2026-08-15 14:41:19 +02:00
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_planet_conquest_gate.gd
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# Verifies:
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2026-09-05 13:31:25 +02:00
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# 1. GameState starts every planet unconquered, and re-registering a
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# garrison on a conquered planet cannot un-conquer it
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# 2. a planet falls only when its LAST defender does, and the
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# planet_conquered signal fires exactly once, carrying what it paid
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2026-08-15 14:41:19 +02:00
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# 3. over an unconquered planet, the extractor build option is disabled,
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# the info popup explains why, and confirming spends nothing and builds
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# nothing
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# 4. once conquered, the same build flow works and charges the cost
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var main_scene: Node
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var fleet: Node
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var game_state: Node
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var controller: Node
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var button: IconButton
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var popup: Control
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var target_chunk: Vector2i
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var stage: int = 0
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var elapsed: float = 0.0
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var conquered_signal_count: int = 0
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2026-09-05 13:31:25 +02:00
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# #212 needs the award to travel WITH the signal, so whatever announces
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# conquest reports a number that was actually paid.
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var conquered_signal_points: int = -1
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2026-08-15 14:41:19 +02:00
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func _initialize() -> void:
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var found: bool = false
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for x in range(-15, 15):
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for y in range(-15, 15):
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var chunk: Vector2i = Vector2i(x, y)
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2026-08-17 19:48:55 +02:00
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# #75: this test is about the conquest gate, not resource type -
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# skip a research_lab specifically, since it yields nothing and
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# is correctly refused regardless of conquest (see
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# test_research_lab_extractor_gate.gd for that behaviour).
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if WorldGen.has_planet_at_chunk(chunk) \
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and WorldGen.planet_data_at_chunk(chunk).definition_id != "research_lab":
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2026-08-15 14:41:19 +02:00
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target_chunk = chunk
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found = true
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break
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if found:
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break
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if not found:
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return _fail("no planet chunk to test with")
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game_state = root.get_node("GameState")
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game_state.rocks = 200
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.planet_capture.clear()
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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# Unit-level checks on GameState itself, before any scene involvement.
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if game_state.is_planet_conquered(target_planet_id):
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return _fail("a fresh planet reported conquered")
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2026-09-05 13:31:25 +02:00
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game_state.register_planet_garrison(target_planet_id, 3)
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if game_state.garrison_remaining(target_planet_id) != 3:
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return _fail("a garrison of 3 registered as %d" \
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% game_state.garrison_remaining(target_planet_id))
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game_state.planet_conquered.connect(func(_id, points):
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conquered_signal_count += 1
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conquered_signal_points = points)
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game_state.mark_garrison_enemy_destroyed(target_planet_id)
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game_state.mark_garrison_enemy_destroyed(target_planet_id)
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2026-08-15 14:41:19 +02:00
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if game_state.is_planet_conquered(target_planet_id):
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2026-09-05 13:31:25 +02:00
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return _fail("conquered with a defender still standing")
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game_state.mark_garrison_enemy_destroyed(target_planet_id)
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2026-08-15 14:41:19 +02:00
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if not game_state.is_planet_conquered(target_planet_id):
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2026-09-05 13:31:25 +02:00
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return _fail("the whole garrison is down but the planet is not conquered")
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# A stray kill reported after the planet has fallen must not fire again.
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game_state.mark_garrison_enemy_destroyed(target_planet_id)
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# Nor may re-landing hand the planet back: registration is refused
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# outright once it is taken.
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game_state.register_planet_garrison(target_planet_id, 3)
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if not game_state.is_planet_conquered(target_planet_id):
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return _fail("re-registering a garrison un-conquered a planet already taken")
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2026-08-15 14:41:19 +02:00
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if conquered_signal_count != 1:
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return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
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2026-09-05 13:31:25 +02:00
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# This planet was registered with no definition and no override, so the
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# conquest paid nothing - and the signal has to say so rather than leave
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# the announcement to guess.
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if conquered_signal_points != 0:
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return _fail("an unrewarded conquest reported %d research points" \
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% conquered_signal_points)
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# A rewarded one reports what it paid.
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var paid_planet_id: String = target_planet_id + ":paid"
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var points_before: int = game_state.research_points
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game_state.register_planet_garrison(paid_planet_id, 1, "", 4)
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conquered_signal_points = -1
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game_state.mark_garrison_enemy_destroyed(paid_planet_id)
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if conquered_signal_points != 4:
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return _fail("a 4-point conquest reported %d" % conquered_signal_points)
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if game_state.research_points != points_before + 4:
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return _fail("the reported points were not the ones actually banked")
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print("conquest reports the research points it paid")
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2026-08-15 14:41:19 +02:00
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# Reset conquest for the scene-level gate check below - this run tests
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# the unconquered path first, then conquers it.
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game_state.planet_capture.clear()
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#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
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main_scene = load("res://world/Main.tscn").instantiate()
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2026-08-15 14:41:19 +02:00
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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controller = main_scene.get_node("BuildController")
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button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
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popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
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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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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
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for ship in fleet.ships:
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ship.position = near
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fleet.move_to(near)
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elapsed = 0.0
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stage = 1
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return false
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1:
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var planet_field: Node = main_scene.get_node("PlanetField")
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if elapsed < planet_field.check_interval + 0.2:
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return false
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if not planet_field.populated_chunks.has(target_chunk):
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return _fail("planet never spawned")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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for ship in fleet.ships:
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ship.position = planet.position
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fleet.move_to(planet.position)
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.3:
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return false
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var planet_field: Node = main_scene.get_node("PlanetField")
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var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
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controller._on_build_pressed()
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if button.enabled:
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return _fail("extractor option enabled over an unconquered planet")
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var explains_capture: bool = popup.visible \
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and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
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var offered: bool = popup.get_node("Panel/BuildButton").visible
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if not explains_capture or offered:
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return _fail("unconquered popup did not explain itself, or offered a build")
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var rocks_before: int = game_state.rocks
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controller._confirm_build() # must do nothing even if somehow pressed
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if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
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return _fail("build proceeded over an unconquered planet")
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popup.visible = false
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# Now conquer it and confirm the same flow succeeds.
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2026-09-05 13:31:25 +02:00
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game_state.register_planet_garrison(planet.planet_id, 2)
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game_state.mark_garrison_enemy_destroyed(planet.planet_id)
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game_state.mark_garrison_enemy_destroyed(planet.planet_id)
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2026-08-15 14:41:19 +02:00
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controller._on_build_pressed()
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if not button.enabled:
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return _fail("extractor option stayed disabled after conquest")
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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if not popup.get_node("Panel/BuildButton").visible:
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return _fail("conquered planet did not offer a build")
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controller._confirm_build()
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var built: bool = game_state.has_extractor_at(planet.planet_id)
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#138: structures and doctrines cost more than rocks, and more the deeper they are
Both halves of the ticket, in the shape vessels have used since gas bombers
and laser ships: a definition carries an ore figure and, when it wants more
than ore, a dictionary that IS the price. `building_costs()` and
`skill_costs()` answer it the way `product_costs()` already did, so there is
one question with one answer whatever is being bought, and every payment
path now goes through `spend_resources` rather than `spend`.
Seven of ten structures and thirteen of seventeen doctrines now want gas,
energy or dark matter alongside their rocks, and the totals climb with tree
depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530.
The constraint that shaped the table is REACHABILITY, and it is the reason
some prices stayed ore-only. Energy exists only where a gas burner stands,
and a gas burner needs Power Systems - so nothing at or before that depth
may be priced in energy, or it is a wall with no way through. Dark matter is
rarer still and appears once, on the deepest node in the game. The extractor
stays rocks-only despite its depth allowing gas, because the quest chain
reaches it before it has sent the player for any.
test_progressive_costs checks those as properties rather than transcribing
the numbers, so rebalancing a price costs nothing while breaking the shape
fails: nothing unreachable at its own depth, prices rising with depth, the
ore field agreeing with the dictionary (repairs quote the field alone, since
a repair drone carries ore and nothing else), and the quest chain never
asking for a structure it has not funded.
Two things cleaned up on the way:
- The per-building cost constants in GameState are gone. Nothing but tests
used them, and they were a second copy of a number the definitions already
hold - exactly what would drift once a price gained a resource.
- research_for_building() returns a display NAME, and the id-keyed half of
the tree wants an id. That mix-up is silent - skill_depth() of a name finds
no node and answers 0, so a deep structure reads as an ungated one, which
is how the first draft of the test let an unreachable price through.
research_node_for_building() is the id, and the name is expressed from it.
PriceTag no longer rebuilds its labels when re-told the same price; it
refreshes the held figures instead. The craft menu re-states prices every
frame and the build menu now does too, so that was a dozen Labels being torn
down and rebuilt sixty times a second.
2026-08-28 15:30:30 +02:00
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var charged: bool = game_state.rocks == rocks_before - int(game_state.building_costs(GameState.BUILDING_EXTRACTOR)[GameState.RESOURCE_ORE])
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2026-08-15 14:41:19 +02:00
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if not built or not charged:
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return _fail("conquered planet did not build/charge correctly")
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print("TEST_PLANET_CONQUEST_GATE: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
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quit(1)
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return true
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