Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
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extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_spacial_workshop.gd
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# Forgejo #116: the Spacial Workshop and its repair drones.
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#
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# Modelled on the transport hub, so most of what it does is already
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# understood: drones belong to a workshop, are provisioned when it is built,
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# are never a production order, and are upgraded at a ship lab. What is new
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# is what a repair COSTS - a share of the building's own price, in
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# proportion to the health it is missing.
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#
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# Covers:
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# A. the building is in the catalog behind its own research, with its own
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# look, and it provisions drones the moment it is placed
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# B. the drone is a catalogued vessel that CANNOT be crafted, and carries
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# its own upgrades
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# C. a full repair costs a share of the building's price scaled by the
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# damage: undamaged is free, half-wrecked is about half
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# D. the workshop asks hub logistics for the ore its repairs will need,
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# and stops asking past its buffer
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# E. a drone flies out, spends ore, and puts structure back
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# F. it will not go with an empty till, and two drones never chase the
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# same wall
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# G. a building demolished mid-flight gets its ore back rather than
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# swallowing it
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# H. the berth upgrade reaches workshops already standing
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var game_state: Node
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var workshop_id: int = 0
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var crafter_id: int = 0
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func _initialize() -> void:
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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.repair_drones.clear()
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game_state.reset_progression()
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game_state.reset_waves()
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func _fail(message: String) -> bool:
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print("TEST_SPACIAL_WORKSHOP: FAIL (%s)" % message)
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quit(1)
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return true
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func _drones_of(id: int) -> Array:
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var out: Array = []
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for drone in game_state.repair_drones:
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if int(drone.get("workshop_id", 0)) == id:
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out.append(drone)
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return out
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# Runs the autoload's own repair clock without waiting out the real seconds.
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func _simulate(seconds: float) -> void:
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var step: float = 1.0 / 60.0
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for i in range(int(seconds / step)):
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game_state._advance_repairs(step)
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func _process(_delta: float) -> bool:
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var definitions: Script = load("res://buildings/BuildingDefinitions.gd")
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# --- A. catalogued, researched, and it brings its own drones ---------
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var workshop_def: Resource = definitions.get_definition(GameState.BUILDING_WORKSHOP)
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if workshop_def == null:
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return _fail("no \"spacial_workshop\" definition in the catalog")
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if workshop_def.visual_scene == null or workshop_def.menu_button_name == "":
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return _fail("the workshop has no visual or no build-menu entry")
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for other in definitions.all():
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if other.definition_id != GameState.BUILDING_WORKSHOP \
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and other.menu_icon == workshop_def.menu_icon:
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return _fail("the workshop shares its icon with the %s" % other.definition_id)
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if game_state.is_building_unlocked(GameState.BUILDING_WORKSHOP):
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return _fail("the workshop is buildable before its node is researched")
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var research: String = ""
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for node in GameState.SKILL_TREE:
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if node.get("unlocks", "") == GameState.BUILDING_WORKSHOP:
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research = String(node.id)
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if research == "":
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return _fail("nothing in the skill tree unlocks the workshop")
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game_state.unlocked.append(research)
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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workshop_id = game_state.add_building(GameState.BUILDING_WORKSHOP, Vector2(600.0, 0.0))
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Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.
Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.
#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 19:09:35 +02:00
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# #216: crews are built and flown in now, not provisioned with the
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# structure. This test is about what a crew DOES, so it is put
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# straight at its post - test_transporter_supply.gd owns the journey.
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load("res://tests/_staff.gd").staff(game_state, workshop_id, game_state.workshop_drone_capacity())
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Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
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if _drones_of(workshop_id).size() != GameState.BASE_WORKSHOP_DRONES:
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return _fail("a new workshop stationed %d drones, expected %d" \
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% [_drones_of(workshop_id).size(), GameState.BASE_WORKSHOP_DRONES])
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print("workshop researched at \"%s\", arrives with %d drones" \
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% [research, GameState.BASE_WORKSHOP_DRONES])
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# --- B. the drone is a vessel, but not a product ---------------------
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var drone_def: Resource = game_state.vessel_definition(GameState.REPAIR_DRONE)
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if drone_def == null:
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return _fail("no repair_drone in the vessel catalog")
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if bool(drone_def.fleet_eligible):
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return _fail("the repair drone is fleet-eligible - it would be craftable")
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if drone_def.upgrades.is_empty():
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return _fail("the repair drone carries no ship-lab upgrades")
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if game_state.queue_order(workshop_id, GameState.REPAIR_DRONE):
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return _fail("a repair drone was accepted as a production order")
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print("repair drone: %d lab upgrades, not craftable" % drone_def.upgrades.size())
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# --- C. what a repair costs -----------------------------------------
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crafter_id = game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(900.0, 0.0))
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var price: int = int(definitions.get_definition(GameState.BUILDING_SHIP_CRAFTER).cost)
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if game_state.repair_cost(crafter_id) != 0:
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return _fail("an undamaged crafter costs %d to repair" % game_state.repair_cost(crafter_id))
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var full: int = game_state.building_max_hp(GameState.BUILDING_SHIP_CRAFTER)
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game_state.damage_building(crafter_id, full / 2)
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var half_cost: int = game_state.repair_cost(crafter_id)
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if absf(float(half_cost) - float(price) * 0.5) > float(price) * 0.12:
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return _fail("a half-wrecked crafter costs %d of its %d price, expected about half" \
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% [half_cost, price])
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print("crafter at %d%% health: %d ore of its %d price" \
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% [int(game_state.building_health_fraction(crafter_id) * 100.0), half_cost, price])
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# --- D. and it asks for that ore ------------------------------------
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var asked: int = game_state.building_requested_resource(workshop_id, GameState.RESOURCE_ORE)
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if asked <= 0:
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return _fail("a workshop with a wrecked crafter beside it asks for no ore")
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if asked > GameState.WORKSHOP_ORE_BUFFER:
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return _fail("it asked for %d ore, past its %d buffer" \
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% [asked, GameState.WORKSHOP_ORE_BUFFER])
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print("workshop asks hub logistics for %d ore" % asked)
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# --- F (first half). an empty till sends nobody ----------------------
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_simulate(4.0)
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for drone in _drones_of(workshop_id):
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if String(drone.state) != GameState.DRONE_IDLE:
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return _fail("a drone left with no ore in the workshop")
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if game_state.building_health_fraction(crafter_id) > 0.51:
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return _fail("the crafter was repaired out of an empty workshop")
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print("empty till: every drone stayed home")
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# --- E. paid for, it flies and mends --------------------------------
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game_state.deposit_resource_to_building(workshop_id, GameState.RESOURCE_ORE, 60)
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var ore_before: int = game_state.building_resource(workshop_id, GameState.RESOURCE_ORE)
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var hp_before: int = game_state.building_hp(crafter_id)
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game_state._advance_repairs(0.016)
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var flying: int = 0
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for drone in _drones_of(workshop_id):
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if String(drone.state) == GameState.DRONE_OUTBOUND:
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flying += 1
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if flying != 1:
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return _fail("%d drones set off for one damaged crafter" % flying)
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# --- F (second half). the ore leaves with the drone ------------------
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if game_state.building_resource(workshop_id, GameState.RESOURCE_ORE) >= ore_before:
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return _fail("a drone left without the ore being taken")
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_simulate(30.0)
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var hp_after: int = game_state.building_hp(crafter_id)
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if hp_after <= hp_before:
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return _fail("the drone arrived and the crafter is still at %d hp" % hp_after)
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print("drone spent %d ore and put %d structure back" \
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% [ore_before - game_state.building_resource(workshop_id, GameState.RESOURCE_ORE),
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hp_after - hp_before])
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# --- G. a destination that stops existing ---------------------------
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game_state.building_inventory(workshop_id).set_amount(GameState.RESOURCE_ORE, 60)
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var doomed: int = game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-900.0, 0.0))
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game_state.damage_building(doomed, game_state.building_max_hp(GameState.BUILDING_SHIP_LAB) / 2)
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game_state._advance_repairs(0.016)
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var carrying: int = 0
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for drone in game_state.repair_drones:
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if String(drone.state) == GameState.DRONE_OUTBOUND and int(drone.target_id) == doomed:
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carrying = int(drone.carrying)
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if carrying <= 0:
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return _fail("nothing was dispatched to the damaged lab")
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var till_before: int = game_state.building_resource(workshop_id, GameState.RESOURCE_ORE)
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game_state.destroy_building(doomed)
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_simulate(30.0)
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if game_state.building_resource(workshop_id, GameState.RESOURCE_ORE) != till_before + carrying:
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return _fail("a drone whose target was levelled under it lost its %d ore" % carrying)
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print("target levelled in flight: %d ore came home" % carrying)
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# --- H. the upgrade reaches standing workshops ----------------------
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var bonus_id: String = ""
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for node in GameState.SKILL_TREE:
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if int(node.get("workshop_bonus", 0)) > 0:
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bonus_id = String(node.id)
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if bonus_id == "":
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return _fail("no skill node raises the drone count")
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var before_count: int = _drones_of(workshop_id).size()
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Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.
Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.
#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 19:09:35 +02:00
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|
var before_room: int = game_state.station_capacity(game_state.find_building(workshop_id))
|
Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
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|
|
game_state.rocks = 5000
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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: the deep doctrines want gas and energy too.
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game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 5000)
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ENERGY, 5000)
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Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
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game_state.research_points = 20
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if not game_state.unlock(bonus_id):
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return _fail("could not research \"%s\"" % bonus_id)
|
Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.
Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.
#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 19:09:35 +02:00
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# #216: the doctrine buys ROOM, not drones. It used to provision one into
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# every standing workshop for nothing; the extra berth is now something
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# the player fills with a drone they have built.
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if _drones_of(workshop_id).size() != before_count:
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return _fail("researching \"%s\" conjured %d drones" \
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% [bonus_id, _drones_of(workshop_id).size() - before_count])
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var room: int = game_state.station_capacity(game_state.find_building(workshop_id))
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if room != before_room + 1:
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return _fail("the doctrine moved the workshop's room from %d to %d, expected %d" \
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% [before_room, room, before_room + 1])
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load("res://tests/_staff.gd").staff(game_state, workshop_id, room)
|
Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
|
|
|
if _drones_of(workshop_id).size() != before_count + 1:
|
Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.
Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.
#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 19:09:35 +02:00
|
|
|
return _fail("the berth the doctrine bought could not be crewed (%d drones)" \
|
Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
|
|
|
% _drones_of(workshop_id).size())
|
Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.
Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.
#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 19:09:35 +02:00
|
|
|
print("\"%s\" widens a standing workshop from %d to %d berths, crewed by hand" \
|
Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
|
|
|
% [bonus_id, before_count, _drones_of(workshop_id).size()])
|
|
|
|
|
|
|
|
|
|
print("TEST_SPACIAL_WORKSHOP: PASS")
|
|
|
|
|
quit(0)
|
|
|
|
|
return true
|