Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
|
|
|
extends SceneTree
|
|
|
|
|
|
|
|
|
|
# Headless gameplay test: run with
|
|
|
|
|
# godot --headless -s res://tests/test_building_stock_queue.gd
|
|
|
|
|
# Forgejo #16 (part 3 of #12): a building produces out of its OWN stock, and
|
|
|
|
|
# an order it cannot pay for yet is queued rather than refused.
|
|
|
|
|
#
|
|
|
|
|
# Before this, BuildController deducted from the bank at the moment of
|
|
|
|
|
# purchase and refused outright with "Not enough rocks", so nothing ever had
|
|
|
|
|
# to be delivered anywhere.
|
|
|
|
|
#
|
|
|
|
|
# Verifies:
|
|
|
|
|
# 1. ordering with an empty stock queues instead of failing, and produces
|
|
|
|
|
# nothing yet
|
|
|
|
|
# 2. it does NOT quietly take the cost out of the bank - the whole point is
|
|
|
|
|
# that the building has to be supplied
|
|
|
|
|
# 3. delivering enough stock completes the order on its own
|
|
|
|
|
# 4. one delivery covering several queued orders clears them all, rather
|
|
|
|
|
# than dribbling out one per frame
|
|
|
|
|
# 5. a part-delivery is not enough: stock below the cost leaves the order
|
|
|
|
|
# queued and the ore untouched
|
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|
|
|
# 6. stock and queue survive the space scene being torn down (the trip to
|
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|
|
|
# a planet's surface)
|
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|
|
# 7. production completes with NO fleet in existence, and the fleet picks
|
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|
|
|
# the vessel up when it comes back - orders must not depend on which
|
|
|
|
|
# scene the player is standing in
|
|
|
|
|
|
|
|
|
|
var game_state: Node
|
|
|
|
|
var scene: Node
|
|
|
|
|
var fleet: Node
|
|
|
|
|
var field: Node
|
|
|
|
|
var crafter_id: int = 0
|
|
|
|
|
var stage: int = 0
|
|
|
|
|
var elapsed: float = 0.0
|
|
|
|
|
var ships_at_start: int = 0
|
|
|
|
|
var bank_at_start: int = 0
|
|
|
|
|
var ticks: int = 0
|
|
|
|
|
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|
|
const CRAFTER_AT: Vector2 = Vector2(900.0, 0.0)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _initialize() -> void:
|
|
|
|
|
game_state = root.get_node("GameState")
|
|
|
|
|
game_state.buildings.clear()
|
|
|
|
|
game_state.extractors.clear()
|
|
|
|
|
game_state.rocks = 500
|
|
|
|
|
game_state.fleet_cargo = 0
|
2026-08-11 23:10:07 +02:00
|
|
|
game_state.vessels_owed.clear()
|
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
|
|
|
# Room to grow: the default cap is BASE_FLEET_SIZE (5) and the fleet
|
|
|
|
|
# starts at exactly 5, so without this every completed order would have
|
|
|
|
|
# nowhere to put its vessel and the test would be measuring the cap
|
|
|
|
|
# rather than the queue.
|
|
|
|
|
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
|
|
|
|
|
scene = load("res://Main.tscn").instantiate()
|
|
|
|
|
root.add_child(scene)
|
|
|
|
|
fleet = scene.get_node("Fleet")
|
|
|
|
|
field = scene.get_node("BuildingField")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
|
|
|
elapsed += delta
|
|
|
|
|
match stage:
|
|
|
|
|
0:
|
|
|
|
|
scene.get_node("AsteroidField").set_process(false)
|
|
|
|
|
scene.get_node("EnemySpawner").set_process(false)
|
Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
|
|
|
_clear_hazards()
|
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
|
|
|
fleet.spawn_ships(2, Vector2.ZERO)
|
|
|
|
|
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
|
|
|
|
|
crafter_id = int(game_state.buildings[-1].id)
|
|
|
|
|
ships_at_start = fleet.ships.size()
|
|
|
|
|
bank_at_start = game_state.rocks
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 1
|
|
|
|
|
return false
|
|
|
|
|
1:
|
|
|
|
|
if elapsed < 0.2:
|
|
|
|
|
return false
|
|
|
|
|
# --- 1 + 2. an unaffordable order queues, and costs nothing --
|
|
|
|
|
if not game_state.queue_order(crafter_id):
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (the crafter refused an order outright)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 2
|
|
|
|
|
return false
|
|
|
|
|
2:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
|
|
|
|
if game_state.pending_orders(crafter_id) != 1:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order did not stay queued: %d pending)" % game_state.pending_orders(crafter_id))
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
if fleet.ships.size() != ships_at_start:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a vessel appeared with an empty stock)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
if game_state.rocks != bank_at_start:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (queueing took %d out of the bank - the building is supposed to be supplied)" % (bank_at_start - game_state.rocks))
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("empty stock -> queued=%d ships=%d bank=%d (untouched)" % [
|
|
|
|
|
game_state.pending_orders(crafter_id), fleet.ships.size(), game_state.rocks
|
|
|
|
|
])
|
|
|
|
|
|
|
|
|
|
# --- 5. a part-delivery is not enough -----------------------
|
|
|
|
|
game_state.deposit_to_building(crafter_id, GameState.SHIP_COST - 1)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 3
|
|
|
|
|
return false
|
|
|
|
|
3:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
|
|
|
|
if game_state.pending_orders(crafter_id) != 1 or fleet.ships.size() != ships_at_start:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (produced on a part-delivery of %d against a cost of %d)" % [
|
|
|
|
|
GameState.SHIP_COST - 1, GameState.SHIP_COST
|
|
|
|
|
])
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
if game_state.building_stock(crafter_id) != GameState.SHIP_COST - 1:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (part-delivered ore was consumed anyway)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("part delivery (%d of %d) -> still queued, ore intact" % [
|
|
|
|
|
game_state.building_stock(crafter_id), GameState.SHIP_COST
|
|
|
|
|
])
|
|
|
|
|
|
|
|
|
|
# --- 3. topping it up completes the order -------------------
|
|
|
|
|
game_state.deposit_to_building(crafter_id, 1)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 4
|
|
|
|
|
return false
|
|
|
|
|
4:
|
|
|
|
|
if elapsed < 0.4:
|
|
|
|
|
return false
|
|
|
|
|
if game_state.pending_orders(crafter_id) != 0:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order not completed once the stock arrived)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
if fleet.ships.size() != ships_at_start + 1:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (no vessel delivered: %d -> %d)" % [
|
|
|
|
|
ships_at_start, fleet.ships.size()
|
|
|
|
|
])
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
if game_state.building_stock(crafter_id) != 0:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (stock not consumed: %d left)" % game_state.building_stock(crafter_id))
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("supplied -> ships %d->%d, stock spent" % [ships_at_start, fleet.ships.size()])
|
|
|
|
|
|
|
|
|
|
# --- 4. one delivery clears ALL the orders it covers ---------
|
|
|
|
|
# Measured in TICKS, not seconds, and with more orders than the
|
|
|
|
|
# ticks allowed: production that handled one order per frame
|
|
|
|
|
# would still clear them all inside any generous wall-clock wait,
|
|
|
|
|
# so a timed check cannot tell "cleared at once" from "dribbled
|
|
|
|
|
# out". Three orders, two ticks - only clearing them together
|
|
|
|
|
# passes.
|
|
|
|
|
ships_at_start = fleet.ships.size()
|
|
|
|
|
game_state.queue_order(crafter_id)
|
|
|
|
|
game_state.queue_order(crafter_id)
|
|
|
|
|
game_state.queue_order(crafter_id)
|
|
|
|
|
game_state.deposit_to_building(crafter_id, GameState.SHIP_COST * 3)
|
|
|
|
|
ticks = 0
|
|
|
|
|
stage = 5
|
|
|
|
|
return false
|
|
|
|
|
5:
|
|
|
|
|
ticks += 1
|
|
|
|
|
if ticks < 2:
|
|
|
|
|
return false
|
|
|
|
|
if game_state.pending_orders(crafter_id) != 0 or fleet.ships.size() != ships_at_start + 3:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a delivery covering 3 orders left %d queued after %d ticks, ships %d->%d)" % [
|
|
|
|
|
game_state.pending_orders(crafter_id), ticks, ships_at_start, fleet.ships.size()
|
|
|
|
|
])
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("one delivery cleared 3 orders in %d ticks -> ships %d->%d" % [
|
|
|
|
|
ticks, ships_at_start, fleet.ships.size()
|
|
|
|
|
])
|
|
|
|
|
|
|
|
|
|
# --- 6 + 7. no scene, no fleet: production still completes --
|
|
|
|
|
# The scene has to be GONE before the order is placed. With a
|
|
|
|
|
# fleet still alive and under its cap it claims the vessel the
|
2026-08-11 23:10:07 +02:00
|
|
|
# same frame production finishes, which would leave vessels_owed
|
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
|
|
|
# back at 0 and prove nothing about orders surviving without it.
|
|
|
|
|
ships_at_start = fleet.ships.size()
|
|
|
|
|
scene.queue_free()
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 6
|
|
|
|
|
return false
|
|
|
|
|
6:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
|
|
|
|
if is_instance_valid(fleet):
|
|
|
|
|
return false
|
|
|
|
|
game_state.queue_order(crafter_id)
|
|
|
|
|
game_state.deposit_to_building(crafter_id, GameState.SHIP_COST)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 61
|
|
|
|
|
return false
|
|
|
|
|
61:
|
|
|
|
|
if elapsed < 0.4:
|
|
|
|
|
return false
|
|
|
|
|
# The queue and stock live in the autoload, so tearing the space
|
|
|
|
|
# scene down must not touch them - and the order must complete
|
|
|
|
|
# even with no Fleet node anywhere to hand the vessel to.
|
|
|
|
|
if game_state.pending_orders(crafter_id) != 0:
|
|
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order stalled once the space scene was gone)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
2026-08-11 23:10:07 +02:00
|
|
|
if game_state.vessels_owed.is_empty():
|
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
|
|
|
print("TEST_BUILDING_STOCK_QUEUE: FAIL (vessel completed with no fleet present was lost, not owed)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
2026-08-11 23:10:07 +02:00
|
|
|
print("no scene at all -> order completed, %d vessel owed" % game_state.vessels_owed.size())
|
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
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# Come back to space: the fleet should claim what it is owed.
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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elapsed = 0.0
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stage = 8
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return false
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8:
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if elapsed < 0.5:
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return false
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2026-08-11 23:10:07 +02:00
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if not game_state.vessels_owed.is_empty():
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print("TEST_BUILDING_STOCK_QUEUE: FAIL (returning fleet never claimed its %d owed vessel(s))" % game_state.vessels_owed.size())
|
Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.
Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.
Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.
The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.
Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
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quit(1)
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return true
|
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print("fleet returned and claimed the owed vessel (ships=%d)" % fleet.ships.size())
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print("TEST_BUILDING_STOCK_QUEUE: PASS")
|
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quit(0)
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|
return true
|
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|
return false
|
Supply a building by hand: withdraw at the mothership, unload on arrival
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:36:11 +02:00
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func _clear_hazards() -> void:
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# set_process(false) on AsteroidField only stops NEW chunks spawning -
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# rocks already in the world keep drifting and can destroy a parked ship,
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# which silently changes the fleet size this test asserts on. This is a
|
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|
# logistics test, not a survival one.
|
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|
|
for a in get_nodes_in_group("asteroids"):
|
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|
|
if is_instance_valid(a):
|
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|
|
a.queue_free()
|
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|
for e in get_nodes_in_group("enemies"):
|
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|
|
if is_instance_valid(e):
|
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|
e.queue_free()
|