#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
154 lines
5.9 KiB
GDScript
154 lines
5.9 KiB
GDScript
extends SceneTree
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# Forgejo #179: an Energy Propulser in the fleet grants a hold-aim-release
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# dash. Covers visibility, aimed movement, energy cost, formation integrity,
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# and one cooldown per Propulser.
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const DASH_COST: int = 15
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const DASH_DISTANCE: float = 520.0
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const DASH_SETTLE_TIME: float = 0.3
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var state: Node
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var main: Node
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var fleet: Node
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var dash: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var first_origin: Vector2
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var second_origin: Vector2
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var offsets_before: Array = []
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var first_component: Node
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func _initialize() -> void:
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state = root.get_node("GameState")
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state.reset_new_game()
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state.intro_active = false
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state.reset_quests()
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state.vessel_levels["unlock_distorder"] = 1
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state.fleet_inventory.total_capacity = -1
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state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, DASH_COST * 3)
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# #219: fleet capacity is built now - one berth free, one per Fleet
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# Office. This test flies more than one vessel, so it needs the offices
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# standing before the fleet spawns into them.
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load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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current_scene = main
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fleet = main.get_node("Fleet")
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dash = main.get_node("DashController")
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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 < 0.3:
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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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if main.get_node("UI/DashButton").visible:
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return _fail("dash button appeared without an Energy Propulser")
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# The carrier keeps enough hold capacity for both dashes. Two
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# Propulsers prove that cooldown belongs to a vessel, not the fleet.
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fleet.spawn_ships(3, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_CARRIER, GameState.VESSEL_DISTORDER,
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GameState.VESSEL_DISTORDER,
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]))
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dash._process(0.0)
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if not main.get_node("UI/DashButton").visible:
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return _fail("an Energy Propulser did not reveal the dash button")
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first_component = dash._next_ready_ship().get_component("distorder")
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first_origin = fleet.get_centroid()
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for ship in fleet.ships:
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offsets_before.append(ship.position - first_origin)
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_aim_and_release(Vector2.RIGHT, 11)
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if not fleet.is_dashing():
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return _fail("releasing a rightward aim did not begin a dash")
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if state.fleet_resource(GameState.RESOURCE_ENERGY) != DASH_COST * 2:
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return _fail("first dash did not consume %d energy" % DASH_COST)
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if first_component.is_ready():
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return _fail("the Propulser that dashed did not enter cooldown")
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# The burst should cover substantially more than a linear quarter of
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# its distance at a quarter of its duration, then ease into its stop.
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fleet.set_physics_process(false)
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fleet._advance_dash(fleet.dash_duration * 0.25)
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var early_distance: float = fleet.get_centroid().distance_to(first_origin)
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if early_distance <= DASH_DISTANCE * 0.45 \
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or early_distance >= DASH_DISTANCE * 0.7:
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return _fail("dash has no useful ease-out curve (quarter-time distance %.1f)" \
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% early_distance)
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fleet.set_physics_process(true)
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dash._process(0.0)
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if not main.get_node("UI/DashButton").enabled:
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return _fail("one cooling Propulser disabled a second ready one")
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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 < DASH_SETTLE_TIME:
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return false
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var moved: Vector2 = fleet.get_centroid() - first_origin
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if absf(moved.x - DASH_DISTANCE) > 8.0 or absf(moved.y) > 8.0:
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return _fail("rightward aim moved the fleet by %s" % moved)
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for i in range(fleet.ships.size()):
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var offset: Vector2 = fleet.ships[i].position - fleet.get_centroid()
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if offset.distance_to(offsets_before[i]) > 1.0:
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return _fail("dash distorted formation slot %d by %.2f" \
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% [i, offset.distance_to(offsets_before[i])])
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second_origin = fleet.get_centroid()
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_aim_and_release(Vector2.UP, 12)
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if state.fleet_resource(GameState.RESOURCE_ENERGY) != DASH_COST:
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return _fail("second Propulser did not pay for its own dash")
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dash._process(0.0)
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if main.get_node("UI/DashButton").enabled:
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return _fail("dash remained enabled after both Propulsers fired")
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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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if elapsed < DASH_SETTLE_TIME:
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return false
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var moved: Vector2 = fleet.get_centroid() - second_origin
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if absf(moved.y + DASH_DISTANCE) > 8.0 or absf(moved.x) > 8.0:
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return _fail("upward aim moved the fleet by %s" % moved)
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first_component.tick(first_component.DASH_COOLDOWN)
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dash._process(0.0)
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if not main.get_node("UI/DashButton").enabled:
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return _fail("button did not re-enable when one Propulser recharged")
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var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
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if not surface.has_node("DashController") or not surface.has_node("UI/DashButton"):
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return _fail("planet surface does not carry the dash ability")
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if surface.has_node("UI/SpeedFader"):
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return _fail("planet surface still carries the sustained speed multiplier")
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surface.free()
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print("two aimed dashes moved %.0f units, preserved formation, and cooled down per Propulser" \
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% DASH_DISTANCE)
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print("TEST_ENERGY_PROPULSER_DASH: PASS")
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quit(0)
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return true
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return false
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func _aim_and_release(direction: Vector2, touch_index: int) -> void:
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var button: Control = main.get_node("UI/DashButton")
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var press := InputEventScreenTouch.new()
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press.index = touch_index
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press.pressed = true
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press.position = button.global_position + button.size * 0.5
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main._handle_touch(press)
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var drag := InputEventScreenDrag.new()
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drag.index = touch_index
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drag.position = press.position + direction * 240.0
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main._handle_drag(drag)
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var release := InputEventScreenTouch.new()
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release.index = touch_index
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release.pressed = false
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release.position = drag.position
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main._handle_touch(release)
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func _fail(message: String) -> bool:
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print("TEST_ENERGY_PROPULSER_DASH: FAIL (%s)" % message)
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quit(1)
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return true
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