137 lines
4.5 KiB
GDScript
137 lines
4.5 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_building_collateral.gd
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# Forgejo #176: the player's own ships and their weapons do not damage the
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# player's buildings. Friendly fire on structures made defending them with a
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# gas bomb or crossing them at speed punish ordinary play.
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#
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# Covers:
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# A. a bomb landing on a structure leaves it unharmed
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# B. a bomb landing clear of it does not - the radius is the radius, and
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# this is a weapon that has to be aimed
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# C. a vessel resting against a structure does NOT damage it. The fleet
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# sits on its own mothership constantly to bank ore; if that hurt, the
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# game's own economy loop would grind its buildings down
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# D. a vessel arriving fast still does not damage it or itself
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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 building_id: int = 0
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var stage: int = 0
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var elapsed: float = 0.0
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var hp_before: int = 0
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var ships_before: int = 0
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const BUILDING_AT := Vector2(1200.0, 0.0)
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func _initialize() -> void:
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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.reset_progression()
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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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func _hp() -> int:
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return int(game_state.find_building(building_id).get("hp", 0))
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func _detonate_at(at: Vector2) -> void:
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var bomb: Node2D = load("res://vfx/GasBombEffect.gd").new()
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main.add_child(bomb)
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bomb.target = at
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bomb.damage = 6
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bomb._explode()
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bomb.queue_free()
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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 < 0.4:
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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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main.get_node("BuildingField").place(GameState.BUILDING_MOTHERSHIP, BUILDING_AT)
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building_id = int(game_state.buildings[0].id)
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if _hp() <= 0:
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return _fail("the structure has no hit points to lose")
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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 < 0.2:
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return false
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# --- B. a bomb well clear of it does nothing ------------------
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hp_before = _hp()
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_detonate_at(BUILDING_AT + Vector2(900.0, 0.0))
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if _hp() != hp_before:
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return _fail("a bomb 900 away still damaged the structure")
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print("a bomb clear of the structure leaves it alone")
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# --- A. a friendly bomb on top of it is safe ----------------------
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_detonate_at(BUILDING_AT)
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if _hp() != hp_before:
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return _fail("a friendly bomb damaged the structure (%d -> %d)" % [hp_before, _hp()])
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print("a friendly bomb on the structure leaves it at %d hp" % _hp())
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# --- C. resting against it is free ------------------------------
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hp_before = _hp()
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fleet.spawn_ships(1, BUILDING_AT, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
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for ship in fleet.ships:
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ship.global_position = BUILDING_AT
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ship.velocity = Vector2.ZERO
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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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# Long enough for several strike ticks to have passed.
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if elapsed < 2.0:
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return false
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for ship in fleet.ships:
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ship.velocity = Vector2.ZERO
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if _hp() != hp_before:
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return _fail("a vessel resting on the structure damaged it (%d -> %d) - the fleet docks here to bank ore" \
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% [hp_before, _hp()])
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print("a vessel parked on the structure for %.1fs did nothing to it" % elapsed)
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# --- D. arriving fast is still friendly -------------------------
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hp_before = _hp()
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ships_before = fleet.ships.size()
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for ship in fleet.ships:
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# Placed clear and sent IN, because the impact is detected on
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# entry - a ship spawned already overlapping never enters.
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ship.global_position = BUILDING_AT - Vector2(400.0, 0.0)
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ship.velocity = Vector2(900.0, 0.0)
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ship.set_move_target(BUILDING_AT + Vector2(600.0, 0.0))
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stage = 3
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elapsed = 0.0
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return false
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3:
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if elapsed < 1.2:
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return false
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if _hp() != hp_before:
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return _fail("a fast friendly vessel damaged the structure (%d -> %d)" % [hp_before, _hp()])
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if fleet.ships.size() != ships_before:
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return _fail("a friendly building destroyed a vessel crossing it")
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print("a vessel crossing the structure at speed leaves both unharmed")
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print("TEST_BUILDING_COLLATERAL: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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print("TEST_BUILDING_COLLATERAL: FAIL (%s)" % message)
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quit(1)
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return true
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