Dzwiek broni
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artifacts/radiation_import.log
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46
artifacts/radiation_import.log
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Godot Engine v4.7.2.stable.official.ed1daf0bf - https://godotengine.org
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[ 0% ] [90m[1mfirst_scan_filesystem[22m | Started Project initialization (5 steps)[39m[0m
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[ 0% ] [90m[1mfirst_scan_filesystem[22m | Scanning file structure...[39m[0m
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[ 50% ] [90m[1mfirst_scan_filesystem[22m | Creating autoload scripts...[39m[0m
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[ 66% ] [90m[1mfirst_scan_filesystem[22m | Initializing plugins...[39m[0m
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Godot MCP Toolkit v1.0.3 — by NPGameDev · npgamedev.com
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[MCPExtensions] Hot-reload watcher active
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[MCPServer] port: scanning 6550-6560 (default)
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[MCPServer] session token written to user://addons/godot_mcp_toolkit/project_instance_32cc2271ac67/mcp_token
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[MCPServer] listening on 127.0.0.1:6551
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[MCPRegistry] registered c:/users/tomek/documents/godot/randoloot on port 6551
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[ 0% ] [90m[1mupdate_scripts_classes[22m | Started Registering global classes... (4 steps)[39m[0m
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[ 0% ] [90m[1mupdate_scripts_classes[22m | WeaponAudio[39m[0m
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[92m[ DONE ][39m [1mupdate_scripts_classes[22m
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[0m
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[ 0% ] [90m[1mreimport[22m | Started (Re)Importing Assets (1 steps)[39m[0m
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[ 0% ] [90m[1mreimport[22m | Preparing files to reimport...[39m[0m
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[ 0% ] [90m[1mreimport[22m | Executing pre-reimport operations...[39m[0m
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[ 0% ] [90m[1mreimport[22m | radiation.mp3[39m[0m
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[ 50% ] [90m[1mreimport[22m | Finalizing Asset Import...[39m[0m
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[92m[ DONE ][39m [1mreimport[22m
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[0m
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[ 0% ] [90m[1mreimport[22m | Started (Re)Importing Assets (1 steps)[39m[0m
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[92m[ DONE ][39m [1mreimport[22m
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[ 0% ] [90m[1mloading_editor_layout[22m | Started Loading editor (5 steps)[39m[0m
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[ 0% ] [90m[1mloading_editor_layout[22m | Loading editor layout...[39m[0m
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[ 16% ] [90m[1mloading_editor_layout[22m | Loading docks...[39m[0m
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[92m[ DONE ][39m [1mloading_editor_layout[22m
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[0m
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[MCPServer] stopped
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[MCPRegistry] deregistered c:/users/tomek/documents/godot/randoloot
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0
artifacts/radiation_import_errors.log
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0
artifacts/radiation_import_errors.log
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BIN
assets/sounds/effects/radiation.mp3
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BIN
assets/sounds/effects/radiation.mp3
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Binary file not shown.
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assets/sounds/effects/radiation.mp3.import
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assets/sounds/effects/radiation.mp3.import
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[remap]
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importer="mp3"
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type="AudioStreamMP3"
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uid="uid://xvk4gbt3m8jk"
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path="res://.godot/imported/radiation.mp3-702854fbc0298ea0549de8d1ea05ab90.mp3str"
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[deps]
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source_file="res://assets/sounds/effects/radiation.mp3"
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dest_files=["res://.godot/imported/radiation.mp3-702854fbc0298ea0549de8d1ea05ab90.mp3str"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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@ -14,7 +14,7 @@ stat_suffix = " DMG"
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weapon_kind = 4
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weapon_kind = 4
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fire_interval = 0.8
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fire_interval = 0.8
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projectile_speed = 430.0
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projectile_speed = 430.0
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weapon_range = 400.0
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weapon_range = 300.0
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damage_lower_roll_min = 10
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damage_lower_roll_min = 10
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damage_lower_roll_max = 14
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damage_lower_roll_max = 14
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damage_spread_roll_min = 4
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damage_spread_roll_min = 4
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@ -2,7 +2,7 @@ extends RefCounted
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class_name WeaponAudio
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class_name WeaponAudio
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const SOUND_PATHS := {
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const SOUND_PATHS := {
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ItemDefinition.WeaponKind.GAMMA: "res://assets/sounds/effects/plasma.mp3",
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ItemDefinition.WeaponKind.GAMMA: "res://assets/sounds/effects/radiation.mp3",
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ItemDefinition.WeaponKind.PLASMA: "res://assets/sounds/effects/plasma.mp3",
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ItemDefinition.WeaponKind.PLASMA: "res://assets/sounds/effects/plasma.mp3",
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ItemDefinition.WeaponKind.MACHINE_GUN: "res://assets/sounds/effects/machine_gun.mp3",
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ItemDefinition.WeaponKind.MACHINE_GUN: "res://assets/sounds/effects/machine_gun.mp3",
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ItemDefinition.WeaponKind.LASER: "res://assets/sounds/effects/laser.mp3",
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ItemDefinition.WeaponKind.LASER: "res://assets/sounds/effects/laser.mp3",
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@ -1,7 +1,7 @@
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extends RefCounted
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extends RefCounted
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const MAX_LEVEL := 1000
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const MAX_LEVEL := 1000
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const COUNT_POINTS := [Vector2(1, 5), Vector2(10, 10), Vector2(50, 18), Vector2(100, 23), Vector2(250, 29), Vector2(500, 34), Vector2(1000, 40)]
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const COUNT_POINTS := [Vector2(1, 11), Vector2(10, 11), Vector2(15, 11), Vector2(50, 18), Vector2(100, 23), Vector2(250, 29), Vector2(500, 34), Vector2(1000, 40)]
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const ELITES_PER_LEVEL := 2
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const ELITES_PER_LEVEL := 2
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static func enemy_count(level: int) -> int:
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static func enemy_count(level: int) -> int:
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@ -5,6 +5,10 @@ const GENERATOR := preload("res://scripts/levels/system_generator.gd")
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const ENEMY := preload("res://scenes/game/enemy_ship.tscn")
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const ENEMY := preload("res://scenes/game/enemy_ship.tscn")
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func _ready() -> void:
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func _ready() -> void:
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assert(BALANCE.enemy_tiers(1).count(0) == 8)
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assert(preload("res://resources/items/gamma_cannon.tres").weapon_range == 300.0)
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for level in range(2, 1001):
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assert(BALANCE.enemy_count(level) >= BALANCE.enemy_count(level - 1))
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for level in range(1, 1001):
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for level in range(1, 1001):
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var tiers := BALANCE.enemy_tiers(level)
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var tiers := BALANCE.enemy_tiers(level)
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assert(tiers.count(1) == 2 and tiers.count(2) == 1)
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assert(tiers.count(1) == 2 and tiers.count(2) == 1)
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assert(absf(position.x) <= 2380 and absf(position.y) <= 1580)
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assert(absf(position.x) <= 2380 and absf(position.y) <= 1580)
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for other_index in range(index + 1, enemies.size()):
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for other_index in range(index + 1, enemies.size()):
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assert(position.distance_to(enemies[other_index]["position"]) >= GENERATOR.ENEMY_MIN_SEPARATION)
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assert(position.distance_to(enemies[other_index]["position"]) >= GENERATOR.ENEMY_MIN_SEPARATION)
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if level <= 10:
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assert(enemies[index]["tier"] == BALANCE.enemy_tiers(level)[index])
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assert(enemies[index]["tier"] == (2 if index == 0 else 0))
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assert(observed_counts.size() == 5)
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assert(observed_counts.size() == 5)
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assert(observed_ship_types.size() == GENERATOR.ALIEN_SHIPS.TEXTURES.size())
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assert(observed_ship_types.size() == GENERATOR.ALIEN_SHIPS.TEXTURES.size())
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print("SYSTEM_GENERATION_TEST: PASS (420 layouts, deterministic retries, planets, safe spawn and level balance 1–1000)")
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print("SYSTEM_GENERATION_TEST: PASS (420 layouts, deterministic retries, planets, safe spawn and level balance 1–1000)")
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