spaceship/tests/_ingame_buildings_preview.gd

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extends Node2D
# Preview scene - NOT run by run_tests.sh (underscore prefix). Renders the
# buildings through the REAL game path: records in GameState, spawned by
# Main.tscn's BuildingField, drawn under the game's own camera. The sibling
# _crafter_preview only proves Building.gd's art in isolation; this proves
# what actually reaches the screen in a running game.
#
# bash tests/screenshot.sh res://tests/_ingame_buildings_preview.tscn /tmp/out.png 40
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.reset_formation()
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(-330.0, 0.0))
GameState.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(140.0, 0.0))
GameState.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(480.0, 0.0))
GameState.add_building(GameState.BUILDING_SHIP_LAB, Vector2(820.0, 0.0))
#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
var main: Node = load("res://world/Main.tscn").instantiate()
add_child(main)
main.get_node("AsteroidField").set_process(false)
main.get_node("EnemySpawner").set_process(false)
# Park the fleet below the pair so the camera frames both, and zoom out
# far enough to see them whole.
main.get_node("Fleet").move_to(Vector2(240.0, 260.0))
var cam: Camera2D = main.get_node("Camera2D")
cam.zoom = Vector2(0.78, 0.78)