#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
269 lines
11 KiB
GDScript
269 lines
11 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_enemy_mothership.gd
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# Forgejo #53: a big, slow capital enemy that spawns chasers/artillery on
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# their own intervals and fires a heavily telegraphed line beam.
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#
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# Split into two independent parts, each with its own fleet setup:
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# A. EnemyBigLaserBeam mechanics, tested directly (not through the
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# component's own tick/cooldown timing, which would make the precise
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# geometry assertions below timing-fragile):
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# 1. the telegraph holds for the charge - no damage, phase stays
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# CHARGING, for most of charge_time
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# 2. the locked aim direction never changes even if the fleet moves
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# away mid-charge
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# 3. three ships in a line all die from one shot; a ship that steps
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# outside beam_half_width before the shot lands survives
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# 4. a shielded ship in the beam survives, losing exactly one charge
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# B. The composed enemy_mothership definition, tested through a real
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# Enemy.tscn instance:
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# 5. structural composition - pursuit, two DISTINCT spawner presets
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# (chaser/artillery), big_laser, no type switch anywhere
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# 6. it launches both chaser and artillery spawns on their own
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# intervals
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# 7. it closes on the fleet without ever exceeding its own defined
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# speed - "never reaches ramming speed"
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#
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# Repo-wide lessons from #52, both apply again here:
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# - main.get_node(...).set_process(false) has to happen in _process()'s
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# first real tick, not _initialize() - a disable made before the node
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# has finished entering the tree doesn't reliably stick.
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# - overriding an @export interval on an already-ticking component does
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# NOT reset its in-progress countdown - reset the timer variable too.
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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 beam_script: Script
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var beam: Node2D
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var line_a: Node
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var line_b: Node
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var line_c: Node
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var shield_ship: Node
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var initial_aim: Vector2
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var mothership: Node
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var chaser_spawner: Node
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var artillery_spawner: Node
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var mothership_start_position: Vector2
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var closing_elapsed: float = 0.0
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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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game_state = root.get_node("GameState")
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beam_script = load("res://enemies/EnemyBigLaserBeam.gd")
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# Four vessels are crewed below, past BASE_FLEET_SIZE's 3 slots, so the
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# capacity doctrines are granted rather than assumed.
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# #219: berths come from Fleet Offices now, not from research. Three of
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# them buy the same four-vessel fleet the doctrines used to. Left
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# unstocked deliberately - upkeep is not charged for the first
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# 25 seconds, and nothing here runs that long.
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for _berth in range(3):
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game_state.add_building(GameState.BUILDING_FLEET_OFFICE,
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Vector2(3000.0 + 400.0 * float(_berth), 3000.0))
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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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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 < 0.1:
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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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main.get_node("BuildController").set_process(false)
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for ship in fleet.ships:
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if is_instance_valid(ship):
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ship.queue_free()
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fleet.ships.clear()
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# --- A: line-up three ships along +X, one shielded further out ---
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_a = fleet.ships[fleet.ships.size() - 1]
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_pin(line_a, Vector2(300, 0))
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_b = fleet.ships[fleet.ships.size() - 1]
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_pin(line_b, Vector2(400, 0))
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fleet.add_ship(game_state.VESSEL_INTERCEPTOR)
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line_c = fleet.ships[fleet.ships.size() - 1]
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_pin(line_c, Vector2(500, 0))
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fleet.add_ship(game_state.VESSEL_SHIELD)
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shield_ship = fleet.ships[fleet.ships.size() - 1]
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_pin(shield_ship, Vector2(600, 0))
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if not shield_ship.has_shield():
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return _fail("shield ship has no shield right after being added")
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var beam_scene: PackedScene = load("res://enemies/EnemyBigLaserBeam.tscn")
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beam = beam_scene.instantiate()
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beam.charge_time = 0.5
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beam.beam_range = 1000.0
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beam.beam_half_width = 35.0
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beam.damage = 3
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root.add_child(beam)
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beam.launch(Vector2.ZERO, Vector2(1, 0))
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initial_aim = beam.aim_direction
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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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# --- 1. telegraph holds, no damage, for most of the charge ---
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if elapsed < beam.charge_time * 0.6:
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return false
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if beam.phase != beam_script.Phase.CHARGING:
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return _fail("beam left CHARGING before charge_time elapsed")
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for ship in [line_a, line_b, line_c, shield_ship]:
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if not is_instance_valid(ship):
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return _fail("a ship in the beam's path died before the charge finished")
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# Move line_b out of the beam's path - this alone also shifts
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# fleet.get_centroid() (line_b is part of the same fleet), which
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# is exactly the "the fleet moved mid-charge" event stage 2
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# needs to prove the beam does NOT re-track. line_a/line_c/
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# shield_ship stay exactly where they were.
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_pin(line_b, Vector2(400, 400))
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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 < beam.charge_time * 0.6:
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return false
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if beam.aim_direction != initial_aim:
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return _fail("beam re-tracked the fleet mid-charge - aim_direction changed from %s to %s" % [
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initial_aim, beam.aim_direction
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])
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elapsed = 0.0
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stage = 3
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return false
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3:
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# --- 3 + 4. the shot has landed by now ---
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if is_instance_valid(line_a):
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return _fail("line_a (still in the beam) survived the shot")
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if is_instance_valid(line_c):
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return _fail("line_c (still in the beam) survived the shot")
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if not is_instance_valid(line_b):
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return _fail("line_b (moved out of the beam before it fired) was killed anyway")
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if not is_instance_valid(shield_ship):
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return _fail("the shielded ship died despite having a shield")
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if shield_ship.shield_charges != 0:
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return _fail("shield charges did not drop to exactly 1 lost (charges=%d)" % shield_ship.shield_charges)
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# --- B: reset to a clean single-ship fleet for the mothership ---
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for ship in fleet.ships:
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if is_instance_valid(ship):
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ship.queue_free()
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fleet.ships.clear()
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fleet.spawn_ships(1, Vector2(3000, 0))
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mothership = load("res://enemies/Enemy.tscn").instantiate()
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mothership.enemy_id = "enemy_mothership"
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mothership.position = Vector2.ZERO
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main.add_child(mothership)
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < 0.15:
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return false
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# --- 5. structural composition, no type switch ---
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if mothership.max_hp != 60:
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return _fail("enemy_mothership max_hp is %d, expected 60" % mothership.max_hp)
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# Compared against the CHASER rather than a hardcoded 35.0. What
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# matters is that this thing lumbers - "never reaches ramming
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# speed", per the note at the top of this file - and that is a
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# statement about the two relative to each other. The literal was
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# a hidden dependency on one balance pass: #88 raised every speed
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# in the game by 1.5 and this failed while the mothership was
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# still exactly as slow, relatively, as it had always been.
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var definitions: Script = load("res://enemies/EnemyDefinitions.gd")
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var chaser_speed: float = float(definitions.get_definition("chaser").speed)
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if mothership.speed >= chaser_speed * 0.5:
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return _fail("enemy_mothership moves at %s against a chaser's %s - it is meant to lumber" \
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% [mothership.speed, chaser_speed])
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if not mothership.has_capability("pursuit"):
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return _fail("enemy_mothership has no pursuit component - it should close on the fleet")
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if not mothership.has_capability("big_laser"):
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return _fail("enemy_mothership has no big_laser component")
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var spawners: Array = []
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for child in mothership.get_children():
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if child.get("capability_id") == "spawner":
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spawners.append(child)
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if spawners.size() != 2:
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return _fail("enemy_mothership has %d spawner components, expected 2 (chaser + artillery)" % spawners.size())
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for spawner in spawners:
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if spawner.spawned_enemy_id == "chaser":
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chaser_spawner = spawner
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elif spawner.spawned_enemy_id == "artillery":
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artillery_spawner = spawner
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if chaser_spawner == null or artillery_spawner == null:
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return _fail("the two spawner components are not one chaser + one artillery preset")
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# Speed up both intervals for the test, resetting the in-progress
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# timer too (#52's lesson: changing the interval alone does not
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# touch a countdown already running from the definition default).
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# Staggered slightly rather than both at 0.0: two sibling
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# spawners both instantiating Enemy.tscn on the exact same
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# physics frame hit a transient PackedScene.instantiate()
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# failure ("node count is 0") on this engine build - spreading
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# their first fire across different frames avoids it, and is
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# also what naturally happens in real play anyway.
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chaser_spawner.spawn_interval = 0.2
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chaser_spawner.spawn_timer = 0.0
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artillery_spawner.spawn_interval = 0.3
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artillery_spawner.spawn_timer = 0.05
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mothership_start_position = mothership.position
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elapsed = 0.0
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closing_elapsed = 0.0
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stage = 5
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return false
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5:
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# --- 6. launches both chasers and artillery on their own intervals ---
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closing_elapsed += delta
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if elapsed < 1.2:
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return false
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if chaser_spawner.spawned.is_empty():
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return _fail("mothership never spawned a chaser")
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if artillery_spawner.spawned.is_empty():
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return _fail("mothership never spawned an artillery")
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for spawn in chaser_spawner.spawned:
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if spawn.enemy_id != "chaser":
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return _fail("a chaser-spawner spawn has enemy_id '%s'" % spawn.enemy_id)
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for spawn in artillery_spawner.spawned:
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if spawn.enemy_id != "artillery":
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return _fail("an artillery-spawner spawn has enemy_id '%s'" % spawn.enemy_id)
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# --- 7. closes on the fleet, never exceeding its own speed ---
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var traveled: float = mothership.position.distance_to(mothership_start_position)
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var max_possible: float = mothership.speed * closing_elapsed + 5.0 # small integration slack
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if traveled > max_possible:
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return _fail("mothership traveled %.1f in %.2fs, more than speed(%.1f) allows (%.1f)" % [
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traveled, closing_elapsed, mothership.speed, max_possible
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])
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var distance_to_fleet: float = mothership.position.distance_to(fleet.get_centroid())
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var starting_distance: float = mothership_start_position.distance_to(Vector2(3000, 0))
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if distance_to_fleet >= starting_distance:
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return _fail("mothership did not close on the fleet at all (distance %.1f >= starting %.1f)" % [
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distance_to_fleet, starting_distance
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])
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print("TEST_ENEMY_MOTHERSHIP: PASS")
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quit(0)
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return true
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return false
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func _pin(ship: Node, at: Vector2) -> void:
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ship.position = at
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ship.move_target = at
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func _fail(message: String) -> bool:
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print("TEST_ENEMY_MOTHERSHIP: FAIL (%s)" % message)
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quit(1)
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return true
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