Fix the stop stutter, and hide unresearched buildings from the menu

Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.

Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".

This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-11 21:38:17 +02:00
commit 0e071877e2
6 changed files with 261 additions and 18 deletions

View file

@ -28,6 +28,18 @@ extends Node2D
@onready var build_status: Label = get_node("../UI/BuildMenu/StatusLabel")
@onready var build_extractor_button: IconButton = get_node("../UI/BuildMenu/ExtractorButton")
@onready var build_hub_button: IconButton = get_node("../UI/BuildMenu/TransportHubButton")
@onready var build_menu_entries: Array = [
[GameState.BUILDING_MOTHERSHIP, build_mothership_button,
get_node("../UI/BuildMenu/MothershipLabel"), get_node("../UI/BuildMenu/MothershipCost")],
[GameState.BUILDING_SHIP_CRAFTER, build_crafter_button,
get_node("../UI/BuildMenu/CrafterLabel"), get_node("../UI/BuildMenu/CrafterCost")],
[GameState.BUILDING_COMMAND_CENTER, build_command_button,
get_node("../UI/BuildMenu/CommandLabel"), get_node("../UI/BuildMenu/CommandCost")],
[GameState.BUILDING_EXTRACTOR, build_extractor_button,
get_node("../UI/BuildMenu/ExtractorLabel"), get_node("../UI/BuildMenu/ExtractorCost")],
[GameState.BUILDING_TRANSPORT_HUB, build_hub_button,
get_node("../UI/BuildMenu/TransportHubLabel"), get_node("../UI/BuildMenu/TransportHubCost")],
]
@onready var planet_field: Node2D = get_node("../PlanetField")
@onready var info_popup: Control = get_node("../UI/BuildMenu/InfoPopup")
@onready var info_title: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/TitleLabel")
@ -185,6 +197,7 @@ func _process(delta: float) -> void:
# a planet lights the option up without reopening it.
build_extractor_button.enabled = _planet_under_fleet() != null \
and GameState.is_building_unlocked(GameState.BUILDING_EXTRACTOR)
build_extractor_button.queue_redraw()
if craft_menu.visible:
# Live, so a delivery arriving while the menu is open visibly works
@ -266,14 +279,58 @@ func _planet_under_fleet() -> Node2D:
return planet_field.get_planet_fleet_is_on()
# Grid geometry, shared with the layout below. Rows of two, and the menu is
# rebuilt from whatever is currently researched (#21) rather than being a
# fixed arrangement with holes punched in it.
const MENU_ROW_TOPS: Array = [-300.0, -10.0, 280.0]
const MENU_COL_X: float = 140.0
const MENU_BUTTON_HALF: float = 64.0
const MENU_BUTTON_H: float = 128.0
const MENU_LABEL_HALF: float = 150.0
const MENU_LABEL_H: float = 66.0
const MENU_COST_HALF: float = 60.0
const MENU_COST_H: float = 52.0
func _place_entry(node: Control, cx: float, top: float, half: float, height: float) -> void:
node.offset_left = cx - half
node.offset_right = cx + half
node.offset_top = top
node.offset_bottom = top + height
func _layout_build_menu() -> void:
# Structures the player has not researched are hidden outright (#21), and
# what remains is repacked so there are no gaps where they used to be.
# This reverses the earlier decision to always list everything greyed
# out; an option you cannot explain is apparently worse than one you
# cannot see yet.
var shown: Array = []
for entry in build_menu_entries:
var visible: bool = GameState.is_building_unlocked(entry[0])
entry[1].visible = visible
entry[2].visible = visible
entry[3].visible = visible
if visible:
shown.append(entry)
for i in range(shown.size()):
var row: int = i / 2
# Centred when it is the only one on its row, rather than hanging in
# the left column looking like something is missing beside it.
var alone: bool = (i == shown.size() - 1) and (i % 2 == 0)
var cx: float = 0.0 if alone else (-MENU_COL_X if i % 2 == 0 else MENU_COL_X)
var top: float = MENU_ROW_TOPS[mini(row, MENU_ROW_TOPS.size() - 1)]
_place_entry(shown[i][1], cx, top, MENU_BUTTON_HALF, MENU_BUTTON_H)
_place_entry(shown[i][2], cx, top + 134.0, MENU_LABEL_HALF, MENU_LABEL_H)
_place_entry(shown[i][3], cx, top + 204.0, MENU_COST_HALF, MENU_COST_H)
func _refresh_build_status() -> void:
# Every option is always listed, greyed when it cannot be used - showing
# them only sometimes would leave the player wondering whether the game
# has them at all. Greyed buttons still emit `pressed`, so each one can
# explain itself in the info popup.
build_crafter_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_SHIP_CRAFTER)
build_command_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_COMMAND_CENTER)
build_hub_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB)
_layout_build_menu()
# Researched but not usable right here is still shown, greyed: an
# extractor needs a planet under the fleet, which is a "not now" rather
# than a "not yet".
build_extractor_button.enabled = _planet_under_fleet() != null \
and GameState.is_building_unlocked(GameState.BUILDING_EXTRACTOR)

View file

@ -168,6 +168,14 @@ func stop() -> void:
# enough that ships always lag and always report motion, which is
# the only reason releasing the stick looked right.
var motion: Vector2 = ship.velocity + ship.fleet_velocity
# HAND THE FLEET'S MOTION TO THE SHIP. Until now the anchor was
# carrying it along and its own `velocity` was ~0, so aiming it at a
# braking point ahead made it start from REST: the fleet stopped
# dead, then accelerated into its own stopping distance and halted a
# second time. That is the "pause, then it moves again" stutter.
# Giving it the velocity it was actually travelling at makes the
# stop one continuous decelerating coast.
ship.velocity = motion
# Context that is no longer true: the fleet is not cruising any
# more, so leaving it set would have Ship face a heading it is not
# travelling on.

View file

@ -14,7 +14,9 @@ func _ready() -> void:
GameState.rocks = 500
# Everything researched, so nothing is greyed out and the whole menu is
# legible at full strength.
GameState.unlocked = ["shipyards", "logistics", "freight", "coordination"]
# Partly researched, to show the menu repacking around what is hidden.
GameState.unlocked = ["shipyards", "logistics"]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("UI/BuildMenu").visible = true
main.get_node("BuildController")._refresh_build_status()

View file

@ -0,0 +1,135 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_build_menu_hides_locked.gd
# Forgejo #21: a structure the player has not researched should not be in the
# build menu at all, rather than sitting there greyed out.
#
# The menu is a fixed grid in Main.tscn, so simply hiding entries would leave
# holes where they used to be - it is repacked from whatever is researched.
#
# Verifies:
# 1. with nothing researched only the mothership is offered (it is
# deliberately never gated - it is where research happens)
# 2. researching a structure adds it, and it is placed, not left at
# whatever offsets it happened to have in the scene file
# 3. no gaps: what is shown occupies consecutive grid slots
# 4. an entry alone on its row is centred, not hanging in the left column
# 5. researched-but-not-usable is still shown greyed (an extractor with no
# planet under the fleet is "not now", not "not yet")
var game_state: Node
var scene: Node
var controller: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.reset_progression()
game_state.rocks = 500
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
controller = scene.get_node("BuildController")
func _shown() -> Array:
var out: Array = []
for entry in controller.build_menu_entries:
if entry[1].visible:
out.append(entry)
return out
func _slots() -> Array:
# (row, x) of every visible button, in menu order.
var out: Array = []
for entry in _shown():
var b: Control = entry[1]
out.append([b.offset_top, b.offset_left + (b.offset_right - b.offset_left) / 2.0])
return out
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
# --- 1. nothing researched ----------------------------------
controller._refresh_build_status()
var shown: Array = _shown()
if shown.size() != 1 or shown[0][0] != GameState.BUILDING_MOTHERSHIP:
var names: Array = []
for e in shown:
names.append(e[0])
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (unresearched structures on offer: %s)" % [names])
quit(1)
return true
# --- 4. and it is centred, being alone on its row -----------
var only: Array = _slots()[0]
if absf(only[1]) > 0.01:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the only entry sits at x=%.1f instead of centred)" % only[1])
quit(1)
return true
print("nothing researched -> only the mothership, centred")
# --- 2. research three more ---------------------------------
game_state.unlocked = ["shipyards", "logistics", "coordination"]
controller._refresh_build_status()
stage = 1
return false
1:
var shown2: Array = _shown()
if shown2.size() != 4:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched 3, expected 4 entries, got %d)" % shown2.size())
quit(1)
return true
for e in shown2:
if e[0] == GameState.BUILDING_TRANSPORT_HUB:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the unresearched transport hub is still listed)")
quit(1)
return true
# --- 3. consecutive slots, no holes -------------------------
var slots: Array = _slots()
var rows: Array = controller.MENU_ROW_TOPS
for i in range(slots.size()):
var want_row: float = rows[i / 2]
if absf(slots[i][0] - want_row) > 0.01:
print("slot %d at y=%.1f, expected row %d at y=%.1f" % [i, slots[i][0], i / 2, want_row])
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (a gap was left where a hidden entry used to be)")
quit(1)
return true
var want_x: float = -controller.MENU_COL_X if i % 2 == 0 else controller.MENU_COL_X
if absf(slots[i][1] - want_x) > 0.01:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (entry %d at x=%.1f, expected %.1f)" % [i, slots[i][1], want_x])
quit(1)
return true
print("4 entries packed into consecutive slots, no gaps")
# --- 5. researched but not usable is shown, greyed ----------
var extractor_shown: bool = false
for e in shown2:
if e[0] == GameState.BUILDING_EXTRACTOR:
extractor_shown = true
if e[1].enabled:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (extractor offered as usable with no planet under the fleet)")
quit(1)
return true
if not extractor_shown:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched extractor hidden - 'not now' is not 'not yet')")
quit(1)
return true
print("researched extractor shown but greyed, with no planet in reach")
print("TEST_BUILD_MENU_HIDES_LOCKED: PASS")
quit(0)
return true
return false

View file

@ -21,6 +21,11 @@ var elapsed: float = 0.0
var start_centroid: Vector2
var moving_centroid: Vector2
var stop_check_frames: int = 0
# Release-coast tracking (Forgejo #13).
var released: bool = false
var speed_at_release: float = 0.0
var previous_speed: float = 0.0
var accelerated_after_release: bool = false
func _initialize() -> void:
@ -54,8 +59,27 @@ func _release(local: Vector2) -> void:
joystick.handle_touch(ev)
func _max_ship_speed() -> float:
var top: float = 0.0
for ship in fleet.ships:
top = maxf(top, ship.velocity.length())
return top
func _process(delta: float) -> bool:
elapsed += delta
# Releasing the stick must be ONE continuous decelerating coast. It used
# to stop dead and then accelerate into its own stopping distance,
# halting a second time - felt in game as a pause followed by a small
# extra lurch (#13). The ships were being aimed at a braking point ahead
# while their own velocity was ~0, because the anchor had been carrying
# them, so they started from rest.
if released:
var now: float = _max_ship_speed()
if now > previous_speed + 1.0:
accelerated_after_release = true
previous_speed = now
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
@ -104,6 +128,9 @@ func _process(delta: float) -> bool:
return true
_release(joystick.size / 2.0)
released = true
speed_at_release = _max_ship_speed()
previous_speed = speed_at_release
if joystick.direction != Vector2.ZERO:
print("TEST_JOYSTICK_CONTROL: FAIL (direction not cleared on release)")
quit(1)
@ -119,6 +146,20 @@ func _process(delta: float) -> bool:
var speed: float = 0.0
for ship in fleet.ships:
speed = max(speed, ship.velocity.length())
# Carrying the fleet's cruise speed, not starting from a standstill.
if speed_at_release < fleet.cruise_speed * 0.5:
print("speed one frame after release: %.1f (cruising at %.1f)" % [
speed_at_release, fleet.cruise_speed
])
print("TEST_JOYSTICK_CONTROL: FAIL (the fleet stopped dead on release instead of coasting)")
quit(1)
return true
if accelerated_after_release:
print("TEST_JOYSTICK_CONTROL: FAIL (the fleet sped up again after release - pause then lurch, #13)")
quit(1)
return true
print("release coast: %.1f -> 0 with no re-acceleration" % speed_at_release)
var stopped: bool = speed < 1.0
# Not merely "moved forward at all": the fleet cruises at
# cruise_speed and brakes at Ship.acceleration, so the coast is

View file

@ -8,8 +8,8 @@ extends SceneTree
#
# Verifies:
# 1. from a fresh start only the mothership is buildable - the others are
# greyed, and pressing one explains which research opens it rather than
# silently failing
# not in the menu at all (#21 changed this from greyed-but-listed), and
# the gate still holds if the build is forced past the menu
# 2. a locked option cannot be built even if the confirm is forced
# 3. research costs rocks, needs its prerequisite, and unlocks its building
# 4. the mothership's action button opens the tree (it used to have no
@ -69,16 +69,16 @@ func _process(delta: float) -> bool:
return true
controller._on_build_pressed()
var greyed: bool = not scene.get_node("UI/BuildMenu/CrafterButton").enabled
# Since #21 an unresearched structure is not listed at all, rather
# than listed and greyed. It is therefore unreachable from the
# menu - but the popup must still refuse if something calls
# _on_place_crafter() by another route.
var hidden: bool = not scene.get_node("UI/BuildMenu/CrafterButton").visible
controller._on_place_crafter()
var explains: bool = popup.visible \
and "research" in popup.get_node("Panel/MessageLabel").text.to_lower()
var offered: bool = popup.get_node("Panel/BuildButton").visible
print("locked crafter: greyed=%s explains=%s confirm_offered=%s" % [
greyed, explains, offered
])
if not (greyed and explains) or offered:
print("TEST_SKILL_TREE: FAIL (locked option did not explain itself)")
print("locked crafter: hidden_from_menu=%s confirm_offered=%s" % [hidden, offered])
if not hidden or offered:
print("TEST_SKILL_TREE: FAIL (unresearched option still on offer)")
quit(1)
return true