Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
extends SceneTree
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# Headless gameplay test: run with
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|
# godot --headless -s res://tests/test_ship_lab.gd
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# Forgejo #5: the ship lab researches upgrades per vessel type and unlocks
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# new vessel types. The shield vessel is the first of those.
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#
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# Verifies:
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# 1. the lab is gated behind its own research node, like every structure
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# 2. upgrades cannot be bought without a lab built - it is a place you go,
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# not a menu that exists once researched
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# 3. buying raises the level, charges the escalating price, and stops at
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# max
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# 4. an upgrade improves the ships ALREADY FLYING, not just the next one
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# built
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# 5. the shield vessel is unlocked at the lab, and only then can the
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# crafter build one
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# 6. a shield vessel is what comes back from production - a typed order
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# must not decay into an interceptor
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# 7. upgrades are per vessel type: an interceptor upgrade does not tune
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# the transporter
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var game_state: Node
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var scene: Node
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var fleet: Node
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var field: Node
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var controller: Node
|
2026-09-03 00:12:08 +02:00
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var lab_id: int = 0
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
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var crafter_id: int = 0
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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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()
|
2026-08-12 22:47:46 +02:00
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game_state.stored_vessels.clear()
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game_state.build_time_scale = 0.02
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
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|
game_state.reset_progression()
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game_state.rocks = 1200
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game_state.fleet_cargo = 0
|
2026-09-05 17:09:27 +02:00
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# #219: fleet capacity is built now - one berth free, one per Fleet
|
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# Office. This test flies more than one vessel, so it needs the offices
|
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# standing before the fleet spawns into them.
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load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
|
#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
|
|
|
scene = load("res://world/Main.tscn").instantiate()
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
root.add_child(scene)
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|
fleet = scene.get_node("Fleet")
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|
field = scene.get_node("BuildingField")
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controller = scene.get_node("BuildController")
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func _process(delta: float) -> bool:
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elapsed += delta
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|
match stage:
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0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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|
for a in get_nodes_in_group("asteroids"):
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|
|
if is_instance_valid(a):
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|
a.queue_free()
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|
# --- 1. gated behind research -------------------------------
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|
if game_state.is_building_unlocked(GameState.BUILDING_SHIP_LAB):
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|
print("TEST_SHIP_LAB: FAIL (lab buildable with no research)")
|
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|
quit(1)
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|
return true
|
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|
var gate: String = game_state.research_for_building(GameState.BUILDING_SHIP_LAB)
|
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|
|
if gate == "":
|
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|
print("TEST_SHIP_LAB: FAIL (no research node gates the lab)")
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|
quit(1)
|
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|
return true
|
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|
print("lab gated behind '%s'" % gate)
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|
# --- 2. no lab, no upgrades ---------------------------------
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|
|
if game_state.can_buy_upgrade("int_damage"):
|
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|
print("TEST_SHIP_LAB: FAIL (upgrades purchasable with no lab built)")
|
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|
quit(1)
|
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|
|
return true
|
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|
|
if game_state.buy_upgrade("int_damage"):
|
|
|
|
|
print("TEST_SHIP_LAB: FAIL (bought an upgrade with no lab built)")
|
|
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|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("no lab -> no upgrades")
|
|
|
|
|
|
2026-09-05 17:09:27 +02:00
|
|
|
game_state.unlocked = ["shipyards", "vessel_science", "coordination"]
|
2026-08-16 20:14:29 +02:00
|
|
|
game_state.research_points = 10
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
field.place(GameState.BUILDING_SHIP_LAB, Vector2(-700.0, 0.0))
|
2026-09-03 00:12:08 +02:00
|
|
|
lab_id = int(game_state.buildings[-1].id)
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(700.0, 0.0))
|
|
|
|
|
crafter_id = int(game_state.buildings[-1].id)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 1
|
|
|
|
|
return false
|
|
|
|
|
1:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
2026-08-13 16:45:08 +02:00
|
|
|
# The lab is a direct vessel -> upgrade flow: tapping a vessel
|
|
|
|
|
# shows its own upgrade cards, and tapping a card changes the
|
|
|
|
|
# purchase detail. A locked vessel must show its unlock alone.
|
|
|
|
|
var lab_menu: Control = controller.get_node("../UI/LabMenu")
|
|
|
|
|
var lab_card_0: Control = controller.get_node("../UI/LabMenu/Upgrade0")
|
|
|
|
|
var lab_card_1: Control = controller.get_node("../UI/LabMenu/Upgrade1")
|
2026-08-13 20:56:24 +02:00
|
|
|
var lab_card_2: Control = controller.get_node("../UI/LabMenu/Upgrade2")
|
2026-08-13 16:45:08 +02:00
|
|
|
var lab_card_3: Control = controller.get_node("../UI/LabMenu/Upgrade3")
|
|
|
|
|
var lab_detail: Label = controller.get_node("../UI/LabMenu/DetailLabel")
|
|
|
|
|
lab_menu.visible = true
|
|
|
|
|
controller.call("_on_lab_vessel", 1)
|
|
|
|
|
if not lab_card_0.visible or lab_card_1.visible:
|
|
|
|
|
print("TEST_SHIP_LAB: FAIL (locked shield page did not show only its unlock)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
controller.call("_on_lab_upgrade", 0)
|
Implement #160, #161, #162, #163, #164 and #165
#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.
What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.
#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.
The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.
#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.
#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.
#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.
#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.
Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.
Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
|
|
|
# lab_can_buy, not a button's `enabled`: #164 removed the separate
|
|
|
|
|
# buy button, so the option itself is the control and a second tap
|
|
|
|
|
# on it is the purchase. What is being checked is unchanged -
|
|
|
|
|
# selecting the unlock card offers something actually buyable.
|
|
|
|
|
if not "Unlock Shield Vessel" in lab_detail.text or not controller.lab_can_buy:
|
2026-08-13 16:45:08 +02:00
|
|
|
print("TEST_SHIP_LAB: FAIL (unlock card did not select a purchasable detail)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
controller.call("_on_lab_vessel", 0)
|
2026-08-17 19:47:22 +02:00
|
|
|
# #73: the interceptor's Thrusters upgrade was removed (global
|
|
|
|
|
# fleet speed now belongs to the distorder fader, #59/#62)
|
|
|
|
|
# leaving 3 upgrade cards, not 4 - card 3 is correctly hidden now.
|
|
|
|
|
if not lab_card_0.visible or not lab_card_2.visible or lab_card_3.visible:
|
2026-08-13 16:45:08 +02:00
|
|
|
print("TEST_SHIP_LAB: FAIL (interceptor upgrade cards were not shown)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
controller.call("_on_lab_upgrade", 2)
|
2026-08-13 20:56:24 +02:00
|
|
|
if not "Targeting Array" in lab_detail.text or not lab_card_2.highlighted or lab_card_0.highlighted:
|
2026-08-13 16:45:08 +02:00
|
|
|
print("TEST_SHIP_LAB: FAIL (tapping an upgrade did not update its detail)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("lab cards are vessel-specific and selectable")
|
|
|
|
|
|
2026-09-03 00:12:08 +02:00
|
|
|
# #184: a queued research uses the bar as its changing value. The
|
|
|
|
|
# status names the state but never repeats it as a percentage.
|
|
|
|
|
var lab_progress: ProgressBar = controller.get_node(
|
|
|
|
|
"../UI/LabMenu/ResearchProgress")
|
|
|
|
|
var lab_status: Label = controller.get_node("../UI/LabMenu/StatusLabel")
|
|
|
|
|
controller.lab_building_id = lab_id
|
|
|
|
|
if not game_state.queue_lab_research(lab_id, "int_rate"):
|
|
|
|
|
return _fail("could not queue research for the progress-bar check")
|
|
|
|
|
controller.call("_refresh_lab")
|
|
|
|
|
if not lab_progress.visible or lab_progress.show_percentage:
|
|
|
|
|
return _fail("pending research did not show a percentage-free progress bar")
|
|
|
|
|
if "%" in lab_status.text:
|
|
|
|
|
return _fail("pending research still prints a percentage: '%s'" % lab_status.text)
|
|
|
|
|
game_state.deposit_resource_to_building(lab_id, GameState.RESOURCE_ORE,
|
|
|
|
|
game_state.upgrade_cost("int_rate"))
|
|
|
|
|
game_state.call("_advance_lab_research", game_state.lab_research_time() * 0.25)
|
|
|
|
|
controller.call("_refresh_lab")
|
|
|
|
|
if lab_progress.value < 0.2 or lab_progress.value > 0.3 \
|
|
|
|
|
or lab_status.text != "Researching":
|
|
|
|
|
return _fail("research bar did not track active work (value %.2f, status '%s')" \
|
|
|
|
|
% [lab_progress.value, lab_status.text])
|
|
|
|
|
print("pending lab research is shown by a live progress bar, without percentage text")
|
|
|
|
|
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
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# --- 3. buying raises the level and charges ------------------
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var before_rocks: int = game_state.rocks
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var first_cost: int = game_state.upgrade_cost("int_damage")
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if not game_state.buy_upgrade("int_damage"):
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print("TEST_SHIP_LAB: FAIL (could not buy an upgrade with a lab built)")
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quit(1)
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return true
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if game_state.upgrade_level("int_damage") != 1:
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print("TEST_SHIP_LAB: FAIL (level did not rise)")
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quit(1)
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return true
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if game_state.rocks != before_rocks - first_cost:
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print("TEST_SHIP_LAB: FAIL (wrong price charged)")
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quit(1)
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return true
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var second_cost: int = game_state.upgrade_cost("int_damage")
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if second_cost <= first_cost:
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print("TEST_SHIP_LAB: FAIL (level 2 costs %d, no more than level 1 at %d)" % [second_cost, first_cost])
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quit(1)
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return true
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print("bought level 1 for %d, level 2 now costs %d" % [first_cost, second_cost])
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# --- 4. it reaches ships already flying ----------------------
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var flying: Node = fleet.ships[0]
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if flying.projectile_damage != GameState.SHIP_BASE_DAMAGE + 1:
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print("TEST_SHIP_LAB: FAIL (a ship already flying still does %d damage)" % flying.projectile_damage)
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quit(1)
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return true
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print("ship already flying now does %d damage" % flying.projectile_damage)
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# --- 7. per vessel type --------------------------------------
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var trn_speed_before: float = game_state.transporter_speed()
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2026-08-17 19:47:22 +02:00
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game_state.buy_upgrade("int_range")
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Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
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if game_state.transporter_speed() != trn_speed_before:
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print("TEST_SHIP_LAB: FAIL (an interceptor upgrade changed the transporter)")
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quit(1)
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return true
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print("interceptor upgrades leave the transporter alone")
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# --- 5. the shield vessel is unlocked at the lab -------------
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if game_state.shield_vessel_unlocked():
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print("TEST_SHIP_LAB: FAIL (shield vessel available before it was unlocked)")
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quit(1)
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return true
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if game_state.queue_order(crafter_id, GameState.VESSEL_SHIELD):
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print("TEST_SHIP_LAB: FAIL (crafter took a shield order before the type was unlocked)")
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quit(1)
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return true
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if not game_state.unlock_shield_vessel():
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print("TEST_SHIP_LAB: FAIL (could not unlock the shield vessel at the lab)")
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quit(1)
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return true
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print("shield vessel unlocked at the lab")
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# --- 6. a typed order comes back as that type ----------------
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fleet.spawn_ships(1, Vector2.ZERO)
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if not game_state.queue_order(crafter_id, GameState.VESSEL_SHIELD):
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print("TEST_SHIP_LAB: FAIL (crafter refused a shield order after unlocking)")
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quit(1)
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return true
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game_state.deposit_to_building(crafter_id, GameState.SHIELD_COST)
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elapsed = 0.0
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stage = 2
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|
return false
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2:
|
2026-08-12 22:47:46 +02:00
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if elapsed < game_state.build_time(GameState.VESSEL_SHIELD) * 3.0:
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
return false
|
2026-08-12 22:47:46 +02:00
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|
# Finished vessels wait at the mothership (#23); crew it here so
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|
|
# the rest of the checks can look at a real ship.
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if game_state.stored_vessels.size() != 1:
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|
|
print("TEST_SHIP_LAB: FAIL (the shield order produced nothing: %s)" % [game_state.stored_vessels])
|
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|
|
quit(1)
|
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|
|
return true
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if String(game_state.stored_vessels[0]) != GameState.VESSEL_SHIELD:
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|
|
print("TEST_SHIP_LAB: FAIL (a shield order came back as %s)" % game_state.stored_vessels[0])
|
|
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|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
fleet.add_ship(game_state.take_stored_vessel(0))
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
var shield_ship: Node = null
|
|
|
|
|
for ship in fleet.ships:
|
|
|
|
|
if is_instance_valid(ship) and ship.vessel_type == GameState.VESSEL_SHIELD:
|
|
|
|
|
shield_ship = ship
|
|
|
|
|
if shield_ship == null:
|
2026-08-12 22:47:46 +02:00
|
|
|
print("TEST_SHIP_LAB: FAIL (crewing the stored shield vessel produced none: %d ships)" % fleet.ships.size())
|
Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.
Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.
The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.
The build menu now holds six entries across three rows, which the #21
repacking already handles.
Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
if not shield_ship.has_shield():
|
|
|
|
|
print("TEST_SHIP_LAB: FAIL (the shield vessel arrived with no shield up)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("shield vessel built, shield up with %d charge(s)" % shield_ship.shield_charges)
|
|
|
|
|
print("TEST_SHIP_LAB: PASS")
|
|
|
|
|
quit(0)
|
|
|
|
|
return true
|
|
|
|
|
return false
|
2026-09-03 00:12:08 +02:00
|
|
|
|
|
|
|
|
|
|
|
|
|
func _fail(message: String) -> bool:
|
|
|
|
|
print("TEST_SHIP_LAB: FAIL (%s)" % message)
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|