Shots cost GAS_PER_SHOT (5) from GameState.fleet_inventory, not the bank - the fleet has to be carrying its own ammunition. The button's enabled rule now also requires affordability, and a press on a ready- but-unaffordable bomber still consumes the touch to explain itself via a new status label (GasBombStatus, IconButton's own "greyed but still pressable" convention) rather than either silently doing nothing or consuming the bomber's cooldown for a shot that never fires. Also documents a real, reproducible GDScript trap hit while writing tests/test_gas_bomber_ammo.gd: a bare `ClassName.SOME_CONST` reference anywhere in a -s entry test script can corrupt method resolution for the WHOLE script, making an unrelated, earlier `some_node._process()` call fail with "Nonexistent function '_process' in base 'Nil'" despite the node being valid and the method existing (confirmed via has_method()). Root cause unconfirmed; fixed by mirroring the constant 's value into a local const instead of referencing the class directly, in all three gas-bomber tests. tests/test_gas_bomber.gd and test_gas_bomber_cooldowns.gd updated to stock fleet gas first, since shots are no longer free.
70 lines
2.5 KiB
GDScript
70 lines
2.5 KiB
GDScript
extends SceneTree
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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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var elapsed := 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.buildings.clear()
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state.extractors.clear()
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state.transporters.clear()
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state.vessel_levels["unlock_gas_bomber"] = 1
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# #60: shots draw from the fleet hold now - stock enough for both fires.
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state.fleet_gas_cargo = 20
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main = load("res://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("GasBombController")
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func _process(delta: float) -> bool:
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elapsed += delta
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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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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_GAS_BOMBER, GameState.VESSEL_GAS_BOMBER]))
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skill._process(0.0)
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var first: Node = fleet.ships[0].get_component("gas_bomber")
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var second: Node = fleet.ships[1].get_component("gas_bomber")
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if not first.is_ready() or not second.is_ready() or not skill.button.enabled:
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return _fail("two fresh bombers did not each begin ready")
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skill.aim_target = Vector2(500, 0)
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skill._fire()
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skill._process(0.0)
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if first.is_ready() or not second.is_ready() or not skill.button.enabled:
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return _fail("the first shot disabled more than its firing bomber")
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if not first._filled_hull(fleet.ships[0].definition.hull_points, 0.0).is_empty() \
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or first._filled_hull(fleet.ships[0].definition.hull_points, 0.5).size() < 3:
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return _fail("bomber cooldown did not produce an empty-to-filling hull")
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if skill.projectiles.size() != 1:
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return _fail("the first bomber did not launch exactly one projectile")
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skill.aim_target = Vector2(-500, 0)
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skill._fire()
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skill._process(0.0)
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if first.is_ready() or second.is_ready() or skill.button.enabled:
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return _fail("the skill stayed available after both bombers fired")
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if skill.projectiles.size() != 2:
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return _fail("independent bombers could not have shots in flight together")
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# Rearming one bomber restores one available shot without touching the
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# other bomber's cooldown.
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first.tick(5.0) # matches GasBombController.COOLDOWN
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skill._process(0.0)
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if not first.is_ready() or second.is_ready() or not skill.button.enabled:
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return _fail("one completed cooldown did not restore exactly one shot")
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print("TEST_GAS_BOMBER_COOLDOWNS: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_GAS_BOMBER_COOLDOWNS: FAIL (%s)" % message)
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quit(1)
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return true
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