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>
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| id | title | status | parent | labels | ||
|---|---|---|---|---|---|---|
| GAL-36 | Free the captured ship upon shooting the Boss | Todo | GAL-34 |
|
GAL-36: Implement the logic to free the captured ship upon shooting the Boss
Implement the logic to free the captured ship upon shooting the Boss.
Acceptance criteria
- When a Boss in
ReturningWithCaptivedies, the held player has itsCapturedcomponent removed. - Freed ship is positioned next to the active player and tagged for dual-fighter mode (handoff to GAL-37).
- If the boss is destroyed while still off-screen / in transit, the freed ship is still recovered cleanly (no orphaned
Capturedcomponent, no stuckTractorBeam). - Existing
handle_captured_playerboss-despawn path still runs (cf.player.rs:handle_captured_player— release-and-penalize fallback).
Integration test hints
- Set up boss + captured player (both entities, with
Captured { boss_entity, … }); fire bullet; tick to collision; assert player still alive, noCapturedcomponent,PlayerLivesunchanged. - Edge case: destroy the boss off-screen — confirm fallback path still works without entering the rescue/dual-fighter branch.