spaceship/tests/test_transporter_supply.gd

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Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_transporter_supply.gd
# Forgejo #19 (part 6 of #12): transporters stationed at a hub fetch ore from
# the mothership and deliver it to whichever building is waiting on it, with
# no player input at all.
#
# Verifies:
# 1. a transporter is built at the CRAFTER and takes itself to the nearest
# hub, rather than appearing at the hub out of nowhere
# 2. a queued order the crafter cannot pay for is fulfilled end to end
# automatically - the whole point of the ticket
# 3. ore is conserved across the entire route (bank + hold + every
# building's stock), at every step, not just at the end
# 4. ore leaves the bank when it is LOADED, not when the order is placed -
# the vessel is carrying something real
# 5. transporters are not ordered when there is no hub to station them at
# 6. no unbounded node accumulation: the fleet of transporters is exactly
# what was built, however many runs they make
var game_state: Node
var scene: Node
var fleet: Node
var field: Node
var crafter_id: int = 0
var hub_id: int = 0
var stage: int = 0
var elapsed: float = 0.0
var total_at_start: int = 0
var bank_when_ordered: int = 0
var conservation_broken: bool = false
# Ore legitimately consumed by completed production. Conservation means
# "nothing vanishes in TRANSIT", not "the total never falls" - building a
# vessel spends ore, and that is the one way it is allowed to leave.
var consumed: int = 0
const MOTHERSHIP_AT: Vector2 = Vector2(0.0, 0.0)
const HUB_AT: Vector2 = Vector2(600.0, 200.0)
const CRAFTER_AT: Vector2 = Vector2(900.0, -300.0)
func _total() -> int:
var sum: int = game_state.rocks + game_state.fleet_cargo
for b in game_state.buildings:
sum += int(b.get("stock", 0))
for t in game_state.transporters:
sum += int(t.get("carrying", 0))
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# Ore inside a build that has STARTED but not finished (#23). It has left
# the building's stock and has not yet been consumed by a completed
# vessel, so without counting it the total dips for the length of every
# build - which is a gap in this sum, not a leak in the game.
for b in game_state.buildings:
for o in b.get("orders", []):
if bool(o.started):
sum += game_state.product_cost(String(o.product))
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
return sum
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.rocks = 200
game_state.fleet_cargo = 0
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game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
game_state.unlocked = ["shipyards", "logistics", "freight", "coordination", "wing", "squadron", "armada"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
field = scene.get_node("BuildingField")
game_state.order_completed.connect(_on_order_completed)
func _on_order_completed(_building_id: int, product: String) -> void:
consumed += game_state.product_cost(product)
func _process(delta: float) -> bool:
elapsed += delta
# --- 3. conservation, checked EVERY tick ------------------------------
# Ore in flight is the easy thing to lose: a leg that loads without
# debiting, or delivers without crediting, would show up here and nowhere
# else. Checked continuously rather than at the end, so it cannot be
# masked by a later correction.
if stage >= 2 and _total() + consumed != total_at_start:
conservation_broken = true
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
crafter_id = int(game_state.buildings[-1].id)
# --- 5. no hub yet: a transporter cannot be ordered ----------
if game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
print("TEST_TRANSPORTER_SUPPLY: FAIL (ordered a transporter with no hub to station it at)")
quit(1)
return true
print("no hub -> transporter order refused")
field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
hub_id = int(game_state.buildings[-1].id)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
# --- 1. build a transporter at the crafter ------------------
if not game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
print("TEST_TRANSPORTER_SUPPLY: FAIL (could not order a transporter with a hub built)")
quit(1)
return true
game_state.deposit_to_building(crafter_id, GameState.TRANSPORTER_COST)
elapsed = 0.0
stage = 2
total_at_start = _total()
return false
2:
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if elapsed < game_state.build_time(GameState.PRODUCT_TRANSPORTER) * 3.0:
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
return false
if game_state.transporters.size() != 1:
print("TEST_TRANSPORTER_SUPPLY: FAIL (built %d transporters from one order)" % game_state.transporters.size())
quit(1)
return true
var t: Dictionary = game_state.transporters[0]
if int(t.hub_id) != hub_id:
print("TEST_TRANSPORTER_SUPPLY: FAIL (transporter did not take the nearest hub)")
quit(1)
return true
# It must fly FROM the crafter TO the hub, not appear at the hub.
# Checked on the leg's endpoints rather than its current position,
# which is already partway there by now - and being partway is
# the correct behaviour.
if (t.from as Vector2).distance_to(CRAFTER_AT) > 1.0:
print("TEST_TRANSPORTER_SUPPLY: FAIL (transporter's first leg starts at %s, not at the crafter that built it)" % t.from)
quit(1)
return true
if (t.to as Vector2).distance_to(HUB_AT) > 1.0:
print("TEST_TRANSPORTER_SUPPLY: FAIL (transporter's first leg does not end at the hub: %s)" % t.to)
quit(1)
return true
print("transporter built at the crafter, heading for hub %d" % hub_id)
elapsed = 0.0
stage = 3
return false
3:
# Give it time to reach the hub and go idle.
if elapsed < 4.0:
return false
if game_state.transporters[0].state != GameState.TRANSPORTER_IDLE:
print("TEST_TRANSPORTER_SUPPLY: FAIL (never settled at its hub: state=%s)" % game_state.transporters[0].state)
quit(1)
return true
print("stationed at the hub, idle")
# --- 2 + 4. an order it cannot pay for ----------------------
game_state.queue_order(crafter_id, GameState.PRODUCT_SHIP)
bank_when_ordered = game_state.rocks
elapsed = 0.0
stage = 4
return false
4:
# One tick: placing the order must not touch the bank.
if elapsed < 0.1:
return false
if game_state.rocks != bank_when_ordered:
print("TEST_TRANSPORTER_SUPPLY: FAIL (bank moved on placing the order, before anything was loaded)")
quit(1)
return true
print("order placed, bank untouched at %d" % game_state.rocks)
elapsed = 0.0
stage = 5
return false
5:
# --- 2. the whole run, with no player input -----------------
if game_state.pending_orders(crafter_id) > 0:
if elapsed > 25.0:
print("TEST_TRANSPORTER_SUPPLY: FAIL (order never fulfilled: transporter state=%s carrying=%d crafter stock=%d)" % [
game_state.transporters[0].state,
int(game_state.transporters[0].carrying),
game_state.building_stock(crafter_id),
])
quit(1)
return true
return false
if conservation_broken:
print("TEST_TRANSPORTER_SUPPLY: FAIL (ore created or destroyed somewhere along the route)")
quit(1)
return true
print("order fulfilled automatically in %.1fs, no player input" % elapsed)
# --- 6. no vessel accumulation ------------------------------
if game_state.transporters.size() != 1:
print("TEST_TRANSPORTER_SUPPLY: FAIL (%d transporters exist after the run, one was built)" % game_state.transporters.size())
quit(1)
return true
print("still exactly 1 transporter after a full round trip")
print("bank=%d crafter stock=%d total=%d + %d consumed = %d (started %d)" % [
game_state.rocks, game_state.building_stock(crafter_id), _total(),
consumed, _total() + consumed, total_at_start
])
print("TEST_TRANSPORTER_SUPPLY: PASS")
quit(0)
return true
return false