extends Node func _ready() -> void: GameState.start_new_run() var ship := preload("res://scenes/game/player_ship.tscn").instantiate() add_child(ship) ship.set_physics_process(false) ship.get_node("WeaponController").set_physics_process(false) var captain := GameState.captain captain.skills = {"reactor_overload": 1, "tactical_maneuver": 1} captain.equipped_skills = ["reactor_overload", "tactical_maneuver", "", "", ""] assert(captain.activate_skill("reactor_overload", ship)) assert(captain.activate_skill("tactical_maneuver", ship)) assert(captain.skill_durations.reactor_overload == 15.0) assert(captain.skill_cooldowns.reactor_overload == 30.0) captain.tick_skills(5.0) assert(captain.is_skill_active("reactor_overload") and not captain.is_skill_active("tactical_maneuver")) captain.tick_skills(9.9) assert(captain.is_skill_active("reactor_overload")) captain.tick_skills(0.11) assert(not captain.is_skill_active("reactor_overload")) assert(preload("res://scripts/captain/captain_skills.gd").description("reactor_overload", 1).contains("15 sekund")) print("REACTOR_DURATION_TEST: PASS 15 seconds, 30-second cooldown, other skills still 5 seconds") get_tree().quit()