#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
339 lines
15 KiB
GDScript
339 lines
15 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_laser_vessel.gd
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# Forgejo #58: a manually aimed instant beam, modelled closely on the gas
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# bomber's press-drag-release skill shot (GasBombController/
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# VesselGasBomberComponent) but firing the instant the touch releases -
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# there is no projectile travel time to wait out.
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#
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# Covers:
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# A. the control is absent with no laser ship in the fleet, and appears
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# the moment one joins
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# B. the beam damages every enemy along its line, within beam_half_width,
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# and nothing off it or beyond its range
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# C. cooldown is per SHIP, not per fleet: two laser ships fire two shots
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# before the control disables (the exact bug fixed in eb79efd for
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# bombers)
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# D. the camera zooms out while aiming and restores afterward
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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 skill: Node
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# Mirrors LaserController.BEAM_HALF_WIDTH's value rather than referencing
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# the class constant directly - a bare ClassName.CONST reference elsewhere
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# in a test script has been observed to corrupt method resolution for the
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# WHOLE script. See tests/test_gas_bomber_cooldowns.gd's identical fix (#60).
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const BEAM_HALF_WIDTH: float = 38.0
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# Mirrored for the same reason, and it bites exactly as documented: a bare
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# DRAG_RADIUS here made every method call in this script
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# resolve against a plain Node2D.
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const DRAG_RADIUS: float = 260.0
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var on_line_enemies: Array = []
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var off_line_enemy: Node
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var beyond_range_enemy: Node
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var first_shooter: Node2D
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var second_shooter: Node2D
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var stage: int = 0
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var elapsed: float = 0.0
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var original_zoom: float = 2.5
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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.transporters.clear()
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game_state.stored_vessels.clear()
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game_state.reset_progression()
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# Direct unlock, same shortcut unlock_vessel() itself uses internally -
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# this ticket is about the laser's own behaviour, not re-proving the
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# ship-lab research flow (already covered generically elsewhere).
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game_state.vessel_levels["unlock_laser"] = 1
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# #61: shots draw energy from the fleet hold now - stock enough for two
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# fires. Set BEFORE the first spawn_ships() call (inside Main.tscn's own
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# _ready(), triggered by instantiate() below): the fleet hold has no
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# capacity cap yet at this point (#56's cap is only computed once a
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# fleet composition exists), so this deposit can't be clamped by the
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# soon-to-exist all-laser fleet having zero "cargo" capability.
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 20)
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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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fleet = main.get_node("Fleet")
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skill = main.get_node("LaserController")
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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 < 0.2:
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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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# Asteroids are shootable now, and the laser and the bomb both
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# sweep them alongside enemies - so whatever the field already
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# spawned would be counted as a hit. Silencing the spawner is not
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# enough; what it placed before that has to go too. Same
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# clean-slate idiom as test_ship_lab.gd.
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for hazard in get_nodes_in_group("asteroids"):
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if is_instance_valid(hazard):
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hazard.free()
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# --- A. absent, then appears -------------------------------------
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if main.get_node("UI/LaserButton").visible:
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return _fail_now("laser control appeared without a laser ship")
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_LASER, GameState.VESSEL_LASER]))
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main.get_node("Camera2D").zoom = Vector2(original_zoom, original_zoom)
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skill._process(0.0)
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if not main.get_node("UI/LaserButton").visible:
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return _fail_now("a laser ship in the fleet did not reveal the laser control")
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print("control hidden with no laser ship, visible once one joins")
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# The beam fires FROM the specific ship LaserController picks, not
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# the fleet centroid (same discrepancy GasBombController already
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# has) - enemies are placed relative to that ship's own position,
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# not the centroid, so a non-zero formation offset can't put them
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# off the real beam line.
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first_shooter = skill._next_ready_laser_ship()
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if first_shooter == null:
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return _fail_now("no laser ship is ready right after spawning")
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if absf(first_shooter.get_component("laser").beam_range - 2900.0) > 0.1:
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return _fail_now("laser ship beam range was not doubled to 2900")
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# #201 tripled the beam's damage. Read off the COMPONENT rather
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# than off the definition, so a stat that stops reaching the hull
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# fails here instead of passing on the strength of its own file.
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if first_shooter.get_component("laser").damage != 6:
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return _fail_now("laser damage is %d, expected the tripled 6" \
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% first_shooter.get_component("laser").damage)
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var press := InputEventScreenTouch.new()
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press.index = 7
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var laser_button: Control = main.get_node("UI/LaserButton")
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press.position = laser_button.global_position + laser_button.size * 0.5
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press.pressed = true
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main._handle_touch(press)
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if not skill.aiming:
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return _fail_now("laser control did not begin aiming")
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# --- D. zoom-out while aiming --------------------------------
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var drag := InputEventScreenDrag.new()
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drag.index = 7
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drag.position = press.position + Vector2(300.0, 0.0)
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main._handle_drag(drag)
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# The aim view eases to its framing rather than cutting to it, so
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# the drag alone has not moved the camera yet.
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if not is_equal_approx(main.get_node("Camera2D").zoom.x, original_zoom):
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return _fail_now("the aim zoom jumped instead of easing")
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for _step in range(40):
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skill._process(0.05)
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if main.get_node("Camera2D").zoom.x >= original_zoom:
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return _fail_now("aiming did not zoom out")
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print("aiming eased the camera out instead of cutting to it")
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# #203: framed to twice the distance of the chosen target, so what
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# stands behind it is on screen too. The drag above is horizontal,
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# so the screen's narrow half is the binding one.
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var half_screen: Vector2 = skill.get_viewport_rect().size * 0.5 \
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- Vector2(54.0, 54.0)
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var aimed_distance: float = skill._aim_origin().distance_to(skill.aim_target)
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var framed: float = (aimed_distance * 2.0 + BEAM_HALF_WIDTH) \
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* main.get_node("Camera2D").zoom.x
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if framed > half_screen.x + 1.0:
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return _fail_now("framed %.0fpx of aim on %.0fpx of screen" \
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% [framed, half_screen.x])
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print("aiming framed twice the distance to the target")
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# --- B. targets: two on the line, one off it, one past range ---
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for offset in [Vector2(200.0, 0.0), Vector2(500.0, 0.0)]:
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var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
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enemy.position = first_shooter.global_position + offset
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main.add_child(enemy)
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enemy.speed = 0.0
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on_line_enemies.append(enemy)
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off_line_enemy = load("res://enemies/Enemy.tscn").instantiate()
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off_line_enemy.position = first_shooter.global_position \
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+ Vector2(200.0, BEAM_HALF_WIDTH + 60.0)
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main.add_child(off_line_enemy)
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off_line_enemy.speed = 0.0
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beyond_range_enemy = load("res://enemies/Enemy.tscn").instantiate()
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beyond_range_enemy.position = first_shooter.global_position + Vector2(3400.0, 0.0)
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main.add_child(beyond_range_enemy)
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beyond_range_enemy.speed = 0.0
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var release := InputEventScreenTouch.new()
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release.index = 7
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release.position = drag.position
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release.pressed = false
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main._handle_touch(release)
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# Instant beam: the hit already landed by the time _handle_touch
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# returns, no travel time to wait out like the bomb's projectile.
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if skill.last_hit_count != 2:
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return _fail_now("beam hit %d enemies, expected 2" % skill.last_hit_count)
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for enemy in on_line_enemies:
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if not is_instance_valid(enemy) or enemy.hp >= enemy.max_hp:
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return _fail_now("an enemy on the beam line was not damaged")
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if not is_instance_valid(off_line_enemy) or off_line_enemy.hp != off_line_enemy.max_hp:
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return _fail_now("the beam damaged an enemy off its line")
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if not is_instance_valid(beyond_range_enemy) or beyond_range_enemy.hp != beyond_range_enemy.max_hp:
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return _fail_now("the beam damaged an enemy beyond its range")
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print("beam damaged exactly the 2 enemies on its line within range")
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# --- C. cooldown is per ship, not per fleet ---------------------
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if not main.get_node("UI/LaserButton").enabled:
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return _fail_now("firing one laser ship disabled the control with a second ship still ready")
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print("one ship fired; control stays enabled with the second ready")
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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 < 0.3:
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return false
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second_shooter = skill._next_ready_laser_ship()
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if second_shooter == null or second_shooter == first_shooter:
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return _fail_now("the second shot was not offered to the other ship")
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var press2 := InputEventScreenTouch.new()
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press2.index = 8
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var laser_button: Control = main.get_node("UI/LaserButton")
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press2.position = laser_button.global_position + laser_button.size * 0.5
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press2.pressed = true
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main._handle_touch(press2)
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if not skill.aiming:
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return _fail_now("laser control did not re-open aiming for the second shot")
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var drag2 := InputEventScreenDrag.new()
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drag2.index = 8
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drag2.position = press2.position + Vector2(0.0, 300.0)
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main._handle_drag(drag2)
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var release2 := InputEventScreenTouch.new()
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release2.index = 8
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release2.position = drag2.position
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release2.pressed = false
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main._handle_touch(release2)
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if main.get_node("UI/LaserButton").enabled:
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return _fail_now("both laser ships fired but the control is still enabled")
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print("second shot fired from the other ship - two ships, two shots, now disabled")
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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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# --- D continued: zoom restores after aiming ends ---------------
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if elapsed < 1.0:
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return false
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if absf(main.get_node("Camera2D").zoom.x - original_zoom) > 0.03:
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return _fail_now("camera did not restore its pre-aim zoom")
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print("camera zoom restored")
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# --- E. #201: the beam gets ordinary fire's aim helper ----------
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# Checked on the resolution itself rather than by firing again:
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# both hulls are still cooling down, and what the ticket asks for
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# is exactly that a drag resolves onto a nearby enemy.
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for spent in on_line_enemies + [off_line_enemy, beyond_range_enemy]:
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if is_instance_valid(spent):
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spent.free()
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var origin: Vector2 = skill._aim_origin()
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var in_cone: Node = load("res://enemies/Enemy.tscn").instantiate()
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in_cone.position = origin + Vector2(800.0, 0.0).rotated(deg_to_rad(20.0))
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main.add_child(in_cone)
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in_cone.speed = 0.0
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# Nearer than the one in the cone, and deliberately outside it:
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# the assist must not treat "closest" as "aimed at".
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var out_of_cone: Node = load("res://enemies/Enemy.tscn").instantiate()
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out_of_cone.position = origin + Vector2(600.0, 0.0).rotated(deg_to_rad(60.0))
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main.add_child(out_of_cone)
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out_of_cone.speed = 0.0
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var assisted: Vector2 = skill._calculate_aim_target(Vector2(300.0, 0.0), origin)
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if assisted.distance_to(in_cone.global_position) > 1.0:
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return _fail_now("a drag past an enemy inside the assist cone did not snap onto it")
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print("aiming snapped onto the enemy inside the assist cone")
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in_cone.free()
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var unassisted: Vector2 = skill._calculate_aim_target(Vector2(300.0, 0.0), origin)
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if unassisted.distance_to(origin + Vector2(2900.0, 0.0)) > 1.0:
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return _fail_now("the aim bent toward an enemy outside the assist cone")
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print("an enemy outside the cone left the aim where it was pointed")
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# --- F. the drag names a DEPTH, so the aim can reach past a
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# nearer target instead of always settling on the closest one.
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var near_enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
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near_enemy.position = origin + Vector2(700.0, 0.0)
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main.add_child(near_enemy)
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near_enemy.speed = 0.0
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# Further out and off to one side, but still inside the assist
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# cone: without depth this one is unreachable, because the nearer
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# enemy wins the cone every time.
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var far_enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
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far_enemy.position = origin + Vector2(2000.0, 0.0).rotated(deg_to_rad(10.0))
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main.add_child(far_enemy)
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far_enemy.speed = 0.0
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var near_drag := Vector2(700.0 / 2900.0 * DRAG_RADIUS, 0.0)
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var near_pick: Vector2 = skill._calculate_aim_target(near_drag, origin)
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if near_pick.distance_to(near_enemy.global_position) > 1.0:
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return _fail_now("a short drag did not settle on the nearer enemy")
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var far_drag := Vector2(2000.0 / 2900.0 * DRAG_RADIUS, 0.0) \
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.rotated(deg_to_rad(10.0))
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var far_pick: Vector2 = skill._calculate_aim_target(far_drag, origin)
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if far_pick.distance_to(far_enemy.global_position) > 1.0:
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return _fail_now("dragging further did not reach past the nearer enemy")
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print("drag depth selects between a near and a far target in the same cone")
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# --- G. #204: the Collimator widens what one shot catches -------
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# The upgrade used to add range to a beam that already crossed the
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# screen; it adds WIDTH now, so this checks the thing it widens is
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# the hit test and not only the picture.
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for placed in [near_enemy, far_enemy, out_of_cone]:
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if is_instance_valid(placed):
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placed.free()
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var laser: Node = first_shooter.get_component("laser")
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var narrow_width: float = laser.beam_half_width
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game_state.vessel_levels["lsr_width"] = 3
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laser.apply_stats()
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if not is_equal_approx(laser.beam_half_width, narrow_width + 66.0):
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return _fail_now("three Collimators gave a half-width of %.0f, expected %.0f" \
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% [laser.beam_half_width, narrow_width + 66.0])
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# Off the line by more than the base beam covers and less than the
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# researched one does, so the same shot answers differently.
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var flanker: Node = load("res://enemies/Enemy.tscn").instantiate()
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flanker.position = first_shooter.global_position \
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+ Vector2(600.0, narrow_width + 60.0)
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main.add_child(flanker)
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flanker.speed = 0.0
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var beam_script: Resource = load("res://vfx/LaserBeamEffect.gd")
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var narrow_shot: Node2D = beam_script.fire(root, first_shooter.global_position,
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Vector2.RIGHT, 2900.0, 1, narrow_width)
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if narrow_shot.hit_count != 0:
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return _fail_now("the unresearched beam already reached the flanking enemy")
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var wide_shot: Node2D = beam_script.fire(root, first_shooter.global_position,
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Vector2.RIGHT, 2900.0, 1, laser.beam_half_width)
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if wide_shot.hit_count != 1:
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return _fail_now("the widened beam hit %d enemies, expected the flanker" \
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% wide_shot.hit_count)
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print("Beam Collimator: %.0f -> %.0f half-width, and the wider beam catches what the narrow one missed" \
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% [narrow_width, laser.beam_half_width])
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print("TEST_LASER_VESSEL: 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_now(message: String) -> bool:
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print("TEST_LASER_VESSEL: FAIL (%s)" % message)
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quit(1)
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return true
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