#211 conquest is the fight now: a planet registers the garrison its setup authors, each defender's own death counts against it, and the last one takes the world. The capture points - stand in a ring, wait out a timer, once per ring - are gone, along with the editor palette that placed them. #212 conquest opens a dialog on the surface naming the research points recovered; the award travels with the signal, after it is banked. #209 the prologue's charted sectors go with the breach, so the map the survivors keep is of where they now are - and "chart 30 sectors" is no longer complete before they have flown anywhere. #218 enemy variety is gated on the FLEET, not on wave strength: a starting fleet meets chasers only at any wave number, and each vessel past three opens one more kind. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
114 lines
3.8 KiB
GDScript
114 lines
3.8 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_research_lab_extractor_gate.gd
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# Forgejo #75: a research_lab planet yields no resources at all (#63) - an
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# extractor placed there would sit on an empty resource id forever. The
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# build menu must refuse the placement and explain why, the same "explain
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# the refusal" idiom used for every other build gate. Mirrors
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# test_extractor_building.gd's own chunk-discovery/settle/confirm shape.
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var main_scene: Node
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var fleet: Node
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var game_state: Node
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var controller: Node
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var target_chunk: Vector2i
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var target_planet_id: String
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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var found: bool = false
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for x in range(-40, 40):
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for y in range(-40, 40):
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var chunk: Vector2i = Vector2i(x, y)
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if not WorldGen.has_planet_at_chunk(chunk):
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continue
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if WorldGen.planet_data_at_chunk(chunk).definition_id == "research_lab":
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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print("TEST_RESEARCH_LAB_EXTRACTOR_GATE: FAIL (no research_lab chunk found to test with)")
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quit(1)
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return
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game_state = root.get_node("GameState")
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game_state.rocks = 200
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.planet_capture.clear()
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target_planet_id = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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# This test is about the resource-id gate, not conquest itself (see
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# test_planet_conquest_gate) - pre-conquer the target directly.
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game_state.register_planet_garrison(target_planet_id, 1, "research_lab")
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game_state.mark_garrison_enemy_destroyed(target_planet_id)
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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main_scene = load("res://world/Main.tscn").instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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controller = main_scene.get_node("BuildController")
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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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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near
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fleet.move_to(near)
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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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var planet_field: Node = main_scene.get_node("PlanetField")
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if elapsed < planet_field.check_interval + 0.2:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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return _fail("the research_lab planet never spawned")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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if String(planet.resource_type) != "":
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return _fail("test setup error: chosen planet's resource_type is '%s', expected empty" \
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% planet.resource_type)
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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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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if elapsed < 0.3:
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return false
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controller._on_build_pressed()
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if not controller.build_menu.visible:
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return _fail("the build menu did not open over the planet")
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var before: int = game_state.extractors.size()
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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controller._confirm_build()
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if game_state.extractors.size() != before:
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return _fail("an extractor was built on a research_lab planet")
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if not ("nothing to extract" in controller.build_menu.status.text):
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return _fail("refusal did not explain itself, status was '%s'" % controller.build_menu.status.text)
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print("extractor refused on a research_lab planet, explained: '%s'" % controller.build_menu.status.text)
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print("TEST_RESEARCH_LAB_EXTRACTOR_GATE: 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_RESEARCH_LAB_EXTRACTOR_GATE: FAIL (%s)" % message)
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quit(1)
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return true
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