2026-08-11 19:43:55 +02:00
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extends SceneTree
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2026-08-15 00:09:10 +02:00
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# A transport hub owns its logistics vessels directly. Building a hub
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# provisions every researched slot immediately; Freight Yards provisions its
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# extra slot on hubs that already exist.
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2026-08-11 19:43:55 +02:00
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func _initialize() -> void:
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2026-08-15 00:09:10 +02:00
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var state: Node = root.get_node("GameState")
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state.buildings.clear()
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state.extractors.clear()
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state.transporters.clear()
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state.reset_progression()
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state.rocks = 900
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2026-08-16 21:38:07 +02:00
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state.research_points = state.skill_research_point_cost("freight_yards")
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2026-08-15 00:09:10 +02:00
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state.unlocked = ["shipyards", "logistics", "freight"]
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var hub_a: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 0))
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var per_hub: int = state.hub_capacity()
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if state.transporters.size() != per_hub or _at_hub(state, hub_a) != per_hub:
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return _fail("first hub did not immediately provision %d transporters" % per_hub)
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print("first hub provisioned %d transporters" % per_hub)
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var hub_b: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 600))
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if state.transporters.size() != per_hub * 2 or _at_hub(state, hub_b) != per_hub:
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return _fail("second hub did not bring its own transporters")
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print("second hub raised logistics fleet to %d" % state.transporters.size())
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var before: int = state.transporters.size()
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if not state.unlock("freight_yards"):
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return _fail("could not research Freight Yards")
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var expected: int = state.hub_capacity() * state.hub_count()
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if state.transporters.size() != expected or state.transporters.size() != before + 2:
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return _fail("Freight Yards did not provision one transporter per existing hub")
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if _at_hub(state, hub_a) != state.hub_capacity() \
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or _at_hub(state, hub_b) != state.hub_capacity():
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return _fail("researched transporters were assigned to the wrong hubs")
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print("Freight Yards provisioned existing hubs: %d -> %d" % [before, expected])
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if state.remove_buildings_of_type(state.BUILDING_TRANSPORT_HUB) != 2 \
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or not state.transporters.is_empty():
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return _fail("removing hubs left orphaned logistics transporters")
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print("TEST_HUB_CAPACITY: PASS")
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quit(0)
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func _at_hub(state: Node, hub_id: int) -> int:
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var count: int = 0
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for transporter in state.transporters:
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if int(transporter.hub_id) == hub_id:
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count += 1
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return count
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func _fail(message: String) -> void:
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print("TEST_HUB_CAPACITY: FAIL (%s)" % message)
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quit(1)
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