_before, game_state.fleet_speed_multiplier])
# Same measurement at the narrower ceiling, also at full boost.
game_state.set_fleet_speed_multiplier(game_state.max_fleet_speed_multiplier)
var narrow_energy: int = _energy_spent_over(1.0)
if absi(wide_energy - narrow_energy) > 1:
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" \
% [wide_energy, narrow_energy])
print("full boost costs %d/%d energy per second at either ceiling" % [wide_energy, narrow_energy])
print("TEST_DISTORDER_STACKING: PASS")
quit(0)
return true
return false
# Energy actually consumed by holding the current multiplier for `seconds`,
# driven directly so the measurement does not depend on frame pacing.
func _energy_spent_over(seconds: float) -> int:
var before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
var step: float = 0.05
var t: float = 0.0
while t < seconds:
game_state._advance_distorder_drain(step)
t += step
return before - game_state.fleet_resource(GameState.RESOURCE_ENERGY)
func _fail(message: String) -> bool:
print("TEST_DISTORDER_STACKING: FAIL (%s)" % message)
quit(1)
return true