2026-08-11 19:43:55 +02:00
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extends SceneTree
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2026-08-15 00:09:10 +02:00
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# A transport hub owns its logistics vessels directly. Building a hub
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# provisions every researched slot immediately; Freight Yards provisions its
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# extra slot on hubs that already exist.
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2026-08-11 19:43:55 +02:00
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func _initialize() -> void:
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2026-08-15 00:09:10 +02:00
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var state: Node = root.get_node("GameState")
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state.buildings.clear()
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state.extractors.clear()
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state.transporters.clear()
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state.reset_progression()
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state.rocks = 900
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#138: structures and doctrines cost more than rocks, and more the deeper they are
Both halves of the ticket, in the shape vessels have used since gas bombers
and laser ships: a definition carries an ore figure and, when it wants more
than ore, a dictionary that IS the price. `building_costs()` and
`skill_costs()` answer it the way `product_costs()` already did, so there is
one question with one answer whatever is being bought, and every payment
path now goes through `spend_resources` rather than `spend`.
Seven of ten structures and thirteen of seventeen doctrines now want gas,
energy or dark matter alongside their rocks, and the totals climb with tree
depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530.
The constraint that shaped the table is REACHABILITY, and it is the reason
some prices stayed ore-only. Energy exists only where a gas burner stands,
and a gas burner needs Power Systems - so nothing at or before that depth
may be priced in energy, or it is a wall with no way through. Dark matter is
rarer still and appears once, on the deepest node in the game. The extractor
stays rocks-only despite its depth allowing gas, because the quest chain
reaches it before it has sent the player for any.
test_progressive_costs checks those as properties rather than transcribing
the numbers, so rebalancing a price costs nothing while breaking the shape
fails: nothing unreachable at its own depth, prices rising with depth, the
ore field agreeing with the dictionary (repairs quote the field alone, since
a repair drone carries ore and nothing else), and the quest chain never
asking for a structure it has not funded.
Two things cleaned up on the way:
- The per-building cost constants in GameState are gone. Nothing but tests
used them, and they were a second copy of a number the definitions already
hold - exactly what would drift once a price gained a resource.
- research_for_building() returns a display NAME, and the id-keyed half of
the tree wants an id. That mix-up is silent - skill_depth() of a name finds
no node and answers 0, so a deep structure reads as an ungated one, which
is how the first draft of the test let an unreachable price through.
research_node_for_building() is the id, and the name is expressed from it.
PriceTag no longer rebuilds its labels when re-told the same price; it
refreshes the held figures instead. The craft menu re-states prices every
frame and the build menu now does too, so that was a dozen Labels being torn
down and rebuilt sixty times a second.
2026-08-28 15:30:30 +02:00
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# #138: doctrines past the first tier want gas as well as rocks.
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state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 900)
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2026-08-16 21:38:07 +02:00
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state.research_points = state.skill_research_point_cost("freight_yards")
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2026-08-15 00:09:10 +02:00
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state.unlocked = ["shipyards", "logistics", "freight"]
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var hub_a: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 0))
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var per_hub: int = state.hub_capacity()
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if state.transporters.size() != per_hub or _at_hub(state, hub_a) != per_hub:
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return _fail("first hub did not immediately provision %d transporters" % per_hub)
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print("first hub provisioned %d transporters" % per_hub)
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var hub_b: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 600))
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if state.transporters.size() != per_hub * 2 or _at_hub(state, hub_b) != per_hub:
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return _fail("second hub did not bring its own transporters")
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print("second hub raised logistics fleet to %d" % state.transporters.size())
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var before: int = state.transporters.size()
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if not state.unlock("freight_yards"):
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return _fail("could not research Freight Yards")
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var expected: int = state.hub_capacity() * state.hub_count()
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if state.transporters.size() != expected or state.transporters.size() != before + 2:
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return _fail("Freight Yards did not provision one transporter per existing hub")
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if _at_hub(state, hub_a) != state.hub_capacity() \
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or _at_hub(state, hub_b) != state.hub_capacity():
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return _fail("researched transporters were assigned to the wrong hubs")
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print("Freight Yards provisioned existing hubs: %d -> %d" % [before, expected])
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if state.remove_buildings_of_type(state.BUILDING_TRANSPORT_HUB) != 2 \
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or not state.transporters.is_empty():
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return _fail("removing hubs left orphaned logistics transporters")
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print("TEST_HUB_CAPACITY: PASS")
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quit(0)
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func _at_hub(state: Node, hub_id: int) -> int:
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var count: int = 0
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for transporter in state.transporters:
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if int(transporter.hub_id) == hub_id:
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count += 1
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return count
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func _fail(message: String) -> void:
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print("TEST_HUB_CAPACITY: FAIL (%s)" % message)
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quit(1)
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