Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.
The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.
The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.
Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.
Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.
Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.
Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
matching target_id, regardless of purpose. Once pickup states shared
target_id with delivery states (both address a building, not an
extractor), a transporter delivering gas made the SAME building look
"busy" to the unrelated energy-pickup dispatch, starving it even
with a second, genuinely free transporter sitting idle at the hub.
Split into _transporter_inbound_to() (delivery states only) and a
new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
sizing) had no room for a 7th building - despite the ticket's own
note that no layout changes should be needed. A naive 4th row ran
off the bottom of a 720x1280 viewport; fitting one meant both adding
a 4th row top AND shrinking the shared button/label/cost sizing so
each row's content no longer taller than the compressed row spacing.
Caught only by actually screenshotting it - a real build menu, not
headless, since --headless renders nothing.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
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18 changed files with 567 additions and 12 deletions
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@ -31,6 +31,10 @@ enum Icon {
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MINUS, PLUS,
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SHIELD_VESSEL,
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GAS_BOMBER, GAS_BOMB,
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# Appended, not inserted alongside the other building icons above -
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# inserting there would silently renumber every icon int already
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# stored in existing scenes (#54).
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GAS_BURNER,
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}
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# Size the glyphs were originally drawn against. Every glyph dimension is
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@ -221,6 +225,8 @@ func _draw() -> void:
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_draw_gas_bomber(center, pulse, s)
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Icon.GAS_BOMB:
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_draw_gas_bomb(center, pulse, s)
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Icon.GAS_BURNER:
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_draw_gas_burner_icon(center, pulse, s)
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func _draw_close(center: Vector2, pulse: float, s: float) -> void:
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@ -266,6 +272,26 @@ func _draw_gas_bomb(center: Vector2, pulse: float, s: float) -> void:
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_active_color(), pulse * 0.85, core_color)
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func _draw_gas_burner_icon(center: Vector2, pulse: float, s: float) -> void:
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# A hexagonal chamber with a hot core and vents, miniaturised from the
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# building's own silhouette (BuildingVisualBase._draw_gas_burner_static)
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# so the menu icon reads as the same structure being placed.
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var outer: PackedVector2Array = PackedVector2Array()
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var core: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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outer.append(center + Vector2(cos(a), sin(a)) * 11.0 * s)
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core.append(center + Vector2(cos(a), sin(a)) * 5.5 * s)
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NeonDraw.draw_glowing_polygon(self, outer, _active_color(), pulse, core_color)
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NeonDraw.draw_glowing_polygon(self, core, _active_color(), pulse * 0.85, core_color)
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for i in range(4):
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var a: float = (float(i) / 4.0) * TAU + PI / 4.0
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var dir: Vector2 = Vector2(cos(a), sin(a))
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NeonDraw.draw_glowing_line(self, center + dir * 11.0 * s, center + dir * 15.5 * s,
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_active_color(), pulse, 0.35 * s, core_color)
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func _draw_arrow(center: Vector2, pulse: float, direction: float, s: float) -> void:
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var r: float = 9.0 * s
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var tip: Vector2 = center + Vector2(0, r * direction)
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