Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
|
|
|
extends SceneTree
|
|
|
|
|
|
|
|
|
|
# Headless gameplay test: run with
|
|
|
|
|
# godot --headless -s res://tests/test_distorder_stacking.gd
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
# Energy Propulsers raise the fleet's speed ceiling together, so a second one
|
|
|
|
|
# is worth crewing rather than dead weight - but with DIMINISHING returns
|
|
|
|
|
# (#77). Each doubling of them adds 1.0, not each vessel: a flat 1.0 apiece
|
|
|
|
|
# meant a fleet that could afford six simply drove at six times cruise and the
|
|
|
|
|
# vessel stopped being a choice.
|
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
|
|
|
#
|
|
|
|
|
# Covers:
|
|
|
|
|
# A. one vessel gives the original ceiling, so nothing changed for a fleet
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
# that carries a single propulser
|
|
|
|
|
# B. the ceiling follows log2 of the count - two vessels are worth exactly
|
|
|
|
|
# what they were worth before the change, and the growth tapers after
|
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
|
|
|
# C. the fader's full travel reaches the WIDENED ceiling, not the old one
|
|
|
|
|
# D. losing a vessel mid-boost pulls the fleet back down to the new
|
|
|
|
|
# ceiling rather than leaving it faster than its crew can sustain
|
|
|
|
|
# E. full boost still costs the same energy per second however wide the
|
|
|
|
|
# ceiling is - more vessels buy more speed, not cheaper speed
|
|
|
|
|
|
|
|
|
|
var game_state: Node
|
|
|
|
|
var main: Node
|
|
|
|
|
var fleet: Node
|
|
|
|
|
var fader: Node
|
|
|
|
|
var stage: int = 0
|
|
|
|
|
var elapsed: float = 0.0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _initialize() -> void:
|
|
|
|
|
game_state = root.get_node("GameState")
|
|
|
|
|
game_state.reset_progression()
|
|
|
|
|
game_state.vessel_levels["unlock_distorder"] = 1
|
|
|
|
|
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
|
#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
|
|
|
main = load("res://world/Main.tscn").instantiate()
|
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
|
|
|
root.add_child(main)
|
|
|
|
|
fleet = main.get_node("Fleet")
|
|
|
|
|
fader = main.get_node("UI/SpeedFader")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
|
|
|
elapsed += delta
|
|
|
|
|
match stage:
|
|
|
|
|
0:
|
|
|
|
|
if elapsed < 0.2:
|
|
|
|
|
return false
|
|
|
|
|
main.get_node("EnemySpawner").set_process(false)
|
|
|
|
|
main.get_node("AsteroidField").set_process(false)
|
|
|
|
|
# Room for a fleet of distorders.
|
|
|
|
|
game_state.unlocked.append_array(["wing", "squadron", "armada"])
|
|
|
|
|
|
|
|
|
|
# --- A. one vessel is unchanged ------------------------------
|
|
|
|
|
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
|
|
|
|
|
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_DISTORDER]))
|
|
|
|
|
if not is_equal_approx(game_state.max_fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER):
|
|
|
|
|
return _fail("one distorder gives a ceiling of %.1f, expected the unchanged %.1f" \
|
|
|
|
|
% [game_state.max_fleet_speed_multiplier, GameState.MAX_FLEET_SPEED_MULTIPLIER])
|
|
|
|
|
print("1 distorder -> ceiling %.1fx" % game_state.max_fleet_speed_multiplier)
|
|
|
|
|
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
# --- B. the ceiling grows with log2 of the count ---------------
|
|
|
|
|
var previous_gain: float = 1.0
|
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
|
|
|
for extra in range(1, 4):
|
|
|
|
|
fleet.add_ship(GameState.VESSEL_DISTORDER)
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
var count: int = extra + 1
|
|
|
|
|
var expected: float = GameState.MAX_FLEET_SPEED_MULTIPLIER \
|
|
|
|
|
+ log(float(count)) / log(2.0)
|
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
|
|
|
if not is_equal_approx(game_state.max_fleet_speed_multiplier, expected):
|
Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.
Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.
#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.
#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.
Two Godot traps cost real time here and are now written down where the next
person will hit them:
- a `#` comment inside a .tres [resource] block is not a comment. It parses
as part of the preceding value and silently blanks the property after it.
One in DistorderVesselDefinition.tres left definition_id empty, which
surfaced as "<blank> did not resolve its definition" in a test far from
the edit. The note lives in VesselDefinition.gd now.
- a global class_name is not reliably resolvable, INCLUDING a script's own
inside its own static function. ResourcePickupVFX.new() failed to compile
when reached through a preview scene, taking Rock and the gas vents with
it. It has no class_name now and constructs itself by path.
Suite 114/114.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
|
|
|
return _fail("%d propulsers give a ceiling of %.2f, expected %.2f" \
|
|
|
|
|
% [count, game_state.max_fleet_speed_multiplier, expected])
|
|
|
|
|
# Each vessel must be worth strictly less than the one before
|
|
|
|
|
# it. That is the whole point of the change, and asserting the
|
|
|
|
|
# formula alone would pass just as happily on a linear one.
|
|
|
|
|
var gain: float = game_state.max_fleet_speed_multiplier \
|
|
|
|
|
- (GameState.MAX_FLEET_SPEED_MULTIPLIER + log(float(count - 1)) / log(2.0))
|
|
|
|
|
if count > 2 and gain >= previous_gain:
|
|
|
|
|
return _fail("propulser %d added %.2f, no less than the %.2f the one before it added - the returns are not diminishing" \
|
|
|
|
|
% [count, gain, previous_gain])
|
|
|
|
|
previous_gain = gain
|
|
|
|
|
print("%d propulsers -> ceiling %.2fx (this one added %.2f)" \
|
|
|
|
|
% [count, game_state.max_fleet_speed_multiplier, gain])
|
|
|
|
|
|
|
|
|
|
# Two propulsers must still be worth exactly what they were before
|
|
|
|
|
# the change, or an existing fleet was quietly devalued.
|
|
|
|
|
if not is_equal_approx(GameState.MAX_FLEET_SPEED_MULTIPLIER + log(2.0) / log(2.0),
|
|
|
|
|
GameState.MAX_FLEET_SPEED_MULTIPLIER + 1.0):
|
|
|
|
|
return _fail("two propulsers no longer reach the ceiling they used to")
|
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
|
|
|
|
|
|
|
|
# --- C. the fader reaches the widened ceiling ----------------
|
|
|
|
|
# Dragging the track to its top must mean the CURRENT ceiling, or
|
|
|
|
|
# the extra vessels would be unreachable through the only control
|
|
|
|
|
# that exists for them.
|
|
|
|
|
fader._process(0.0)
|
|
|
|
|
if not fader.visible:
|
|
|
|
|
return _fail("the fader is hidden with four distorder vessels crewed")
|
|
|
|
|
var press := InputEventScreenTouch.new()
|
|
|
|
|
press.index = 3
|
|
|
|
|
press.position = fader.global_position + Vector2(fader.size.x * 0.5, fader.size.y - 4.0)
|
|
|
|
|
press.pressed = true
|
|
|
|
|
main._handle_touch(press)
|
|
|
|
|
var drag := InputEventScreenDrag.new()
|
|
|
|
|
drag.index = 3
|
|
|
|
|
drag.position = fader.global_position + Vector2(fader.size.x * 0.5, 0.0)
|
|
|
|
|
main._handle_drag(drag)
|
|
|
|
|
if not is_equal_approx(game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier):
|
|
|
|
|
return _fail("dragging the fader to the top reached %.2fx, not the ceiling %.2fx" \
|
|
|
|
|
% [game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier])
|
|
|
|
|
print("fader top reaches %.1fx" % game_state.fleet_speed_multiplier)
|
|
|
|
|
|
|
|
|
|
# --- E. full boost costs the same per second -----------------
|
|
|
|
|
# The drain is normalized against the current ceiling, so sitting
|
|
|
|
|
# at full boost is the same price whatever the ceiling is.
|
|
|
|
|
var wide_energy: int = _energy_spent_over(1.0)
|
|
|
|
|
|
|
|
|
|
# --- D. losing vessels pulls the boost back down -------------
|
|
|
|
|
var boosted_before: float = game_state.fleet_speed_multiplier
|
|
|
|
|
for i in range(fleet.ships.size() - 1, -1, -1):
|
|
|
|
|
if is_instance_valid(fleet.ships[i]) and fleet.ships[i].vessel_type == GameState.VESSEL_DISTORDER:
|
|
|
|
|
fleet.store_ship(i)
|
|
|
|
|
break
|
|
|
|
|
if game_state.max_fleet_speed_multiplier >= boosted_before:
|
|
|
|
|
return _fail("losing a distorder left the ceiling at %.1f, no lower than the %.1f the fleet was already doing" \
|
|
|
|
|
% [game_state.max_fleet_speed_multiplier, boosted_before])
|
|
|
|
|
if game_state.fleet_speed_multiplier > game_state.max_fleet_speed_multiplier + 0.001:
|
|
|
|
|
return _fail("the fleet is still doing %.2fx after its ceiling dropped to %.2fx" \
|
|
|
|
|
% [game_state.fleet_speed_multiplier, game_state.max_fleet_speed_multiplier])
|
|
|
|
|
print("losing one pulled %.1fx down to the new %.1fx ceiling" \
|
|
|
|
|
% [boosted_before, game_state.fleet_speed_multiplier])
|
|
|
|
|
|
|
|
|
|
# Same measurement at the narrower ceiling, also at full boost.
|
|
|
|
|
game_state.set_fleet_speed_multiplier(game_state.max_fleet_speed_multiplier)
|
|
|
|
|
var narrow_energy: int = _energy_spent_over(1.0)
|
|
|
|
|
if absi(wide_energy - narrow_energy) > 1:
|
|
|
|
|
return _fail("full boost cost %d energy with a wide ceiling and %d with a narrow one - extra vessels changed the PRICE, not just the speed" \
|
|
|
|
|
% [wide_energy, narrow_energy])
|
|
|
|
|
print("full boost costs %d/%d energy per second at either ceiling" % [wide_energy, narrow_energy])
|
|
|
|
|
|
|
|
|
|
print("TEST_DISTORDER_STACKING: PASS")
|
|
|
|
|
quit(0)
|
|
|
|
|
return true
|
|
|
|
|
return false
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Energy actually consumed by holding the current multiplier for `seconds`,
|
|
|
|
|
# driven directly so the measurement does not depend on frame pacing.
|
|
|
|
|
func _energy_spent_over(seconds: float) -> int:
|
|
|
|
|
var before: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
|
|
|
|
|
var step: float = 0.05
|
|
|
|
|
var t: float = 0.0
|
|
|
|
|
while t < seconds:
|
|
|
|
|
game_state._advance_distorder_drain(step)
|
|
|
|
|
t += step
|
|
|
|
|
return before - game_state.fleet_resource(GameState.RESOURCE_ENERGY)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _fail(message: String) -> bool:
|
|
|
|
|
print("TEST_DISTORDER_STACKING: FAIL (%s)" % message)
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|