A garrisoned vessel circles its post, engages what comes into range, and goes back to circling. It steers by writing move_target and lets Ship's own steering fly it, so it accelerates, banks and brakes exactly like a vessel in the formation. It is not in Fleet.ships. It does not follow the formation, does not count against max_fleet_size(), and does not move when the player flies away - which is the whole point of stationing it. A garrison that ate a fleet slot would mean stationing a vessel cost the player a place in their own wedge. The leash is the load-bearing part. Enemies are judged from the POST rather than from the vessel, so a garrison that has drifted out to its leash cannot see further still and be walked away from its outpost one enemy at a time, and an engagement is clamped to a circle around the post rather than to a straight line, so it still manoeuvres while pinned. The orbit starts from where the vessel actually is rather than a random bearing. A random one makes the first move_target a point on the far side of the circle, and the vessel flies straight across the middle - through the outpost it is guarding. EnemyTargets.nearest_ship now searches the player_ships GROUP instead of Fleet.ships: an enemy that ignored the guns shooting at it, because they were not in the player's formation, would let a garrison hold a position without ever being fought back. The laser vessel is deliberately not garrisonable. Firing the laser lives in LaserController, a fleet ability driven by the laser button, rather than in VesselLaserComponent - so a garrisoned laser would hold its position and never shoot, and offering a vessel that cannot fight is worse than a short list. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
217 lines
8.1 KiB
GDScript
217 lines
8.1 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_outpost_garrison_patrol.gd
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# Forgejo #105 (#97g): "When a vessel is assigned to an outpost, it
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# navigates around the outpost by itself, attacking nearby ennemies if any
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# are detected."
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#
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# Covers:
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# A. a crewed outpost puts a real vessel in the world, and that vessel is
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# NOT in the fleet - it must not follow the formation, must not eat a
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# fleet slot, and must not fly off when the player leaves
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# B. left alone it circles its post rather than sitting on it
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# C. an enemy inside its detection range is engaged and shot at
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# D. it will not be walked away: an enemy beyond the leash is ignored, and
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# an engagement never drags it further than the leash from its post
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# E. it goes back to patrolling once the enemy is gone
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# F. losing a garrison vessel frees the berth, so it gets crewed again
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# G. enemies fight back - a garrison vessel is a target like any other
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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 field: Node
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var outpost_id: int = 0
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var guard: Node2D
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var component: Node
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var enemy: Node2D
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var stage: int = 0
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var elapsed: float = 0.0
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var orbit_min: float = INF
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var orbit_max: float = 0.0
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var max_from_post: float = 0.0
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var dummy_hp_before: int = 0
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func _initialize() -> void:
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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.stored_vessels.clear()
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game_state.vessel_deliveries.clear()
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game_state.reset_progression()
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game_state.reset_waves()
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game_state.unlocked.append("forward_bases")
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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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field = main.get_node("GarrisonField")
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func _fail(message: String) -> bool:
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print("TEST_OUTPOST_GARRISON_PATROL: FAIL (%s)" % message)
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quit(1)
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return true
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# A pinned target that neither shoots back nor dies. The point of these
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# stages is where the GARRISON goes and whether it fires, and a sniper that
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# killed the guard mid-check, or a chaser that died to it, would end the
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# observation before the thing being measured had happened.
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func _dummy(at: Vector2) -> Node2D:
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var dummy: Node2D = load("res://enemies/Enemy.tscn").instantiate()
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dummy.enemy_id = "chaser"
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dummy.position = at
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main.add_child(dummy)
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dummy.speed = 0.0
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dummy.hp = 100000
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return dummy
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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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for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
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if is_instance_valid(hazard):
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hazard.queue_free()
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# The fleet is parked a long way off, so nothing here is the
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# fleet's doing.
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fleet.spawn_ships(1, Vector2(-9000.0, 0.0),
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PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
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fleet.ships[0].move_target = fleet.ships[0].position
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main.get_node("BuildingField").place(GameState.BUILDING_OUTPOST, Vector2.ZERO)
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outpost_id = int(game_state.buildings[-1].id)
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game_state.set_garrison_desired(outpost_id, GameState.VESSEL_INTERCEPTOR, 1)
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game_state.garrison_crew(outpost_id).append(GameState.VESSEL_INTERCEPTOR)
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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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if elapsed < 0.3:
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return false
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# --- A. a real vessel, and not a fleet one -------------------
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var here: Array = field.ships_at(outpost_id)
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if here.size() != 1:
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return _fail("a crewed outpost put %d vessels in the world" % here.size())
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guard = here[0]
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component = guard.get_component("garrison")
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if component == null:
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return _fail("the garrison vessel has no garrison component steering it")
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if guard in fleet.ships:
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return _fail("the garrison vessel joined the fleet")
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if fleet.ships.size() != 1:
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return _fail("stationing a vessel changed the fleet to %d ships" % fleet.ships.size())
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print("outpost crewed with 1 vessel, fleet still %d and untouched" % fleet.ships.size())
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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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# --- B. it circles the post ---------------------------------
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var from_post: float = guard.global_position.length()
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orbit_min = minf(orbit_min, from_post)
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orbit_max = maxf(orbit_max, from_post)
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if elapsed < 4.0:
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return false
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if component.is_engaging():
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return _fail("the garrison thinks it is fighting with no enemy on the map")
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if orbit_min < 40.0:
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return _fail("the garrison sat on top of its outpost (closest %.0fpx)" % orbit_min)
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if orbit_max > component.leash_range:
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return _fail("patrolling took it %.0fpx from its post, past the %.0fpx leash" \
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% [orbit_max, component.leash_range])
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print("patrolled between %.0f and %.0fpx of its post" % [orbit_min, orbit_max])
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# --- D (first half). an enemy beyond the leash is ignored ----
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enemy = _dummy(Vector2(component.leash_range + component.engage_distance + 900.0, 0.0))
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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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if elapsed < 1.0:
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return false
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if component.is_engaging():
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return _fail("the garrison went after an enemy well beyond its leash")
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print("an enemy %.0fpx out is left alone" % enemy.global_position.length())
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enemy.queue_free()
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# --- C. an enemy in reach is engaged and shot at -------------
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enemy = _dummy(Vector2(300.0, 0.0))
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dummy_hp_before = enemy.hp
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max_from_post = 0.0
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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 not is_instance_valid(guard):
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return _fail("the garrison vessel was destroyed mid-engagement")
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max_from_post = maxf(max_from_post, guard.global_position.length())
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if elapsed < 2.5:
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return false
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if not component.is_engaging():
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return _fail("an enemy 300px from the outpost was not engaged")
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# Damage taken, not projectiles in flight: a bolt that has already
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# connected has freed itself, so counting live ones at an instant
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# reads zero exactly when the gun is working best.
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if enemy.hp >= dummy_hp_before:
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return _fail("the garrison engaged but the enemy took no damage")
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# --- D (second half). the leash holds during a fight ---------
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if max_from_post > component.leash_range + 60.0:
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return _fail("the fight pulled it %.0fpx from its post, past a %.0fpx leash" \
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% [max_from_post, component.leash_range])
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print("engaged, took %d hp off it, and stayed within %.0fpx of its post" \
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% [dummy_hp_before - enemy.hp, max_from_post])
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# --- G. and it can be fought back ---------------------------
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var targets: Script = load("res://enemies/EnemyTargets.gd")
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var picked: Node2D = targets.nearest_ship(main, enemy.global_position)
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if picked != guard:
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return _fail("an enemy beside the garrison picks %s instead of it - it cannot be fought back" \
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% ("nothing" if picked == null else str(picked.name)))
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print("enemies see the garrison as a target too")
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if is_instance_valid(enemy):
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enemy.queue_free()
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elapsed = 0.0
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stage = 5
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return false
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5:
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# --- E. back to the patrol ----------------------------------
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if elapsed < 1.5:
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return false
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if component.is_engaging():
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return _fail("the garrison is still fighting an enemy that is gone")
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print("stood down and went back to its patrol")
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# --- F. a lost vessel frees its berth ------------------------
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if game_state.garrison_crew(outpost_id).size() != 1:
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return _fail("the crew is not 1 before the kill")
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guard.take_damage(1)
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elapsed = 0.0
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stage = 6
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return false
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6:
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if elapsed < 0.3:
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return false
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if not game_state.garrison_crew(outpost_id).is_empty():
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return _fail("a destroyed garrison vessel still holds its berth")
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if game_state.garrison_desired_of(outpost_id, GameState.VESSEL_INTERCEPTOR) != 1:
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return _fail("losing the vessel cancelled the order as well")
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if field.ships_at(outpost_id).size() != 0:
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return _fail("the dead vessel is still stationed")
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print("losing the vessel frees the berth and leaves the order standing")
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print("TEST_OUTPOST_GARRISON_PATROL: PASS")
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quit(0)
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return true
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return false
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