71 lines
3.1 KiB
GDScript
71 lines
3.1 KiB
GDScript
extends Node
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func settle() -> void:
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for frame in 5: await get_tree().process_frame
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func _ready() -> void:
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GameState.start_new_run()
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GameState.selected_ship_path = "res://assets/Ships/player/bastion.png"
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var game := preload("res://scenes/game/game.tscn").instantiate()
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add_child(game)
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await settle()
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var inv: ShipInventory = game.player.get_node("ShipInventory")
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var captain := GameState.captain
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assert(inv.unlocked_weapon_slots == 1 and inv.unlocked_extension_slots == 1)
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assert(inv.is_slot_unlocked("weapon",0) and not inv.is_slot_unlocked("weapon",1))
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var weapon: ItemInstance = inv.weapon_slots[0]
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inv.cargo[0] = weapon
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assert(not inv.can_move_item("cargo",0,"weapon",1))
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var extension: ItemInstance = preload("res://scripts/items/item_generator.gd").generate_for_definition(preload("res://resources/items/teleport.tres"),1)
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inv.cargo[1] = extension
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assert(inv.can_move_item("cargo",1,"extension",0))
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assert(not inv.can_move_item("cargo",1,"extension",1))
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captain.minerals["iron"] = 100
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assert(not inv.unlock_slot("weapon",captain),"Unlock requires docking")
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assert(captain.minerals.iron == 100)
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var manager := game.get_node("PlanetExpeditions")
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manager.open_freighter()
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var screen: Control = manager.screen
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screen._select_section("hangar")
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captain.minerals["iron"] = 9
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screen._refresh()
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assert(not inv.unlock_slot("weapon",captain))
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assert(captain.minerals.iron == 9 and inv.unlocked_weapon_slots == 1)
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captain.minerals["iron"] = 60
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screen._refresh()
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await settle()
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await RenderingServer.frame_post_draw
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get_viewport().get_texture().get_image().save_png("res://artifacts/hangar_slot_unlock.png")
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var button: Button
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for node in screen._content.find_children("*","Button",true,false):
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if node.text.begins_with("ODBLOKUJ SLOT BRONI"): button = node
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assert(button != null and not button.disabled)
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button.pressed.emit()
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assert(inv.unlocked_weapon_slots == 2 and captain.minerals.iron == 50)
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assert(inv.can_move_item("cargo",0,"weapon",1))
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assert(inv.unlock_slot("weapon",captain))
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for index in 4: assert(inv.unlock_slot("extension",captain))
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assert(inv.unlocked_weapon_slots == 3 and inv.unlocked_extension_slots == 5)
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assert(captain.minerals.iron == 0)
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captain.minerals["iron"] = 100
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assert(not inv.unlock_slot("weapon",captain) and not inv.unlock_slot("extension",captain))
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assert(not inv.unlock_slot("module",captain) and captain.minerals.iron == 100)
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inv.preserve_for_restart()
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screen.closed.emit()
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game.free()
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game = preload("res://scenes/game/game.tscn").instantiate()
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add_child(game)
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await settle()
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inv = game.player.get_node("ShipInventory")
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assert(inv.unlocked_weapon_slots == 3 and inv.unlocked_extension_slots == 5)
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game.free()
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GameState.start_new_run()
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game = preload("res://scenes/game/game.tscn").instantiate()
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add_child(game)
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await settle()
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inv = game.player.get_node("ShipInventory")
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assert(inv.unlocked_weapon_slots == 1 and inv.unlocked_extension_slots == 1)
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game.free()
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print("SLOT UNLOCK PASS: starter 1/1, locked mounting, dock requirement, affordability, hangar button, 10 iron per slot, limits 3/5, restart persistence, new run reset")
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get_tree().quit()
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