spaceship/ui/ResourceBar.gd

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class_name ResourceBar
extends Control
# Compact resource table shared by crafting, research and the ship lab.
# Rows are resources; columns are locations. Adding another material to
2026-08-14 20:32:58 +02:00
# The resource-definition catalog automatically gives each material a row.
var building_id: int = 0
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
# Header band and font sizes were all set for a 84px-tall box, which made the
# table read as a dense strip of small numbers. The hosting menus now give it
# 136px, so the rows have somewhere to breathe and the text can be legible at
# arm's length on a phone.
const HEADER_HEIGHT: float = 30.0
# Vertical gap between rows. Previously rows were flush against each other and
# the only separation was colour.
const ROW_GAP: float = 4.0
const HEADER_FONT_SIZE: int = 20
const NAME_FONT_SIZE: int = 23
const VALUE_FONT_SIZE: int = 24
const RULE_COLOR: Color = Color(0.25, 0.55, 0.7)
const FLEET_COLOR: Color = Color(1.0, 0.78, 0.25)
const LOCAL_COLOR: Color = Color(0.45, 0.9, 0.55)
Implement #160, #161, #162, #163, #164 and #165 #162 - a single tap bought a research node outright. One physical tap arrives TWICE: Godot emulates a mouse button from every touch AND a touch from every mouse button, both project settings are on, and the menu's dispatcher routes InputEventScreenTouch and InputEventMouseButton alike to the tree. The second arrival found the node already selected and took itself for the confirming tap. Measured, not reasoned about - one tap produced two picks and two confirms. What is ignored is specifically the TWIN: same frame, same place, arriving through the other input kind. Deduping on frame and position alone also swallowed two genuine taps in one frame, which the test caught. #164 - the build menu predicted a caption's height from the COLUMN WIDTH: wide column, assume one line. Right for most names and wrong for the long ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are now measured against the font that draws them, and prices sized from PriceTag.wanted_height(), which existed for exactly this and was not being asked. Prices are set before anything is measured, because the old order laid out first and priced afterwards. The ship lab: its buy button is gone and a second tap on an option buys it, the same rule as the research tree; the explanation drops into the room that freed; research points move up into the resource table, where everything else being spent already is; the second row of options is placed from the first row's measured bottom rather than a constant; and the vessel strip is spaced from the panel's own width, so the eighth vessel is no longer half off the right edge. #160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so they sat on top of it. Moved after them, under the narration banner. Its title rule ran straight through the close button; the header band is now as tall as that button. #161 - the prologue widens the formation into a freight convoy by writing over GameState.formation, and nothing put it back. The player flew the convoy's 600-unit spread for the rest of the game - a shape nobody chose, which reads as the fleet having drifted apart. #163 - a quest to station a vessel at the outpost, after the one that asks for the outpost. Building one and crewing it are different acts, and an empty outpost holds nothing. #165 - the gas bomb's blast and a vessel arriving fast both damage a structure. The blast used to stop politely at anything the player owned, which made a bomb dropped on a besieged mothership a free way to sweep the attackers off it. Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only moving fast for the instant it arrives, and a ship sent in at 900 did no damage at all until this moved. Docking is free - the fleet sits on its own mothership constantly to bank ore - and garrison vessels are exempt outright, because they launch from their outpost and re-dock with it at speed. The suite caught that one: the ram rule was destroying the garrison as it launched. Suite 153/153. Four tests changed because what they pinned moved: the lab's buy button, the intro's formation, the research tree's tap delivery, and the build menu's own preview. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
# #164: research points belong up here with everything else the player is
# spending, rather than buried in a sentence at the bottom of whichever panel
# happens to mention them. They are NOT a resource - no inventory, no glyph in
# the catalog, nothing carries them - so they get a written mark and only the
# banked column, exactly the treatment PriceTag already gives them.
const POINT_COLOR: Color = Color(0.72, 0.62, 1.0)
const POINT_NAME: String = "RESEARCH"
var _header_labels: Array[Label] = []
var _rows: Dictionary = {}
# The value columns, in the order they are drawn. LOCAL is dropped from this
#136, #137, #134: one build grid that cannot stack, one way to show a price #136 - the gas burner drawn on top of the transport hub. The build menu's rows were a written-down list of tops read with `tops[mini(row, size - 1)]`, and with every structure researched the menu wanted a fourth row where the list had three, so the last entry was placed on the third row's centre slot. A list that silently stacks whatever will not fit in it is not a layout. Rows are computed now, from a first top and a pitch that tightens to fit and is floored at the row's own height - so two rows cannot occupy the same space however far the catalog grows - and the column count widens rather than adding a row the band cannot hold. Ten structures now sit in four columns of three rows. The test unlocks the whole tree and checks every pair of entries for overlap, which is the shape of the bug rather than a coordinate that happens to be right today. #137 - the game had three answers to "what does this cost". The build menu drew a NeonNumber under each option, the craft menu drew glyph strips, and the ship lab spelled prices out inside the caption. PriceTag is that answer once: the resource's glyph, then what you HOLD over what it COSTS. It replaces all three, plus the info popup and the skill panel, and VesselPriceStrip - which was the same idea for one menu - goes with them. The build menu also gains the resource bar the other two already had, in the same place and at the same size, and the craft menu's - the only one not running the full width of its panel - now matches. The bar drops its LOCAL column where there is no building to report on, for the same reason #95 dropped it where it only repeated BANKED. #134 - the skill panel's explanation and its price were both centred in the same band, so a long description landed on the number. The text is the left of the band now and the tag is the right. The shortfall it used to spell out in a sentence - one per case, ore or research points - is the red on the tag instead, and research points ride along as an entry of their own, so the tag says WHICH thing is missing without a line of prose per possibility. One trap worth recording: PriceTag and ResourceBar read the GameState autoload, and an `extends SceneTree` test script that so much as names such a class - or preloads the file - fails to compile, because GameState is not an identifier in that context. GDScript then caches the failure, so the scene the test instantiates gets a Control with no script where its resource bar should be. The tests compare script PATHS, as strings.
2026-08-28 15:05:20 +02:00
# list where it would only repeat another column - see _local_is_redundant().
const VALUE_KEYS: Array = ["bank", "fleet", "local"]
var _local_shown: bool = true
Implement #160, #161, #162, #163, #164 and #165 #162 - a single tap bought a research node outright. One physical tap arrives TWICE: Godot emulates a mouse button from every touch AND a touch from every mouse button, both project settings are on, and the menu's dispatcher routes InputEventScreenTouch and InputEventMouseButton alike to the tree. The second arrival found the node already selected and took itself for the confirming tap. Measured, not reasoned about - one tap produced two picks and two confirms. What is ignored is specifically the TWIN: same frame, same place, arriving through the other input kind. Deduping on frame and position alone also swallowed two genuine taps in one frame, which the test caught. #164 - the build menu predicted a caption's height from the COLUMN WIDTH: wide column, assume one line. Right for most names and wrong for the long ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are now measured against the font that draws them, and prices sized from PriceTag.wanted_height(), which existed for exactly this and was not being asked. Prices are set before anything is measured, because the old order laid out first and priced afterwards. The ship lab: its buy button is gone and a second tap on an option buys it, the same rule as the research tree; the explanation drops into the room that freed; research points move up into the resource table, where everything else being spent already is; the second row of options is placed from the first row's measured bottom rather than a constant; and the vessel strip is spaced from the panel's own width, so the eighth vessel is no longer half off the right edge. #160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so they sat on top of it. Moved after them, under the narration banner. Its title rule ran straight through the close button; the header band is now as tall as that button. #161 - the prologue widens the formation into a freight convoy by writing over GameState.formation, and nothing put it back. The player flew the convoy's 600-unit spread for the rest of the game - a shape nobody chose, which reads as the fleet having drifted apart. #163 - a quest to station a vessel at the outpost, after the one that asks for the outpost. Building one and crewing it are different acts, and an empty outpost holds nothing. #165 - the gas bomb's blast and a vessel arriving fast both damage a structure. The blast used to stop politely at anything the player owned, which made a bomb dropped on a besieged mothership a free way to sweep the attackers off it. Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only moving fast for the instant it arrives, and a ship sent in at 900 did no damage at all until this moved. Docking is free - the fleet sits on its own mothership constantly to bank ore - and garrison vessels are exempt outright, because they launch from their outpost and re-dock with it at speed. The suite caught that one: the ram rule was destroying the garrison as it launched. Suite 153/153. Four tests changed because what they pinned moved: the lab's buy button, the intro's formation, the research tree's tap delivery, and the build menu's own preview. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
var _points_row: Dictionary = {}
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
for heading in ["", "BANKED", "FLEET", "LOCAL"]:
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
var label := _make_label(heading, HEADER_FONT_SIZE, Color(0.62, 0.78, 0.86))
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
add_child(label)
_header_labels.append(label)
2026-08-14 20:32:58 +02:00
for resource_type in GameState.resource_types():
var glyph := ResourceGlyph.new()
glyph.resource_type = resource_type
add_child(glyph)
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
var name_label := _make_label(GameState.resource_name(resource_type).to_upper(),
NAME_FONT_SIZE, GameState.resource_color(resource_type))
add_child(name_label)
var bank_label := _make_value_label(GameState.resource_color(resource_type))
var fleet_label := _make_value_label(FLEET_COLOR)
var local_label := _make_value_label(LOCAL_COLOR)
for label in [bank_label, fleet_label, local_label]:
add_child(label)
_rows[resource_type] = {
"glyph": glyph, "name": name_label, "bank": bank_label,
"fleet": fleet_label, "local": local_label,
}
Implement #160, #161, #162, #163, #164 and #165 #162 - a single tap bought a research node outright. One physical tap arrives TWICE: Godot emulates a mouse button from every touch AND a touch from every mouse button, both project settings are on, and the menu's dispatcher routes InputEventScreenTouch and InputEventMouseButton alike to the tree. The second arrival found the node already selected and took itself for the confirming tap. Measured, not reasoned about - one tap produced two picks and two confirms. What is ignored is specifically the TWIN: same frame, same place, arriving through the other input kind. Deduping on frame and position alone also swallowed two genuine taps in one frame, which the test caught. #164 - the build menu predicted a caption's height from the COLUMN WIDTH: wide column, assume one line. Right for most names and wrong for the long ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are now measured against the font that draws them, and prices sized from PriceTag.wanted_height(), which existed for exactly this and was not being asked. Prices are set before anything is measured, because the old order laid out first and priced afterwards. The ship lab: its buy button is gone and a second tap on an option buys it, the same rule as the research tree; the explanation drops into the room that freed; research points move up into the resource table, where everything else being spent already is; the second row of options is placed from the first row's measured bottom rather than a constant; and the vessel strip is spaced from the panel's own width, so the eighth vessel is no longer half off the right edge. #160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so they sat on top of it. Moved after them, under the narration banner. Its title rule ran straight through the close button; the header band is now as tall as that button. #161 - the prologue widens the formation into a freight convoy by writing over GameState.formation, and nothing put it back. The player flew the convoy's 600-unit spread for the rest of the game - a shape nobody chose, which reads as the fleet having drifted apart. #163 - a quest to station a vessel at the outpost, after the one that asks for the outpost. Building one and crewing it are different acts, and an empty outpost holds nothing. #165 - the gas bomb's blast and a vessel arriving fast both damage a structure. The blast used to stop politely at anything the player owned, which made a bomb dropped on a besieged mothership a free way to sweep the attackers off it. Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only moving fast for the instant it arrives, and a ship sent in at 900 did no damage at all until this moved. Docking is free - the fleet sits on its own mothership constantly to bank ore - and garrison vessels are exempt outright, because they launch from their outpost and re-dock with it at speed. The suite caught that one: the ram rule was destroying the garrison as it launched. Suite 153/153. Four tests changed because what they pinned moved: the lab's buy button, the intro's formation, the research tree's tap delivery, and the build menu's own preview. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
var point_name := _make_label(POINT_NAME, NAME_FONT_SIZE, POINT_COLOR)
add_child(point_name)
var point_value := _make_value_label(POINT_COLOR)
add_child(point_value)
_points_row = {"name": point_name, "value": point_value}
resized.connect(_layout)
_layout()
queue_redraw()
func _make_label(text_value: String, font_size: int, colour: Color) -> Label:
var label := Label.new()
label.text = text_value
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
label.add_theme_font_size_override("font_size", font_size)
label.add_theme_color_override("font_color", colour)
label.add_theme_color_override("font_outline_color", Color(0.01, 0.01, 0.035, 0.95))
label.add_theme_constant_override("outline_size", 2)
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
return label
func _make_value_label(colour: Color) -> Label:
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
var label := _make_label("0", VALUE_FONT_SIZE, colour)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
return label
#136, #137, #134: one build grid that cannot stack, one way to show a price #136 - the gas burner drawn on top of the transport hub. The build menu's rows were a written-down list of tops read with `tops[mini(row, size - 1)]`, and with every structure researched the menu wanted a fourth row where the list had three, so the last entry was placed on the third row's centre slot. A list that silently stacks whatever will not fit in it is not a layout. Rows are computed now, from a first top and a pitch that tightens to fit and is floored at the row's own height - so two rows cannot occupy the same space however far the catalog grows - and the column count widens rather than adding a row the band cannot hold. Ten structures now sit in four columns of three rows. The test unlocks the whole tree and checks every pair of entries for overlap, which is the shape of the bug rather than a coordinate that happens to be right today. #137 - the game had three answers to "what does this cost". The build menu drew a NeonNumber under each option, the craft menu drew glyph strips, and the ship lab spelled prices out inside the caption. PriceTag is that answer once: the resource's glyph, then what you HOLD over what it COSTS. It replaces all three, plus the info popup and the skill panel, and VesselPriceStrip - which was the same idea for one menu - goes with them. The build menu also gains the resource bar the other two already had, in the same place and at the same size, and the craft menu's - the only one not running the full width of its panel - now matches. The bar drops its LOCAL column where there is no building to report on, for the same reason #95 dropped it where it only repeated BANKED. #134 - the skill panel's explanation and its price were both centred in the same band, so a long description landed on the number. The text is the left of the band now and the tag is the right. The shortfall it used to spell out in a sentence - one per case, ore or research points - is the red on the tag instead, and research points ride along as an entry of their own, so the tag says WHICH thing is missing without a line of prose per possibility. One trap worth recording: PriceTag and ResourceBar read the GameState autoload, and an `extends SceneTree` test script that so much as names such a class - or preloads the file - fails to compile, because GameState is not an identifier in that context. GDScript then caches the failure, so the scene the test instantiates gets a Control with no script where its resource bar should be. The tests compare script PATHS, as strings.
2026-08-28 15:05:20 +02:00
# Whether a LOCAL column would say anything a reader could act on. Two ways
# it would not:
#
# #95: at a building that IS the bank - the mothership carries both the "bank"
# and the "research" capability, so the research menu is always opened from one
# - building_inventory() redirects to bank_inventory itself, and LOCAL is not
# merely equal to BANKED but the very same store read twice. Printing the
#136, #137, #134: one build grid that cannot stack, one way to show a price #136 - the gas burner drawn on top of the transport hub. The build menu's rows were a written-down list of tops read with `tops[mini(row, size - 1)]`, and with every structure researched the menu wanted a fourth row where the list had three, so the last entry was placed on the third row's centre slot. A list that silently stacks whatever will not fit in it is not a layout. Rows are computed now, from a first top and a pitch that tightens to fit and is floored at the row's own height - so two rows cannot occupy the same space however far the catalog grows - and the column count widens rather than adding a row the band cannot hold. Ten structures now sit in four columns of three rows. The test unlocks the whole tree and checks every pair of entries for overlap, which is the shape of the bug rather than a coordinate that happens to be right today. #137 - the game had three answers to "what does this cost". The build menu drew a NeonNumber under each option, the craft menu drew glyph strips, and the ship lab spelled prices out inside the caption. PriceTag is that answer once: the resource's glyph, then what you HOLD over what it COSTS. It replaces all three, plus the info popup and the skill panel, and VesselPriceStrip - which was the same idea for one menu - goes with them. The build menu also gains the resource bar the other two already had, in the same place and at the same size, and the craft menu's - the only one not running the full width of its panel - now matches. The bar drops its LOCAL column where there is no building to report on, for the same reason #95 dropped it where it only repeated BANKED. #134 - the skill panel's explanation and its price were both centred in the same band, so a long description landed on the number. The text is the left of the band now and the tag is the right. The shortfall it used to spell out in a sentence - one per case, ore or research points - is the red on the tag instead, and research points ride along as an entry of their own, so the tag says WHICH thing is missing without a line of prose per possibility. One trap worth recording: PriceTag and ResourceBar read the GameState autoload, and an `extends SceneTree` test script that so much as names such a class - or preloads the file - fails to compile, because GameState is not an identifier in that context. GDScript then caches the failure, so the scene the test instantiates gets a Control with no script where its resource bar should be. The tests compare script PATHS, as strings.
2026-08-28 15:05:20 +02:00
# number again teaches nothing and costs a third of the table.
#
# #137: and at no building at all, which is how the build menu opens it - it
# is reached from the fleet's own button rather than from a structure. There
# is no "here" to report on, and a column of em-dashes is worth less than the
# width it takes from the two columns that do say something.
func _local_is_redundant() -> bool:
if building_id == 0:
#136, #137, #134: one build grid that cannot stack, one way to show a price #136 - the gas burner drawn on top of the transport hub. The build menu's rows were a written-down list of tops read with `tops[mini(row, size - 1)]`, and with every structure researched the menu wanted a fourth row where the list had three, so the last entry was placed on the third row's centre slot. A list that silently stacks whatever will not fit in it is not a layout. Rows are computed now, from a first top and a pitch that tightens to fit and is floored at the row's own height - so two rows cannot occupy the same space however far the catalog grows - and the column count widens rather than adding a row the band cannot hold. Ten structures now sit in four columns of three rows. The test unlocks the whole tree and checks every pair of entries for overlap, which is the shape of the bug rather than a coordinate that happens to be right today. #137 - the game had three answers to "what does this cost". The build menu drew a NeonNumber under each option, the craft menu drew glyph strips, and the ship lab spelled prices out inside the caption. PriceTag is that answer once: the resource's glyph, then what you HOLD over what it COSTS. It replaces all three, plus the info popup and the skill panel, and VesselPriceStrip - which was the same idea for one menu - goes with them. The build menu also gains the resource bar the other two already had, in the same place and at the same size, and the craft menu's - the only one not running the full width of its panel - now matches. The bar drops its LOCAL column where there is no building to report on, for the same reason #95 dropped it where it only repeated BANKED. #134 - the skill panel's explanation and its price were both centred in the same band, so a long description landed on the number. The text is the left of the band now and the tag is the right. The shortfall it used to spell out in a sentence - one per case, ore or research points - is the red on the tag instead, and research points ride along as an entry of their own, so the tag says WHICH thing is missing without a line of prose per possibility. One trap worth recording: PriceTag and ResourceBar read the GameState autoload, and an `extends SceneTree` test script that so much as names such a class - or preloads the file - fails to compile, because GameState is not an identifier in that context. GDScript then caches the failure, so the scene the test instantiates gets a Control with no script where its resource bar should be. The tests compare script PATHS, as strings.
2026-08-28 15:05:20 +02:00
return true
return GameState.building_inventory(building_id) == GameState.bank_inventory
func _visible_value_keys() -> Array:
return VALUE_KEYS if _local_shown else VALUE_KEYS.slice(0, 2)
func _layout() -> void:
if _header_labels.is_empty():
return
var keys: Array = _visible_value_keys()
var resource_width: float = size.x * 0.25
var value_width: float = (size.x - resource_width) / float(keys.size())
var columns: Array = [0.0]
var widths: Array = [resource_width]
for i in range(keys.size()):
columns.append(resource_width + value_width * float(i))
widths.append(value_width)
for i in range(_header_labels.size()):
var shown: bool = i < columns.size()
_header_labels[i].visible = shown
if not shown:
continue
_header_labels[i].position = Vector2(columns[i], 0.0)
_header_labels[i].size = Vector2(widths[i], HEADER_HEIGHT)
Implement #160, #161, #162, #163, #164 and #165 #162 - a single tap bought a research node outright. One physical tap arrives TWICE: Godot emulates a mouse button from every touch AND a touch from every mouse button, both project settings are on, and the menu's dispatcher routes InputEventScreenTouch and InputEventMouseButton alike to the tree. The second arrival found the node already selected and took itself for the confirming tap. Measured, not reasoned about - one tap produced two picks and two confirms. What is ignored is specifically the TWIN: same frame, same place, arriving through the other input kind. Deduping on frame and position alone also swallowed two genuine taps in one frame, which the test caught. #164 - the build menu predicted a caption's height from the COLUMN WIDTH: wide column, assume one line. Right for most names and wrong for the long ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are now measured against the font that draws them, and prices sized from PriceTag.wanted_height(), which existed for exactly this and was not being asked. Prices are set before anything is measured, because the old order laid out first and priced afterwards. The ship lab: its buy button is gone and a second tap on an option buys it, the same rule as the research tree; the explanation drops into the room that freed; research points move up into the resource table, where everything else being spent already is; the second row of options is placed from the first row's measured bottom rather than a constant; and the vessel strip is spaced from the panel's own width, so the eighth vessel is no longer half off the right edge. #160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so they sat on top of it. Moved after them, under the narration banner. Its title rule ran straight through the close button; the header band is now as tall as that button. #161 - the prologue widens the formation into a freight convoy by writing over GameState.formation, and nothing put it back. The player flew the convoy's 600-unit spread for the rest of the game - a shape nobody chose, which reads as the fleet having drifted apart. #163 - a quest to station a vessel at the outpost, after the one that asks for the outpost. Building one and crewing it are different acts, and an empty outpost holds nothing. #165 - the gas bomb's blast and a vessel arriving fast both damage a structure. The blast used to stop politely at anything the player owned, which made a bomb dropped on a besieged mothership a free way to sweep the attackers off it. Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only moving fast for the instant it arrives, and a ship sent in at 900 did no damage at all until this moved. Docking is free - the fleet sits on its own mothership constantly to bank ore - and garrison vessels are exempt outright, because they launch from their outpost and re-dock with it at speed. The suite caught that one: the ram rule was destroying the garrison as it launched. Suite 153/153. Four tests changed because what they pinned moved: the lab's buy button, the intro's formation, the research tree's tap delivery, and the build menu's own preview. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
# One row per resource, plus the research-point line.
var rows: float = maxf(1.0, float(_rows.size() + 1))
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
# The gap is taken OUT of the available height rather than added on top of
# each row, so the table still ends exactly where its box does however many
# resources the catalog grows to.
var row_height: float = (size.y - HEADER_HEIGHT - ROW_GAP) / rows
var row_index: int = 0
2026-08-14 20:32:58 +02:00
for resource_type in GameState.resource_types():
var row: Dictionary = _rows[resource_type]
var y: float = HEADER_HEIGHT + float(row_index) * row_height
Sharpen fleet handling, widen the laser, and fix the map editor's file identity The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
var content_height: float = row_height - ROW_GAP
row.glyph.position = Vector2(2.0, y + ROW_GAP * 0.5)
row.glyph.size = Vector2(content_height, content_height)
row.name.position = Vector2(content_height + 10.0, y)
row.name.size = Vector2(resource_width - content_height - 10.0, row_height)
for i in range(VALUE_KEYS.size()):
var label: Label = row[VALUE_KEYS[i]]
label.visible = i < keys.size()
if not label.visible:
continue
label.position = Vector2(columns[i + 1], y)
label.size = Vector2(widths[i + 1], row_height)
row_index += 1
Implement #160, #161, #162, #163, #164 and #165 #162 - a single tap bought a research node outright. One physical tap arrives TWICE: Godot emulates a mouse button from every touch AND a touch from every mouse button, both project settings are on, and the menu's dispatcher routes InputEventScreenTouch and InputEventMouseButton alike to the tree. The second arrival found the node already selected and took itself for the confirming tap. Measured, not reasoned about - one tap produced two picks and two confirms. What is ignored is specifically the TWIN: same frame, same place, arriving through the other input kind. Deduping on frame and position alone also swallowed two genuine taps in one frame, which the test caught. #164 - the build menu predicted a caption's height from the COLUMN WIDTH: wide column, assume one line. Right for most names and wrong for the long ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are now measured against the font that draws them, and prices sized from PriceTag.wanted_height(), which existed for exactly this and was not being asked. Prices are set before anything is measured, because the old order laid out first and priced afterwards. The ship lab: its buy button is gone and a second tap on an option buys it, the same rule as the research tree; the explanation drops into the room that freed; research points move up into the resource table, where everything else being spent already is; the second row of options is placed from the first row's measured bottom rather than a constant; and the vessel strip is spaced from the panel's own width, so the eighth vessel is no longer half off the right edge. #160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so they sat on top of it. Moved after them, under the narration banner. Its title rule ran straight through the close button; the header band is now as tall as that button. #161 - the prologue widens the formation into a freight convoy by writing over GameState.formation, and nothing put it back. The player flew the convoy's 600-unit spread for the rest of the game - a shape nobody chose, which reads as the fleet having drifted apart. #163 - a quest to station a vessel at the outpost, after the one that asks for the outpost. Building one and crewing it are different acts, and an empty outpost holds nothing. #165 - the gas bomb's blast and a vessel arriving fast both damage a structure. The blast used to stop politely at anything the player owned, which made a bomb dropped on a besieged mothership a free way to sweep the attackers off it. Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only moving fast for the instant it arrives, and a ship sent in at 900 did no damage at all until this moved. Docking is free - the fleet sits on its own mothership constantly to bank ore - and garrison vessels are exempt outright, because they launch from their outpost and re-dock with it at speed. The suite caught that one: the ram rule was destroying the garrison as it launched. Suite 153/153. Four tests changed because what they pinned moved: the lab's buy button, the intro's formation, the research tree's tap delivery, and the build menu's own preview. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
if not _points_row.is_empty():
var y: float = HEADER_HEIGHT + float(row_index) * row_height
var content_height: float = row_height - ROW_GAP
# Indented to where the resource NAMES start rather than where their
# glyphs do, so the column of words stays a column and the missing
# glyph reads as "not one of these" rather than as a gap.
_points_row.name.position = Vector2(content_height + 10.0, y)
_points_row.name.size = Vector2(resource_width - content_height - 10.0, row_height)
_points_row.value.position = Vector2(columns[1], y)
_points_row.value.size = Vector2(widths[1], row_height)
queue_redraw()
func _process(_delta: float) -> void:
# building_id is assigned by whichever panel opens, so the column count can
# change between frames; re-lay out only when it actually flips.
#136, #137, #134: one build grid that cannot stack, one way to show a price #136 - the gas burner drawn on top of the transport hub. The build menu's rows were a written-down list of tops read with `tops[mini(row, size - 1)]`, and with every structure researched the menu wanted a fourth row where the list had three, so the last entry was placed on the third row's centre slot. A list that silently stacks whatever will not fit in it is not a layout. Rows are computed now, from a first top and a pitch that tightens to fit and is floored at the row's own height - so two rows cannot occupy the same space however far the catalog grows - and the column count widens rather than adding a row the band cannot hold. Ten structures now sit in four columns of three rows. The test unlocks the whole tree and checks every pair of entries for overlap, which is the shape of the bug rather than a coordinate that happens to be right today. #137 - the game had three answers to "what does this cost". The build menu drew a NeonNumber under each option, the craft menu drew glyph strips, and the ship lab spelled prices out inside the caption. PriceTag is that answer once: the resource's glyph, then what you HOLD over what it COSTS. It replaces all three, plus the info popup and the skill panel, and VesselPriceStrip - which was the same idea for one menu - goes with them. The build menu also gains the resource bar the other two already had, in the same place and at the same size, and the craft menu's - the only one not running the full width of its panel - now matches. The bar drops its LOCAL column where there is no building to report on, for the same reason #95 dropped it where it only repeated BANKED. #134 - the skill panel's explanation and its price were both centred in the same band, so a long description landed on the number. The text is the left of the band now and the tag is the right. The shortfall it used to spell out in a sentence - one per case, ore or research points - is the red on the tag instead, and research points ride along as an entry of their own, so the tag says WHICH thing is missing without a line of prose per possibility. One trap worth recording: PriceTag and ResourceBar read the GameState autoload, and an `extends SceneTree` test script that so much as names such a class - or preloads the file - fails to compile, because GameState is not an identifier in that context. GDScript then caches the failure, so the scene the test instantiates gets a Control with no script where its resource bar should be. The tests compare script PATHS, as strings.
2026-08-28 15:05:20 +02:00
var local_shown: bool = not _local_is_redundant()
if local_shown != _local_shown:
_local_shown = local_shown
_layout()
2026-08-14 20:32:58 +02:00
for resource_type in GameState.resource_types():
var row: Dictionary = _rows.get(resource_type, {})
if row.is_empty():
continue
row.bank.text = str(GameState.banked_resource(resource_type))
row.fleet.text = str(GameState.fleet_resource(resource_type))
row.local.text = str(GameState.building_resource(building_id, resource_type)) \
if building_id != 0 else "—"
Implement #160, #161, #162, #163, #164 and #165 #162 - a single tap bought a research node outright. One physical tap arrives TWICE: Godot emulates a mouse button from every touch AND a touch from every mouse button, both project settings are on, and the menu's dispatcher routes InputEventScreenTouch and InputEventMouseButton alike to the tree. The second arrival found the node already selected and took itself for the confirming tap. Measured, not reasoned about - one tap produced two picks and two confirms. What is ignored is specifically the TWIN: same frame, same place, arriving through the other input kind. Deduping on frame and position alone also swallowed two genuine taps in one frame, which the test caught. #164 - the build menu predicted a caption's height from the COLUMN WIDTH: wide column, assume one line. Right for most names and wrong for the long ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are now measured against the font that draws them, and prices sized from PriceTag.wanted_height(), which existed for exactly this and was not being asked. Prices are set before anything is measured, because the old order laid out first and priced afterwards. The ship lab: its buy button is gone and a second tap on an option buys it, the same rule as the research tree; the explanation drops into the room that freed; research points move up into the resource table, where everything else being spent already is; the second row of options is placed from the first row's measured bottom rather than a constant; and the vessel strip is spaced from the panel's own width, so the eighth vessel is no longer half off the right edge. #160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so they sat on top of it. Moved after them, under the narration banner. Its title rule ran straight through the close button; the header band is now as tall as that button. #161 - the prologue widens the formation into a freight convoy by writing over GameState.formation, and nothing put it back. The player flew the convoy's 600-unit spread for the rest of the game - a shape nobody chose, which reads as the fleet having drifted apart. #163 - a quest to station a vessel at the outpost, after the one that asks for the outpost. Building one and crewing it are different acts, and an empty outpost holds nothing. #165 - the gas bomb's blast and a vessel arriving fast both damage a structure. The blast used to stop politely at anything the player owned, which made a bomb dropped on a besieged mothership a free way to sweep the attackers off it. Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only moving fast for the instant it arrives, and a ship sent in at 900 did no damage at all until this moved. Docking is free - the fleet sits on its own mothership constantly to bank ore - and garrison vessels are exempt outright, because they launch from their outpost and re-dock with it at speed. The suite caught that one: the ram rule was destroying the garrison as it launched. Suite 153/153. Four tests changed because what they pinned moved: the lab's buy button, the intro's formation, the research tree's tap delivery, and the build menu's own preview. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
if not _points_row.is_empty():
_points_row.value.text = str(GameState.research_points)
static func natural_height() -> float:
return 84.0
func _draw() -> void:
NeonDraw.draw_glowing_line(self, Vector2(0.0, size.y), Vector2(size.x, size.y),
RULE_COLOR, 0.55, 1.0)