#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
94 lines
3.5 KiB
GDScript
94 lines
3.5 KiB
GDScript
extends SceneTree
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# The three aimed abilities share one responsive quarter-circle layout around
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# the fire stick in both playable scenes. This exercises the real space HUD;
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# PlanetSurface carries the same layout node and is checked structurally.
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var main: Node
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var fleet: Node
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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 state: Node = 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.vessel_levels["unlock_laser"] = 1
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state.vessel_levels["unlock_gas_bomber"] = 1
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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, 500)
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state.deposit_fleet_resource(GameState.RESOURCE_GAS, 500)
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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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func _process(delta: float) -> bool:
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elapsed += delta
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if stage == 0 and elapsed >= 0.2:
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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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fleet.spawn_ships(3, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_DISTORDER,
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GameState.VESSEL_GAS_BOMBER,
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GameState.VESSEL_LASER,
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]))
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_refresh_layout()
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var layout: Node = main.get_node("AbilityButtonLayout")
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var center: Vector2 = _fire_center()
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var previous_angle: float = -INF
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for path in ["UI/DashButton", "UI/GasBombButton", "UI/LaserButton"]:
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var button: Control = main.get_node(path)
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if not button.visible:
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return _fail("%s is hidden in a fleet that provides every ability" % path)
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var offset: Vector2 = button.global_position + button.size * 0.5 - center
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if absf(offset.length() - layout.arc_radius) > 1.0 \
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or offset.x > 0.1 or offset.y > 0.1:
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return _fail("%s is not on the fire stick's upper-left quarter circle" % path)
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var angle: float = offset.angle()
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if angle < 0.0:
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angle += TAU
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if previous_angle != -INF and angle <= previous_angle:
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return _fail("ability buttons do not follow the quarter-circle order")
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previous_angle = angle
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fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_LASER]))
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_refresh_layout()
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var laser: Control = main.get_node("UI/LaserButton")
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var single_offset: Vector2 = laser.global_position + laser.size * 0.5 - _fire_center()
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if absf(single_offset.x) > 1.0 or single_offset.y >= 0.0:
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return _fail("a single ability does not sit directly above the fire stick")
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var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
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if surface.get_node_or_null("AbilityButtonLayout") == null:
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return _fail("planet surface is missing the shared ability layout")
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surface.free()
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print("abilities fan through the fire stick's upper-left quarter circle")
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print("TEST_ABILITY_BUTTON_LAYOUT: PASS")
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quit(0)
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return true
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return false
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func _refresh_layout() -> void:
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main.get_node("DashController")._process(0.0)
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main.get_node("GasBombController")._process(0.0)
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main.get_node("LaserController")._process(0.0)
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main.get_node("AbilityButtonLayout")._process(0.0)
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func _fire_center() -> Vector2:
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var stick: Control = main.get_node("UI/FireStick")
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return stick.global_position + stick.size * 0.5
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func _fail(message: String) -> bool:
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print("TEST_ABILITY_BUTTON_LAYOUT: FAIL (%s)" % message)
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quit(1)
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return true
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