Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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extends Node
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# Autoload singleton - the one thing that survives change_scene_to_file()
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# scene swaps between space (Main.tscn) and a planet's surface
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# (PlanetSurface.tscn). Everything else in either scene gets torn down
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# and rebuilt from scratch on each swap, so anything that needs to
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# survive the trip has to live here instead.
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var has_return_position: bool = false
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var surviving_ship_count: int = 5
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var return_world_position: Vector2 = Vector2.ZERO
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var return_camera_zoom: float = 1.0
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var planet_name: String = ""
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var planet_type: String = ""
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# Explored-chunk history for the world map's fog-of-war reveal. Lives
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# here (not on ExplorationTracker, which gets destroyed and recreated on
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# every scene swap) so exploration progress isn't lost every time the
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# player lands on and leaves a planet.
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var explored_chunks: Dictionary = {}
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# --- Resources -------------------------------------------------------------
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2026-08-11 15:55:45 +02:00
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# Ore that has been BANKED at the mothership. This is the only pool anything
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# can be bought with.
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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# Starts stocked for play-testing so buildings can be tried without mining
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# first - drop this back to 0 for a real playthrough.
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var rocks: int = 500
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2026-08-11 15:55:45 +02:00
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# Ore the fleet is physically carrying and has not delivered yet (#14). Mining
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# fills this, not `rocks`: ore is cargo until the fleet brings it home, so a
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# long mining run is a real trip with something to lose rather than instant
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# income from anywhere on the map.
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#
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# Lives here, like everything else that has to survive Main.tscn being torn
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# down and rebuilt on every trip to a planet's surface - and cargo mined ON a
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# surface would otherwise be dropped the moment the player took off.
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var fleet_cargo: int = 0
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signal cargo_delivered(amount: int)
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func collect_cargo(amount: int = 1) -> void:
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fleet_cargo += amount
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func deliver_cargo() -> int:
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# Everything the fleet is carrying, banked at once. Returns how much moved
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# so a caller can react to a delivery actually having happened rather than
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# to merely being in range.
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if fleet_cargo <= 0:
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return 0
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var delivered: int = fleet_cargo
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rocks += delivered
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fleet_cargo = 0
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cargo_delivered.emit(delivered)
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return delivered
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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const MOTHERSHIP_COST: int = 20
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const SHIP_CRAFTER_COST: int = 12
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const SHIP_COST: int = 6
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# --- Buildings -------------------------------------------------------------
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# Player-placed structures, as [{"type": String, "position": Vector2}].
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# Buildings exist only in space (Main.tscn) but are stored here so they
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# survive the scene swap to a planet's surface and back.
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const BUILDING_MOTHERSHIP: String = "mothership"
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const BUILDING_SHIP_CRAFTER: String = "ship_crafter"
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const BUILDING_COMMAND_CENTER: String = "command_center"
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# Extractors are not placed in space like the others - they are built ON a
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# planet's surface and tracked separately (see `extractors`).
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const BUILDING_EXTRACTOR: String = "extractor"
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const COMMAND_CENTER_COST: int = 15
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const EXTRACTOR_COST: int = 25
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var buildings: Array = []
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Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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# --- Skill tree ------------------------------------------------------------
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# Researched at the mothership. Two things hang off it: which structures the
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# player is allowed to build at all, and permanent upgrades that have no
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# building of their own. The mothership itself is deliberately NOT in the
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# tree - it is the thing you research AT, so gating it behind research would
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# be a deadlock.
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#
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# `x` is a horizontal position on a 0..1 grid; the vertical position is NOT
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# stored, it is derived from how many prerequisites deep the node is, so the
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# tree always reads root-at-the-bottom and cannot drift out of step with the
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# dependencies when nodes are added. `requires` is a single prerequisite id
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# ("" for a root).
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const SKILL_TREE: Array = [
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{
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"id": "shipyards", "name": "Shipyards", "cost": 15, "requires": "",
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"x": 0.5, "unlocks": BUILDING_SHIP_CRAFTER,
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"desc": "Build ship crafters, and buy extra vessels at them.",
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},
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{
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"id": "logistics", "name": "Logistics", "cost": 25, "requires": "shipyards",
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"x": 0.18, "unlocks": BUILDING_EXTRACTOR,
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"desc": "Build extractors on planets. They mine ore whether or not you are nearby.",
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},
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{
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"id": "coordination", "name": "Coordination", "cost": 20, "requires": "shipyards",
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"x": 0.82, "unlocks": BUILDING_COMMAND_CENTER,
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"desc": "Build command centers, where the fleet formation is arranged.",
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},
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{
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"id": "wing", "name": "Wing Doctrine", "cost": 30, "requires": "coordination",
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"x": 0.82, "fleet_bonus": 1,
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"desc": "Permanent: +1 vessel in the fleet.",
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},
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{
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"id": "squadron", "name": "Squadron Doctrine", "cost": 70, "requires": "wing",
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"x": 0.65, "fleet_bonus": 1,
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"desc": "Permanent: +1 vessel in the fleet.",
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},
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{
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"id": "armada", "name": "Armada Doctrine", "cost": 150, "requires": "squadron",
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"x": 0.3, "fleet_bonus": 1,
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"desc": "Permanent: +1 vessel in the fleet.",
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},
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]
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const BASE_FLEET_SIZE: int = 5
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var unlocked: Array = []
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func skill_node(id: String) -> Dictionary:
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for node in SKILL_TREE:
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if node.id == id:
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return node
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return {}
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func skill_depth(id: String) -> int:
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# How many prerequisites deep this node sits. Drives its height in the
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# tree view: roots at the bottom, everything that depends on something
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# above it.
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var depth: int = 0
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var node: Dictionary = skill_node(id)
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while not node.is_empty() and node.requires != "":
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depth += 1
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node = skill_node(node.requires)
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if depth > SKILL_TREE.size():
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break # a cycle in the data would otherwise hang here
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return depth
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func max_skill_depth() -> int:
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var deepest: int = 0
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for node in SKILL_TREE:
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deepest = maxi(deepest, skill_depth(node.id))
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return deepest
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func is_unlocked(id: String) -> bool:
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return id in unlocked
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func prerequisite_met(id: String) -> bool:
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var node: Dictionary = skill_node(id)
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if node.is_empty():
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return false
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return node.requires == "" or is_unlocked(node.requires)
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func can_unlock(id: String) -> bool:
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return not is_unlocked(id) and prerequisite_met(id) and can_afford(int(skill_node(id).cost))
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func unlock(id: String) -> bool:
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if not can_unlock(id):
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return false
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if not spend(int(skill_node(id).cost)):
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return false
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unlocked.append(id)
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return true
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func is_building_unlocked(type: String) -> bool:
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# The mothership is always buildable: it is where research happens, so
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# locking it would leave a player with no mothership unable to ever get
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# one.
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if type == BUILDING_MOTHERSHIP:
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return true
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for node in SKILL_TREE:
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if node.get("unlocks", "") == type:
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return is_unlocked(node.id)
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return true
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func research_for_building(type: String) -> String:
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for node in SKILL_TREE:
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if node.get("unlocks", "") == type:
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return node.name
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return ""
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func max_fleet_size() -> int:
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var n: int = BASE_FLEET_SIZE
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for id in unlocked:
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n += int(skill_node(id).get("fleet_bonus", 0))
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return mini(n, DEFAULT_FORMATION.size())
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func reset_progression() -> void:
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unlocked.clear()
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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|
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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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# --- building stock and production queue (#16) -----------------------------
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# Since #12, a building cannot just deduct from the bank at the moment of
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# purchase: what it produces has to be paid for out of resources physically
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# delivered to it. So each building carries its own `stock`, and an order it
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# cannot afford yet is QUEUED rather than refused, and completes by itself
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# once the stock turns up.
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#
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# `id` exists because a building has to be referable across the space <->
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# planet-surface scene swap, when every Building NODE has been destroyed and
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# rebuilt. Position would nearly work and then fail on two buildings placed
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# on the same spot.
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var next_building_id: int = 1
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# Ships that have been paid for and built but not yet handed to the fleet.
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# Production is simulated here, in the autoload, the same way extractor
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# haulers are - so an order can complete while the player is down on a
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# planet's surface, where there is no Fleet node to hand a ship to. The fleet
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# claims them when it next can.
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var ships_owed: int = 0
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signal order_completed(building_id: int, type: String)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func add_building(type: String, at_position: Vector2) -> int:
|
|
|
|
|
var id: int = next_building_id
|
|
|
|
|
next_building_id += 1
|
|
|
|
|
buildings.append({
|
|
|
|
|
"id": id, "type": type, "position": at_position, "stock": 0, "queued": 0,
|
|
|
|
|
})
|
|
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|
|
return id
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func find_building(id: int) -> Dictionary:
|
|
|
|
|
for b in buildings:
|
|
|
|
|
if b.get("id", 0) == id:
|
|
|
|
|
return b
|
|
|
|
|
return {}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func production_cost(type: String) -> int:
|
|
|
|
|
# What one order out of this building costs it. 0 means it produces
|
|
|
|
|
# nothing and cannot be ordered from.
|
|
|
|
|
if type == BUILDING_SHIP_CRAFTER:
|
|
|
|
|
return SHIP_COST
|
|
|
|
|
return 0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func building_stock(id: int) -> int:
|
|
|
|
|
var b: Dictionary = find_building(id)
|
|
|
|
|
return 0 if b.is_empty() else int(b.get("stock", 0))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func pending_orders(id: int) -> int:
|
|
|
|
|
var b: Dictionary = find_building(id)
|
|
|
|
|
return 0 if b.is_empty() else int(b.get("queued", 0))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func deposit_to_building(id: int, amount: int) -> int:
|
|
|
|
|
if amount <= 0:
|
|
|
|
|
return 0
|
|
|
|
|
var b: Dictionary = find_building(id)
|
|
|
|
|
if b.is_empty():
|
|
|
|
|
return 0
|
|
|
|
|
b.stock = int(b.get("stock", 0)) + amount
|
|
|
|
|
return amount
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func queue_order(id: int) -> bool:
|
|
|
|
|
var b: Dictionary = find_building(id)
|
|
|
|
|
if b.is_empty() or production_cost(b.type) <= 0:
|
|
|
|
|
return false
|
|
|
|
|
b.queued = int(b.get("queued", 0)) + 1
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _advance_production() -> void:
|
|
|
|
|
for b in buildings:
|
|
|
|
|
var cost: int = production_cost(b.type)
|
|
|
|
|
if cost <= 0:
|
|
|
|
|
continue
|
|
|
|
|
# `while`, not `if`: a delivery big enough to cover several queued
|
|
|
|
|
# orders should clear them all rather than dribbling one out per
|
|
|
|
|
# frame.
|
|
|
|
|
while int(b.get("queued", 0)) > 0 and int(b.get("stock", 0)) >= cost:
|
|
|
|
|
b.stock = int(b.stock) - cost
|
|
|
|
|
b.queued = int(b.queued) - 1
|
|
|
|
|
if b.type == BUILDING_SHIP_CRAFTER:
|
|
|
|
|
ships_owed += 1
|
|
|
|
|
order_completed.emit(int(b.id), String(b.type))
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
|
|
|
|
|
|
|
|
|
|
func has_mothership() -> bool:
|
|
|
|
|
return get_mothership_position() != null
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func remove_buildings_of_type(type: String) -> int:
|
|
|
|
|
var kept: Array = []
|
|
|
|
|
var removed: int = 0
|
|
|
|
|
for b in buildings:
|
|
|
|
|
if b.type == type:
|
|
|
|
|
removed += 1
|
|
|
|
|
else:
|
|
|
|
|
kept.append(b)
|
|
|
|
|
buildings = kept
|
|
|
|
|
return removed
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func get_mothership_position() -> Variant:
|
|
|
|
|
# Where a wiped-out fleet gets rebuilt. Returns null when no mothership
|
|
|
|
|
# has been built yet, so the caller can fall back to the world origin.
|
|
|
|
|
for b in buildings:
|
|
|
|
|
if b.type == BUILDING_MOTHERSHIP:
|
|
|
|
|
return b.position
|
|
|
|
|
return null
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# --- Fleet formation -------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
# Where each vessel sits relative to the fleet centre, editable at a command
|
|
|
|
|
# centre. Lives here (not as a const on Fleet) so a layout the player has
|
|
|
|
|
# arranged survives the trip to a planet's surface and back, and so a
|
|
|
|
|
# rebuilt fleet keeps their arrangement.
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
|
|
|
# Slots beyond BASE_FLEET_SIZE only become usable once the matching fleet
|
|
|
|
|
# capacity upgrade is researched, but they are defined up front so the wedge
|
|
|
|
|
# keeps a deliberate shape as it grows rather than having positions invented
|
|
|
|
|
# at unlock time.
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
const DEFAULT_FORMATION: Array = [
|
|
|
|
|
Vector2(0, -48), Vector2(-30, -8), Vector2(30, -8), Vector2(-60, 32), Vector2(60, 32),
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
|
|
|
Vector2(-90, 72), Vector2(90, 72), Vector2(0, 56),
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
]
|
|
|
|
|
|
|
|
|
|
var formation: Array = DEFAULT_FORMATION.duplicate()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func reset_formation() -> void:
|
|
|
|
|
formation = DEFAULT_FORMATION.duplicate()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func rotate_formation(radians: float) -> void:
|
|
|
|
|
# Pivots every slot about the fleet centre, keeping the shape intact
|
|
|
|
|
# and only changing which way it faces.
|
|
|
|
|
for i in range(formation.size()):
|
|
|
|
|
formation[i] = formation[i].rotated(radians)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# --- Extractors and their haulers -----------------------------------------
|
|
|
|
|
|
|
|
|
|
# An extractor sits on a planet and runs a single automated hauler back and
|
|
|
|
|
# forth to the mothership, delivering ore on each arrival.
|
|
|
|
|
#
|
|
|
|
|
# The round trip is SIMULATED HERE, in the autoload, rather than by any
|
|
|
|
|
# node: it advances whether the player is in space, on a planet's surface,
|
|
|
|
|
# or far enough away that nothing about the route is loaded. `progress` is
|
|
|
|
|
# a fraction of one full there-and-back cycle, so a hauler's drawn position
|
|
|
|
|
# is derived from the same number that decides when ore is delivered - the
|
|
|
|
|
# visual arrival and the payout cannot drift apart, because they are the
|
|
|
|
|
# same event.
|
|
|
|
|
#
|
|
|
|
|
# Entries are {"position": Vector2 (the planet's position in SPACE),
|
|
|
|
|
# "planet_name": String, "progress": float}.
|
|
|
|
|
const HAULER_SPEED: float = 260.0
|
|
|
|
|
const HAULER_YIELD: int = 4
|
|
|
|
|
# Progress value at which the hauler reaches the mothership: exactly half
|
|
|
|
|
# way through the cycle, the outbound leg being the first half.
|
|
|
|
|
const HAULER_ARRIVAL: float = 0.5
|
|
|
|
|
|
|
|
|
|
var extractors: Array = []
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func has_extractor_at(planet_name: String) -> bool:
|
|
|
|
|
for e in extractors:
|
|
|
|
|
if e.planet_name == planet_name:
|
|
|
|
|
return true
|
|
|
|
|
return false
|
|
|
|
|
|
|
|
|
|
|
2026-08-11 15:43:43 +02:00
|
|
|
signal extractor_added(planet_name: String)
|
|
|
|
|
|
|
|
|
|
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
func add_extractor(planet_name: String, at_position: Vector2) -> void:
|
|
|
|
|
extractors.append({
|
|
|
|
|
"position": at_position,
|
|
|
|
|
"planet_name": planet_name,
|
|
|
|
|
"progress": 0.0,
|
|
|
|
|
})
|
2026-08-11 15:43:43 +02:00
|
|
|
# An extractor is built from SPACE, with the fleet parked on the planet -
|
|
|
|
|
# so the Planet node is already in the tree with its _ready() long since
|
|
|
|
|
# run. Without this it kept showing no derrick until it happened to
|
|
|
|
|
# despawn and respawn, which reads as the build having done nothing.
|
|
|
|
|
extractor_added.emit(planet_name)
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
|
|
|
|
|
|
|
|
|
|
func get_hauler_route_time(extractor: Dictionary) -> float:
|
|
|
|
|
# Full cycle: out to the mothership and back again.
|
|
|
|
|
var mothership: Variant = get_mothership_position()
|
|
|
|
|
if mothership == null:
|
|
|
|
|
return 0.0
|
|
|
|
|
var distance: float = extractor.position.distance_to(mothership)
|
|
|
|
|
if distance < 1.0:
|
|
|
|
|
return 0.0
|
|
|
|
|
return (distance * 2.0) / HAULER_SPEED
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func get_hauler_position(extractor: Dictionary) -> Variant:
|
|
|
|
|
# Where the hauler is right now, derived purely from `progress`. Returns
|
|
|
|
|
# null when there is no route (no mothership built yet).
|
|
|
|
|
var mothership: Variant = get_mothership_position()
|
|
|
|
|
if mothership == null:
|
|
|
|
|
return null
|
|
|
|
|
var t: float = extractor.progress
|
|
|
|
|
if t <= HAULER_ARRIVAL:
|
|
|
|
|
return extractor.position.lerp(mothership, t / HAULER_ARRIVAL)
|
|
|
|
|
return mothership.lerp(extractor.position, (t - HAULER_ARRIVAL) / (1.0 - HAULER_ARRIVAL))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _process(delta: float) -> void:
|
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
|
|
|
# Runs in the autoload, so extraction keeps earning - and queued orders
|
|
|
|
|
# keep completing - while the player is on a planet's surface or nowhere
|
|
|
|
|
# near either.
|
|
|
|
|
_advance_production()
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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if extractors.is_empty():
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return
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for e in extractors:
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var cycle: float = get_hauler_route_time(e)
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if cycle <= 0.0:
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continue # nothing to deliver to yet
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var before: float = e.progress
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e.progress += delta / cycle
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# Ore lands the instant the hauler reaches the mothership - the same
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# instant get_hauler_position() puts it there.
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if before < HAULER_ARRIVAL and e.progress >= HAULER_ARRIVAL:
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rocks += HAULER_YIELD
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while e.progress >= 1.0:
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e.progress -= 1.0
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func can_afford(cost: int) -> bool:
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return rocks >= cost
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func spend(cost: int) -> bool:
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if not can_afford(cost):
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return false
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rocks -= cost
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return true
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