Every 3rd stage (3, 6, 9, ...) is now a special stage with no enemy dive attacks and no enemy shooting. Enemies still spawn in the default grid formation (32 enemies) but remain in formation without attacking. Changes: - Add SPECIAL_STAGE_INTERVAL constant and is_special_stage() function - Add special_stage config to StageConfigurations with empty attack_patterns - Modify for_stage() to route special stages to special config - Guard enemy_shoot system to skip shooting during special stages - Show '*' suffix in window title for special stages Refs: GAL-39
140 lines
3.3 KiB
Rust
140 lines
3.3 KiB
Rust
use bglga::constants::SPECIAL_STAGE_INTERVAL;
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use bglga::resources::is_special_stage;
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use bglga::resources::StageConfigurations;
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// ── SPECIAL_STAGE_INTERVAL constant ──
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#[test]
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fn special_stage_interval_is_three() {
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assert_eq!(SPECIAL_STAGE_INTERVAL, 3);
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}
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// ── is_special_stage function ──
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#[test]
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fn stage_zero_is_not_special() {
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assert!(!is_special_stage(0));
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}
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#[test]
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fn stage_1_is_not_special() {
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assert!(!is_special_stage(1));
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}
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#[test]
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fn stage_2_is_not_special() {
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assert!(!is_special_stage(2));
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}
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#[test]
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fn stage_3_is_special() {
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assert!(is_special_stage(3));
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}
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#[test]
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fn stage_4_is_not_special() {
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assert!(!is_special_stage(4));
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}
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#[test]
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fn stage_5_is_not_special() {
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assert!(!is_special_stage(5));
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}
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#[test]
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fn stage_6_is_special() {
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assert!(is_special_stage(6));
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}
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#[test]
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fn stage_9_is_special() {
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assert!(is_special_stage(9));
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}
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// ── for_stage returns special config for special stages ──
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#[test]
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fn for_stage_returns_special_config_at_stage_3() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(3);
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// Special stages have no dive attacks
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assert!(
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config.attack_patterns.is_empty(),
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"Stage 3 (special) should have empty attack_patterns"
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);
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}
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#[test]
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fn for_stage_returns_special_config_at_stage_6() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(6);
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assert!(
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config.attack_patterns.is_empty(),
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"Stage 6 (special) should have empty attack_patterns"
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);
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}
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#[test]
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fn for_stage_returns_normal_config_at_stage_1() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(1);
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assert!(
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!config.attack_patterns.is_empty(),
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"Stage 1 (normal) should have attack patterns"
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);
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}
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#[test]
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fn for_stage_returns_normal_config_at_stage_2() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(2);
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assert!(
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!config.attack_patterns.is_empty(),
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"Stage 2 (normal) should have attack patterns"
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);
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}
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#[test]
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fn for_stage_returns_normal_config_at_stage_4() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(4);
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assert!(
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!config.attack_patterns.is_empty(),
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"Stage 4 (normal) should have attack patterns"
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);
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}
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// ── Special stage config properties ──
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#[test]
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fn special_stage_has_full_formation() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(3);
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assert_eq!(config.enemy_count, 32, "Special stage should have 32 enemies");
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assert_eq!(
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config.formation_layout.positions.len(),
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32,
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"Special stage formation should have 32 positions"
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);
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}
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#[test]
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fn special_stage_has_max_dive_interval() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(3);
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assert_eq!(
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config.attack_dive_interval,
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f32::MAX,
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"Special stage should have max dive interval"
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);
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}
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#[test]
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fn special_stage_has_base_speed() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(3);
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assert_eq!(
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config.enemy_speed_multiplier, 1.0,
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"Special stage should have 1.0x speed multiplier"
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);
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}
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