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
|
|
|
extends SceneTree
|
|
|
|
|
|
|
|
|
|
# Headless gameplay test: run with
|
|
|
|
|
# godot --headless -s res://tests/test_manual_supply_route.gd
|
|
|
|
|
# Forgejo #17 (part 4 of #12): the player can supply a building by hand -
|
|
|
|
|
# withdraw banked ore into the fleet's hold at the mothership, fly it over,
|
|
|
|
|
# and have the building take it.
|
|
|
|
|
#
|
|
|
|
|
# This is what keeps the game unblockable. #16 lets an order queue waiting
|
|
|
|
|
# for ore, and until transporters exist (#19) there is otherwise no way to
|
|
|
|
|
# fulfil one - a player with a queued order and no Transport Hub would be
|
|
|
|
|
# stuck forever.
|
|
|
|
|
#
|
|
|
|
|
# Verifies:
|
|
|
|
|
# 1. withdrawing moves ore bank -> hold, and conserves the total
|
|
|
|
|
# 2. withdrawing is capped by what is actually banked (no overdraft)
|
2026-08-12 13:07:52 +02:00
|
|
|
# 3. arriving at the mothership does NOT bank the hold. It used to, edge
|
|
|
|
|
# triggered on arrival (#14); #24 removed that entirely, because an
|
|
|
|
|
# automatic one-way move overrides a player who has just loaded the
|
|
|
|
|
# hold in order to carry ore somewhere else
|
#157, #158, #159: pay from the hold you flew in, and nothing is exempt from coming down
#157 was already satisfied - second_hull is quest 7 and extractor is quest
11 - so this pins the property rather than adding a quest: nothing costing
more than a single hold may be asked for before the chain has grown the
fleet or taught banking. It fails if either is ever moved behind it.
#158 - a building's local costs may now be paid out of the fleet's hold.
#12 made production cost resources physically DELIVERED rather than money
out of the bank, and that stands: the bank is still not raided here. The
hold is simply the other place resources physically are, and making the
player park, open the transfer menu and move cargo across by hand was
ceremony rather than a decision.
But only WHERE THE FLEET IS, and that qualifier is the whole design. The
first draft had no range on it and test_manual_supply_route caught it
immediately: a crafter three thousand units away reached into the hold and
spent ore the player had just withdrawn to carry somewhere else - which is
exactly the complaint that got automatic banking removed in #24, arriving
from the other direction. The range is Building.interact_radius, the same
distance that decides whether the transfer button appears, so the rule is
not a hidden one: if you could hand the cargo over, the building can take
it.
#159 - the mothership floored at 1hp, so a battered one sat there reading as
dead and never exploded. That exemption existed to prevent a soft-lock, and
the soft-lock turns out not to exist: the bank is GameState.bank_inventory
and the hangar is stored_vessels, both of which outlive any building; the
mothership is the one structure research never gates; it costs exactly what
a single interceptor's hold carries; and ore comes from asteroids, which do
not run out. So the way back is always mine, fly, rebuild - and that is what
test_building_health now asserts, in place of the exemption that used to
stand in for it.
2026-08-29 15:51:34 +02:00
|
|
|
# 4. a building takes the fleet's whole hold when opened - and since #158
|
|
|
|
|
# it does not need to be asked: a queued order at a building the fleet
|
|
|
|
|
# is PARKED ON pays itself out of the hold, so the hand-off happens on
|
|
|
|
|
# arrival rather than through the transfer menu. The manual move still
|
|
|
|
|
# works and is still what stocks a building ahead of an order, which is
|
|
|
|
|
# checked separately here
|
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
|
|
|
# 5. end to end: a queued order the bank cannot reach is fulfilled using
|
|
|
|
|
# only the fleet, with no Transport Hub in existence
|
|
|
|
|
# 6. nothing is created or destroyed anywhere along the route
|
|
|
|
|
|
|
|
|
|
var game_state: Node
|
|
|
|
|
var scene: Node
|
|
|
|
|
var fleet: Node
|
|
|
|
|
var field: Node
|
|
|
|
|
var controller: Node
|
|
|
|
|
var crafter_id: int = 0
|
2026-08-12 13:07:52 +02:00
|
|
|
var mothership_id: int = 0
|
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
|
|
|
var stage: int = 0
|
|
|
|
|
var elapsed: float = 0.0
|
|
|
|
|
var ships_before: int = 0
|
|
|
|
|
var total_before: int = 0
|
|
|
|
|
|
|
|
|
|
const MOTHERSHIP_AT: Vector2 = Vector2(0.0, 0.0)
|
|
|
|
|
const CRAFTER_AT: Vector2 = Vector2(3000.0, 0.0)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _total() -> int:
|
|
|
|
|
var sum: int = game_state.rocks + game_state.fleet_cargo
|
|
|
|
|
for b in game_state.buildings:
|
2026-08-14 20:32:58 +02:00
|
|
|
if b.type != GameState.BUILDING_MOTHERSHIP:
|
|
|
|
|
sum += game_state.building_resource(int(b.id), GameState.RESOURCE_ORE)
|
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
|
|
|
return sum
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _initialize() -> void:
|
|
|
|
|
game_state = root.get_node("GameState")
|
|
|
|
|
game_state.buildings.clear()
|
|
|
|
|
game_state.extractors.clear()
|
|
|
|
|
game_state.rocks = 40
|
|
|
|
|
game_state.fleet_cargo = 0
|
2026-08-12 22:47:46 +02:00
|
|
|
game_state.stored_vessels.clear()
|
|
|
|
|
game_state.build_time_scale = 0.02
|
2026-09-05 17:09:27 +02:00
|
|
|
game_state.unlocked = ["shipyards", "coordination"]
|
#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
|
|
|
scene = load("res://world/Main.tscn").instantiate()
|
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
|
|
|
root.add_child(scene)
|
|
|
|
|
fleet = scene.get_node("Fleet")
|
|
|
|
|
field = scene.get_node("BuildingField")
|
|
|
|
|
controller = scene.get_node("BuildController")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _park_fleet_on(at: Vector2) -> void:
|
|
|
|
|
for ship in fleet.ships:
|
|
|
|
|
ship.position = at
|
|
|
|
|
fleet.move_to(at)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
|
|
|
elapsed += delta
|
|
|
|
|
match stage:
|
|
|
|
|
0:
|
|
|
|
|
scene.get_node("AsteroidField").set_process(false)
|
|
|
|
|
scene.get_node("EnemySpawner").set_process(false)
|
|
|
|
|
_clear_hazards()
|
|
|
|
|
fleet.spawn_ships(2, MOTHERSHIP_AT)
|
|
|
|
|
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
|
2026-08-12 13:07:52 +02:00
|
|
|
mothership_id = int(game_state.buildings[-1].id)
|
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
|
|
|
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
|
|
|
|
|
crafter_id = int(game_state.buildings[-1].id)
|
|
|
|
|
total_before = _total()
|
|
|
|
|
_park_fleet_on(CRAFTER_AT)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 1
|
|
|
|
|
return false
|
|
|
|
|
1:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
|
|
|
|
# --- 5. an order the crafter cannot pay for -----------------
|
|
|
|
|
ships_before = fleet.ships.size()
|
|
|
|
|
game_state.queue_order(crafter_id)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 2
|
|
|
|
|
return false
|
|
|
|
|
2:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
|
|
|
|
if game_state.pending_orders(crafter_id) != 1:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (order did not queue)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
# --- 1 + 2. withdraw at the mothership ----------------------
|
|
|
|
|
_park_fleet_on(MOTHERSHIP_AT)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 3
|
|
|
|
|
return false
|
|
|
|
|
3:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
|
|
|
|
var bank_before: int = game_state.rocks
|
2026-08-12 13:07:52 +02:00
|
|
|
var took: int = game_state.transfer_to_fleet(mothership_id, GameState.SHIP_COST)
|
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
|
|
|
if took != GameState.SHIP_COST or game_state.fleet_cargo != GameState.SHIP_COST:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (withdrew %d into a hold of %d)" % [took, game_state.fleet_cargo])
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
if game_state.rocks != bank_before - GameState.SHIP_COST:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (bank did not pay for the withdrawal)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("withdrew %d at the mothership -> bank=%d hold=%d" % [
|
|
|
|
|
took, game_state.rocks, game_state.fleet_cargo
|
|
|
|
|
])
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 4
|
|
|
|
|
return false
|
|
|
|
|
4:
|
2026-08-12 13:07:52 +02:00
|
|
|
# --- 3. parked on the mothership, and arriving again --------
|
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
|
|
|
if elapsed < 0.5:
|
|
|
|
|
return false
|
|
|
|
|
if game_state.fleet_cargo != GameState.SHIP_COST:
|
2026-08-12 13:07:52 +02:00
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (ore withdrawn while parked on the mothership was banked again by itself)")
|
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
|
|
|
quit(1)
|
|
|
|
|
return true
|
2026-08-12 13:07:52 +02:00
|
|
|
# Leaving and coming back is the case the old edge-triggered
|
|
|
|
|
# delivery fired on, so it is the one worth re-entering.
|
|
|
|
|
_park_fleet_on(CRAFTER_AT)
|
|
|
|
|
_park_fleet_on(MOTHERSHIP_AT)
|
|
|
|
|
if game_state.fleet_cargo != GameState.SHIP_COST:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (arriving at the mothership auto-banked the hold - #24 removed that)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("hold kept its %d across an arrival (no auto-banking)" % game_state.fleet_cargo)
|
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
|
|
|
|
|
|
|
|
# --- 4. carry it to the crafter and open it -----------------
|
|
|
|
|
_park_fleet_on(CRAFTER_AT)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 5
|
|
|
|
|
return false
|
|
|
|
|
5:
|
|
|
|
|
if elapsed < 0.6:
|
|
|
|
|
return false
|
#157, #158, #159: pay from the hold you flew in, and nothing is exempt from coming down
#157 was already satisfied - second_hull is quest 7 and extractor is quest
11 - so this pins the property rather than adding a quest: nothing costing
more than a single hold may be asked for before the chain has grown the
fleet or taught banking. It fails if either is ever moved behind it.
#158 - a building's local costs may now be paid out of the fleet's hold.
#12 made production cost resources physically DELIVERED rather than money
out of the bank, and that stands: the bank is still not raided here. The
hold is simply the other place resources physically are, and making the
player park, open the transfer menu and move cargo across by hand was
ceremony rather than a decision.
But only WHERE THE FLEET IS, and that qualifier is the whole design. The
first draft had no range on it and test_manual_supply_route caught it
immediately: a crafter three thousand units away reached into the hold and
spent ore the player had just withdrawn to carry somewhere else - which is
exactly the complaint that got automatic banking removed in #24, arriving
from the other direction. The range is Building.interact_radius, the same
distance that decides whether the transfer button appears, so the rule is
not a hidden one: if you could hand the cargo over, the building can take
it.
#159 - the mothership floored at 1hp, so a battered one sat there reading as
dead and never exploded. That exemption existed to prevent a soft-lock, and
the soft-lock turns out not to exist: the bank is GameState.bank_inventory
and the hangar is stored_vessels, both of which outlive any building; the
mothership is the one structure research never gates; it costs exactly what
a single interceptor's hold carries; and ore comes from asteroids, which do
not run out. So the way back is always mine, fly, rebuild - and that is what
test_building_health now asserts, in place of the exemption that used to
stand in for it.
2026-08-29 15:51:34 +02:00
|
|
|
# #158: parked on the crafter with the ore aboard, the queued
|
|
|
|
|
# order takes it - the flight IS the delivery now, and the hold
|
|
|
|
|
# is empty because it has been spent rather than because nothing
|
|
|
|
|
# happened.
|
|
|
|
|
if game_state.fleet_cargo != 0:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (parked on the crafter with %d still in the hold)" % game_state.fleet_cargo)
|
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
|
|
|
quit(1)
|
|
|
|
|
return true
|
#157, #158, #159: pay from the hold you flew in, and nothing is exempt from coming down
#157 was already satisfied - second_hull is quest 7 and extractor is quest
11 - so this pins the property rather than adding a quest: nothing costing
more than a single hold may be asked for before the chain has grown the
fleet or taught banking. It fails if either is ever moved behind it.
#158 - a building's local costs may now be paid out of the fleet's hold.
#12 made production cost resources physically DELIVERED rather than money
out of the bank, and that stands: the bank is still not raided here. The
hold is simply the other place resources physically are, and making the
player park, open the transfer menu and move cargo across by hand was
ceremony rather than a decision.
But only WHERE THE FLEET IS, and that qualifier is the whole design. The
first draft had no range on it and test_manual_supply_route caught it
immediately: a crafter three thousand units away reached into the hold and
spent ore the player had just withdrawn to carry somewhere else - which is
exactly the complaint that got automatic banking removed in #24, arriving
from the other direction. The range is Building.interact_radius, the same
distance that decides whether the transfer button appears, so the rule is
not a hidden one: if you could hand the cargo over, the building can take
it.
#159 - the mothership floored at 1hp, so a battered one sat there reading as
dead and never exploded. That exemption existed to prevent a soft-lock, and
the soft-lock turns out not to exist: the bank is GameState.bank_inventory
and the hangar is stored_vessels, both of which outlive any building; the
mothership is the one structure research never gates; it costs exactly what
a single interceptor's hold carries; and ore comes from asteroids, which do
not run out. So the way back is always mine, fly, rebuild - and that is what
test_building_health now asserts, in place of the exemption that used to
stand in for it.
2026-08-29 15:51:34 +02:00
|
|
|
# Orders run at build_time_scale 0.02 here, so by now it has not
|
|
|
|
|
# only started on the hold's ore but finished.
|
|
|
|
|
if game_state.pending_orders(crafter_id) != 0:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (the hold emptied but the order is still queued)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("parked on the crafter: the queued order took the hold's %d itself" % GameState.SHIP_COST)
|
|
|
|
|
|
|
|
|
|
# ...and the manual move still works, which is what stocks a
|
|
|
|
|
# building AHEAD of an order rather than paying for one.
|
|
|
|
|
game_state.collect_cargo(4)
|
|
|
|
|
var moved: int = game_state.transfer_to_building(crafter_id, 4)
|
|
|
|
|
if moved != 4 or game_state.fleet_cargo != 0:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (hand-unloaded %d of 4, hold left at %d)" % [moved, game_state.fleet_cargo])
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("and a hand transfer still moves %d into the crafter" % moved)
|
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
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 6
|
|
|
|
|
return false
|
|
|
|
|
6:
|
2026-08-14 11:54:31 +02:00
|
|
|
# Long enough for both construction and the physical delivery trip
|
|
|
|
|
# from this remote crafter to the mothership hangar.
|
|
|
|
|
var delivery_time: float = CRAFTER_AT.distance_to(MOTHERSHIP_AT) \
|
|
|
|
|
/ GameState.VESSEL_DELIVERY_SPEED
|
|
|
|
|
if elapsed < game_state.build_time(GameState.PRODUCT_SHIP) * 3.0 + delivery_time + 0.5:
|
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
|
|
|
return false
|
|
|
|
|
# --- 5. the queued order completed off the fleet's own ore ---
|
|
|
|
|
if game_state.pending_orders(crafter_id) != 0:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (order still queued after a hand delivery)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
2026-08-12 22:47:46 +02:00
|
|
|
# Since #23 a finished vessel waits in the hangar rather than
|
|
|
|
|
# crewing itself, so this is where it lands.
|
|
|
|
|
if game_state.stored_vessels.size() != 1:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (no vessel built: %d in the hangar)" % game_state.stored_vessels.size())
|
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
|
|
|
quit(1)
|
|
|
|
|
return true
|
2026-08-12 22:47:46 +02:00
|
|
|
print("queued order fulfilled by hand, no transport hub: %d vessel in the hangar" % game_state.stored_vessels.size())
|
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
|
|
|
|
|
|
|
|
# --- 6. conservation ----------------------------------------
|
#157, #158, #159: pay from the hold you flew in, and nothing is exempt from coming down
#157 was already satisfied - second_hull is quest 7 and extractor is quest
11 - so this pins the property rather than adding a quest: nothing costing
more than a single hold may be asked for before the chain has grown the
fleet or taught banking. It fails if either is ever moved behind it.
#158 - a building's local costs may now be paid out of the fleet's hold.
#12 made production cost resources physically DELIVERED rather than money
out of the bank, and that stands: the bank is still not raided here. The
hold is simply the other place resources physically are, and making the
player park, open the transfer menu and move cargo across by hand was
ceremony rather than a decision.
But only WHERE THE FLEET IS, and that qualifier is the whole design. The
first draft had no range on it and test_manual_supply_route caught it
immediately: a crafter three thousand units away reached into the hold and
spent ore the player had just withdrawn to carry somewhere else - which is
exactly the complaint that got automatic banking removed in #24, arriving
from the other direction. The range is Building.interact_radius, the same
distance that decides whether the transfer button appears, so the rule is
not a hidden one: if you could hand the cargo over, the building can take
it.
#159 - the mothership floored at 1hp, so a battered one sat there reading as
dead and never exploded. That exemption existed to prevent a soft-lock, and
the soft-lock turns out not to exist: the bank is GameState.bank_inventory
and the hangar is stored_vessels, both of which outlive any building; the
mothership is the one structure research never gates; it costs exactly what
a single interceptor's hold carries; and ore comes from asteroids, which do
not run out. So the way back is always mine, fly, rebuild - and that is what
test_building_health now asserts, in place of the exemption that used to
stand in for it.
2026-08-29 15:51:34 +02:00
|
|
|
# The 4 mined above to exercise the hand transfer are still in
|
|
|
|
|
# the crafter's stock, so they are part of the total.
|
|
|
|
|
var expected: int = total_before - GameState.SHIP_COST + 4
|
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
|
|
|
if _total() != expected:
|
|
|
|
|
print("bank=%d hold=%d stocks total=%d, expected %d" % [
|
|
|
|
|
game_state.rocks, game_state.fleet_cargo, _total(), expected
|
|
|
|
|
])
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (ore created or destroyed along the route)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("ore conserved: %d -> %d, exactly the %d the vessel cost" % [
|
|
|
|
|
total_before, _total(), GameState.SHIP_COST
|
|
|
|
|
])
|
|
|
|
|
|
|
|
|
|
# --- 2. no overdraft ----------------------------------------
|
|
|
|
|
game_state.rocks = 3
|
2026-08-12 13:07:52 +02:00
|
|
|
var over: int = game_state.transfer_to_fleet(mothership_id, 999)
|
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
|
|
|
if over != 3 or game_state.rocks != 0:
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (overdrew: took %d from a bank of 3, leaving %d)" % [over, game_state.rocks])
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("withdrawing 999 from a bank of 3 took %d" % over)
|
|
|
|
|
print("TEST_MANUAL_SUPPLY_ROUTE: PASS")
|
|
|
|
|
quit(0)
|
|
|
|
|
return true
|
|
|
|
|
return false
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _clear_hazards() -> void:
|
|
|
|
|
# set_process(false) on AsteroidField only stops NEW chunks spawning -
|
|
|
|
|
# rocks already in the world keep drifting and can destroy a parked ship,
|
|
|
|
|
# which silently changes the fleet size this test asserts on. This is a
|
|
|
|
|
# logistics test, not a survival one.
|
|
|
|
|
for a in get_nodes_in_group("asteroids"):
|
|
|
|
|
if is_instance_valid(a):
|
|
|
|
|
a.queue_free()
|
|
|
|
|
for e in get_nodes_in_group("enemies"):
|
|
|
|
|
if is_instance_valid(e):
|
|
|
|
|
e.queue_free()
|