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
|
|
|
extends SceneTree
|
|
|
|
|
|
#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
|
|
|
const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
|
2026-08-14 21:44:28 +02:00
|
|
|
|
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
|
|
|
# Headless gameplay test: run with
|
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|
|
|
# godot --headless -s res://tests/test_transport_hub_building.gd
|
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|
# Forgejo #18 (part 5 of #12): the Transport Hub is a placeable building of
|
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|
# its own. Only the building here - the vessels that do the hauling are #19.
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#
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# Verifies:
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# 1. it is gated behind its research node, like every other structure
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# 2. researching it makes it buildable, and placing it charges its cost
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# 3. it is drawn as ITSELF, not as the crafter - Building._draw()'s match
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|
# has a catch-all that renders anything unrecognised as a ship crafter,
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|
|
# so a missing case is silent and looks almost right
|
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|
# 4. its geometry is rasterised ONCE however long it animates (#10), and
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|
# its stationed transports really do move
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|
# 5. it has its own build-menu icon and its own map marker rather than
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|
# borrowing another building's - the menu was once unreadable because
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|
# two buildings shared a glyph
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|
var game_state: Node
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|
var scene: Node
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|
|
|
var field: Node
|
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|
|
|
var controller: Node
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|
|
|
var map_content: Node2D
|
2026-08-14 23:15:12 +02:00
|
|
|
var hub_building: Node2D
|
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
|
|
|
var hub: Node2D
|
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|
|
|
var stage: int = 0
|
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|
|
|
var elapsed: float = 0.0
|
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|
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|
var spin_at_start: float = 0.0
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|
const HUB_AT: Vector2 = Vector2(700.0, 0.0)
|
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|
|
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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()
|
|
|
|
|
game_state.extractors.clear()
|
|
|
|
|
game_state.reset_progression()
|
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|
|
game_state.rocks = 500
|
|
|
|
|
game_state.fleet_cargo = 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
|
|
|
scene = load("res://world/Main.tscn").instantiate()
|
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
|
|
|
root.add_child(scene)
|
|
|
|
|
field = scene.get_node("BuildingField")
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|
|
|
controller = scene.get_node("BuildController")
|
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|
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|
map_content = scene.get_node("UI/WorldMap/MapContent")
|
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|
|
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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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|
# --- 1. locked until researched ------------------------------
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|
if game_state.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB):
|
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|
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (buildable with no research at all)")
|
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|
quit(1)
|
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|
return true
|
|
|
|
|
var gate: String = game_state.research_for_building(GameState.BUILDING_TRANSPORT_HUB)
|
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|
|
|
if gate == "":
|
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|
|
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (no research node gates it)")
|
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|
|
quit(1)
|
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|
|
return true
|
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|
print("locked behind research: '%s'" % gate)
|
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|
# --- 5. its own icon, distinct from every other building -----
|
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|
|
|
var icons: Dictionary = {}
|
|
|
|
|
for type in [GameState.BUILDING_MOTHERSHIP, GameState.BUILDING_SHIP_CRAFTER,
|
|
|
|
|
GameState.BUILDING_COMMAND_CENTER, GameState.BUILDING_TRANSPORT_HUB]:
|
2026-08-14 21:44:28 +02:00
|
|
|
var icon: int = BUILDING_DEFINITIONS.get_definition(type).action_icon
|
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
|
|
|
if icons.has(icon):
|
|
|
|
|
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (%s and %s share an icon)" % [type, icons[icon]])
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
icons[icon] = type
|
|
|
|
|
print("action icons distinct across %d buildings" % icons.size())
|
|
|
|
|
|
|
|
|
|
# --- 2. research it, then build it ---------------------------
|
|
|
|
|
game_state.unlocked = ["shipyards", "logistics", "freight"]
|
|
|
|
|
if not game_state.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB):
|
|
|
|
|
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (still locked after researching '%s')" % gate)
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
var before: int = game_state.rocks
|
|
|
|
|
field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
|
|
|
|
|
game_state.spend(controller.cost_of(GameState.BUILDING_TRANSPORT_HUB))
|
|
|
|
|
if game_state.rocks != before - GameState.TRANSPORT_HUB_COST:
|
|
|
|
|
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (cost %d charged, expected %d)" % [
|
|
|
|
|
before - game_state.rocks, GameState.TRANSPORT_HUB_COST
|
|
|
|
|
])
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
print("researched and placed for %d ore" % GameState.TRANSPORT_HUB_COST)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 1
|
|
|
|
|
return false
|
|
|
|
|
1:
|
|
|
|
|
if elapsed < 0.3:
|
|
|
|
|
return false
|
|
|
|
|
for b in field.spawned:
|
|
|
|
|
if is_instance_valid(b) and b.building_type == GameState.BUILDING_TRANSPORT_HUB:
|
2026-08-14 23:15:12 +02:00
|
|
|
hub_building = b
|
2026-08-14 21:44:28 +02:00
|
|
|
hub = b.visual
|
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
|
|
|
if hub == null:
|
|
|
|
|
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (never spawned)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
2026-08-14 23:15:12 +02:00
|
|
|
if not hub_building.available_actions().is_empty():
|
|
|
|
|
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (offers a manual resource transfer)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
for ship in scene.get_node("Fleet").ships:
|
|
|
|
|
ship.position = HUB_AT
|
|
|
|
|
scene.get_node("Fleet").move_to(HUB_AT)
|
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
|
|
|
|
|
|
|
|
# --- 3. drawn as itself, not via the crafter catch-all -------
|
|
|
|
|
# _hub_traffic only exists if _ready() took the transport-hub
|
|
|
|
|
# branch; a missing case falls through to the crafter and would
|
|
|
|
|
# leave it null while still rendering something plausible.
|
|
|
|
|
if hub._hub_traffic == null:
|
|
|
|
|
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (rendered through the crafter catch-all, not as a hub)")
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
# --- 5. its own map marker ----------------------------------
|
|
|
|
|
var markers: Array = map_content.building_markers()
|
|
|
|
|
var found: bool = false
|
|
|
|
|
for m in markers:
|
|
|
|
|
if m.type == GameState.BUILDING_TRANSPORT_HUB:
|
|
|
|
|
found = true
|
2026-08-14 21:44:28 +02:00
|
|
|
if m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_SHIP_CRAFTER).map_color \
|
|
|
|
|
or m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_MOTHERSHIP).map_color \
|
|
|
|
|
or m.color == BUILDING_DEFINITIONS.get_definition(GameState.BUILDING_COMMAND_CENTER).map_color:
|
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
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (map marker reuses another building's colour)")
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quit(1)
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return true
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if not found:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (no map marker - see #11)")
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quit(1)
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return true
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print("has its own map marker")
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spin_at_start = hub._hub_traffic.rotation
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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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# --- 4. animates without ever redrawing (#10) ----------------
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if elapsed < 2.0:
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return false
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2026-08-14 23:15:12 +02:00
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if controller.current_building != hub_building \
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or controller.action_button.visible or controller.transfer_button.visible:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (actionless hub context current=%s expected=%s action=%s transfer=%s)" % [
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controller.current_building, hub_building, controller.action_button.visible,
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controller.transfer_button.visible,
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])
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quit(1)
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return true
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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
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print("rasterisations after %.1fs: %d" % [elapsed, hub.draw_count])
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if hub.draw_count != 1:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (redrew its geometry %d times to animate)" % hub.draw_count)
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quit(1)
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return true
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var spun: float = absf(hub._hub_traffic.rotation - spin_at_start)
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print("stationed transports turned %.3f rad" % spun)
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if spun < 0.05:
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print("TEST_TRANSPORT_HUB_BUILDING: FAIL (nothing moved - a frozen hub trivially passes the redraw check)")
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quit(1)
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return true
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print("TEST_TRANSPORT_HUB_BUILDING: PASS")
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quit(0)
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return true
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return false
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