spaceship/tests/test_hub_capacity.gd

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extends SceneTree
# A transport hub holds a crew of logistics vessels, and Freight Yards widens
# how many it can hold.
#
# Forgejo #216 changed what the doctrine buys. A hub used to PROVISION every
# researched slot the moment it was built, free and forever; the slots are
# empty now, and the player fills them with transporters they have built. So
# what is checked here is the ROOM, the clamp on it, and that a hub taken down
# takes its crew with it rather than orphaning them.
func _initialize() -> void:
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var state: Node = root.get_node("GameState")
state.buildings.clear()
state.extractors.clear()
state.transporters.clear()
state.reset_progression()
state.rocks = 900
#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.
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# #138: doctrines past the first tier want gas as well as rocks.
state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 900)
state.research_points = state.skill_research_point_cost("freight_yards")
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state.unlocked = ["shipyards", "logistics", "freight"]
var staff: Script = load("res://tests/_staff.gd")
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var hub_a: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 0))
var per_hub: int = state.hub_capacity()
if not state.transporters.is_empty():
return _fail("a new hub arrived with %d transporters of its own" % state.transporters.size())
if state.station_capacity(state.find_building(hub_a)) != per_hub:
return _fail("a new hub reports room for %d, expected %d" % [
state.station_capacity(state.find_building(hub_a)), per_hub])
print("a new hub: room for %d, and nobody in it" % per_hub)
# The order is clamped to the room, so a hub cannot be asked for a crew it
# has nowhere to put.
if state.set_station_desired(hub_a, per_hub + 3) != per_hub:
return _fail("a hub accepted an order past its own capacity")
staff.staff(state, hub_a, per_hub)
if _at_hub(state, hub_a) != per_hub:
return _fail("the hub holds %d of its %d" % [_at_hub(state, hub_a), per_hub])
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var hub_b: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 600))
if _at_hub(state, hub_b) != 0:
return _fail("a second hub brought its own transporters")
staff.staff(state, hub_b, per_hub)
if state.transporters.size() != per_hub * 2:
return _fail("two crewed hubs hold %d transporters, expected %d" % [
state.transporters.size(), per_hub * 2])
print("two hubs, each crewed to %d" % per_hub)
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# --- the doctrine buys ROOM, not vessels ---------------------------
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var before: int = state.transporters.size()
if not state.unlock("freight_yards"):
return _fail("could not research Freight Yards")
if state.hub_capacity() != per_hub + 1:
return _fail("Freight Yards moved capacity to %d, expected %d" % [
state.hub_capacity(), per_hub + 1])
if state.transporters.size() != before:
return _fail("Freight Yards conjured %d transporters" % (state.transporters.size() - before))
print("Freight Yards widened each hub to %d without crewing anything" % state.hub_capacity())
# And the new room is usable.
staff.staff(state, hub_a, state.hub_capacity())
if _at_hub(state, hub_a) != state.hub_capacity():
return _fail("the widened hub holds %d of its %d" % [
_at_hub(state, hub_a), state.hub_capacity()])
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if state.remove_buildings_of_type(state.BUILDING_TRANSPORT_HUB) != 2 \
or not state.transporters.is_empty():
return _fail("removing hubs left orphaned logistics transporters")
print("TEST_HUB_CAPACITY: PASS")
quit(0)
func _at_hub(state: Node, hub_id: int) -> int:
var count: int = 0
for transporter in state.transporters:
if int(transporter.hub_id) == hub_id:
count += 1
return count
func _fail(message: String) -> void:
print("TEST_HUB_CAPACITY: FAIL (%s)" % message)
quit(1)