Flesh out the 14 still-open issues (GAL-34/35/36/37, 40/41, 43, 46/47/48/49, 52/53/55) with explicit acceptance criteria and concrete integration test hints that reference existing types and headless tooling, so future work on these tickets has a clear definition of done. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
23 lines
1.1 KiB
Markdown
23 lines
1.1 KiB
Markdown
---
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id: GAL-35
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title: Allow the player to shoot a Boss holding a captured ship
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status: Todo
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parent: GAL-34
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labels: [gameplay, advanced-mechanics]
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---
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# GAL-35: Allow the player to shoot a Boss that is holding a captured ship
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Allow the player to shoot a Boss that is holding a captured ship.
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## Acceptance criteria
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- [ ] Player bullets register a hit on a Boss whose `EnemyState::ReturningWithCaptive` is active (today they may pass through or be ignored — verify and fix).
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- [ ] Bullet despawns on hit like any other collision.
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- [ ] Hit awards a distinct rescue-bonus point value (Galaga: 1500/3000 depending on timing) — not the regular Boss 300.
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- [ ] No double-counting if multiple bullets connect on the same frame.
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## Integration test hints
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- Spawn a Boss with `EnemyState::ReturningWithCaptive` and a `Captured` player attached; insert a bullet at boss position; tick world one frame; assert: `Score` increased by rescue bonus, bullet entity gone, boss entity gone.
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- Negative test: same setup but with boss in `EnemyState::InFormation` — confirm only normal hit/score path runs (no rescue bonus).
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