spaceship/GameState.gd

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extends Node
# Autoload singleton - the one thing that survives change_scene_to_file()
# scene swaps between space (Main.tscn) and a planet's surface
# (PlanetSurface.tscn). Everything else in either scene gets torn down
# and rebuilt from scratch on each swap, so anything that needs to
# survive the trip has to live here instead.
var has_return_position: bool = false
var surviving_ship_count: int = 5
var return_world_position: Vector2 = Vector2.ZERO
var return_camera_zoom: float = 1.0
var planet_name: String = ""
var planet_type: String = ""
# Explored-chunk history for the world map's fog-of-war reveal. Lives
# here (not on ExplorationTracker, which gets destroyed and recreated on
# every scene swap) so exploration progress isn't lost every time the
# player lands on and leaves a planet.
var explored_chunks: Dictionary = {}
# --- Resources -------------------------------------------------------------
# Ore that has been BANKED at the mothership. This is the only pool anything
# can be bought with.
# Starts stocked for play-testing so buildings can be tried without mining
# first - drop this back to 0 for a real playthrough.
var rocks: int = 500
# Ore the fleet is physically carrying and has not delivered yet (#14). Mining
# fills this, not `rocks`: ore is cargo until the fleet brings it home, so a
# long mining run is a real trip with something to lose rather than instant
# income from anywhere on the map.
#
# Lives here, like everything else that has to survive Main.tscn being torn
# down and rebuilt on every trip to a planet's surface - and cargo mined ON a
# surface would otherwise be dropped the moment the player took off.
var fleet_cargo: int = 0
signal cargo_delivered(amount: int)
func collect_cargo(amount: int = 1) -> void:
fleet_cargo += amount
func deliver_cargo() -> int:
# Everything the fleet is carrying, banked at once. Returns how much moved
# so a caller can react to a delivery actually having happened rather than
# to merely being in range.
if fleet_cargo <= 0:
return 0
var delivered: int = fleet_cargo
rocks += delivered
fleet_cargo = 0
cargo_delivered.emit(delivered)
return delivered
const MOTHERSHIP_COST: int = 20
const SHIP_CRAFTER_COST: int = 12
const SHIP_COST: int = 6
# --- Buildings -------------------------------------------------------------
# Player-placed structures, as [{"type": String, "position": Vector2}].
# Buildings exist only in space (Main.tscn) but are stored here so they
# survive the scene swap to a planet's surface and back.
const BUILDING_MOTHERSHIP: String = "mothership"
const BUILDING_SHIP_CRAFTER: String = "ship_crafter"
const BUILDING_COMMAND_CENTER: String = "command_center"
# Extractors are not placed in space like the others - they are built ON a
# planet's surface and tracked separately (see `extractors`).
const BUILDING_EXTRACTOR: String = "extractor"
const COMMAND_CENTER_COST: int = 15
const EXTRACTOR_COST: int = 25
var buildings: Array = []
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
# --- Skill tree ------------------------------------------------------------
# Researched at the mothership. Two things hang off it: which structures the
# player is allowed to build at all, and permanent upgrades that have no
# building of their own. The mothership itself is deliberately NOT in the
# tree - it is the thing you research AT, so gating it behind research would
# be a deadlock.
#
# `x` is a horizontal position on a 0..1 grid; the vertical position is NOT
# stored, it is derived from how many prerequisites deep the node is, so the
# tree always reads root-at-the-bottom and cannot drift out of step with the
# dependencies when nodes are added. `requires` is a single prerequisite id
# ("" for a root).
const SKILL_TREE: Array = [
{
"id": "shipyards", "name": "Shipyards", "cost": 15, "requires": "",
"x": 0.5, "unlocks": BUILDING_SHIP_CRAFTER,
"desc": "Build ship crafters, and buy extra vessels at them.",
},
{
"id": "logistics", "name": "Logistics", "cost": 25, "requires": "shipyards",
"x": 0.18, "unlocks": BUILDING_EXTRACTOR,
"desc": "Build extractors on planets. They mine ore whether or not you are nearby.",
},
{
"id": "coordination", "name": "Coordination", "cost": 20, "requires": "shipyards",
"x": 0.82, "unlocks": BUILDING_COMMAND_CENTER,
"desc": "Build command centers, where the fleet formation is arranged.",
},
{
"id": "wing", "name": "Wing Doctrine", "cost": 30, "requires": "coordination",
"x": 0.82, "fleet_bonus": 1,
"desc": "Permanent: +1 vessel in the fleet.",
},
{
"id": "squadron", "name": "Squadron Doctrine", "cost": 70, "requires": "wing",
"x": 0.65, "fleet_bonus": 1,
"desc": "Permanent: +1 vessel in the fleet.",
},
{
"id": "armada", "name": "Armada Doctrine", "cost": 150, "requires": "squadron",
"x": 0.3, "fleet_bonus": 1,
"desc": "Permanent: +1 vessel in the fleet.",
},
]
const BASE_FLEET_SIZE: int = 5
var unlocked: Array = []
func skill_node(id: String) -> Dictionary:
for node in SKILL_TREE:
if node.id == id:
return node
return {}
func skill_depth(id: String) -> int:
# How many prerequisites deep this node sits. Drives its height in the
# tree view: roots at the bottom, everything that depends on something
# above it.
var depth: int = 0
var node: Dictionary = skill_node(id)
while not node.is_empty() and node.requires != "":
depth += 1
node = skill_node(node.requires)
if depth > SKILL_TREE.size():
break # a cycle in the data would otherwise hang here
return depth
func max_skill_depth() -> int:
var deepest: int = 0
for node in SKILL_TREE:
deepest = maxi(deepest, skill_depth(node.id))
return deepest
func is_unlocked(id: String) -> bool:
return id in unlocked
func prerequisite_met(id: String) -> bool:
var node: Dictionary = skill_node(id)
if node.is_empty():
return false
return node.requires == "" or is_unlocked(node.requires)
func can_unlock(id: String) -> bool:
return not is_unlocked(id) and prerequisite_met(id) and can_afford(int(skill_node(id).cost))
func unlock(id: String) -> bool:
if not can_unlock(id):
return false
if not spend(int(skill_node(id).cost)):
return false
unlocked.append(id)
return true
func is_building_unlocked(type: String) -> bool:
# The mothership is always buildable: it is where research happens, so
# locking it would leave a player with no mothership unable to ever get
# one.
if type == BUILDING_MOTHERSHIP:
return true
for node in SKILL_TREE:
if node.get("unlocks", "") == type:
return is_unlocked(node.id)
return true
func research_for_building(type: String) -> String:
for node in SKILL_TREE:
if node.get("unlocks", "") == type:
return node.name
return ""
func max_fleet_size() -> int:
var n: int = BASE_FLEET_SIZE
for id in unlocked:
n += int(skill_node(id).get("fleet_bonus", 0))
return mini(n, DEFAULT_FORMATION.size())
func reset_progression() -> void:
unlocked.clear()
# --- building stock and production queue (#16) -----------------------------
# Since #12, a building cannot just deduct from the bank at the moment of
# purchase: what it produces has to be paid for out of resources physically
# delivered to it. So each building carries its own `stock`, and an order it
# cannot afford yet is QUEUED rather than refused, and completes by itself
# once the stock turns up.
#
# `id` exists 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.
var next_building_id: int = 1
# Ships that have been paid for and built but not yet handed to the fleet.
# Production is simulated here, in the autoload, the same way extractor
# haulers are - so an order can complete while the player is down on a
# planet's surface, where there is no Fleet node to hand a ship to. The fleet
# claims them when it next can.
var ships_owed: int = 0
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,
})
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))
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.
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),
]
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
signal extractor_added(planet_name: String)
func add_extractor(planet_name: String, at_position: Vector2) -> void:
extractors.append({
"position": at_position,
"planet_name": planet_name,
"progress": 0.0,
})
# 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)
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:
# 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()
if extractors.is_empty():
return
for e in extractors:
var cycle: float = get_hauler_route_time(e)
if cycle <= 0.0:
continue # nothing to deliver to yet
var before: float = e.progress
e.progress += delta / cycle
# Ore lands the instant the hauler reaches the mothership - the same
# instant get_hauler_position() puts it there.
if before < HAULER_ARRIVAL and e.progress >= HAULER_ARRIVAL:
rocks += HAULER_YIELD
while e.progress >= 1.0:
e.progress -= 1.0
func can_afford(cost: int) -> bool:
return rocks >= cost
func spend(cost: int) -> bool:
if not can_afford(cost):
return false
rocks -= cost
return true