Ship Lab: per-vessel research, and the shield vessel

Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.

Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.

The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.

The build menu now holds six entries across three rows, which the #21
repacking already handles.

Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-11 23:31:49 +02:00
commit 1cbae8ff70
13 changed files with 876 additions and 5 deletions

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@ -16,6 +16,7 @@ func _ready() -> void:
GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(-330.0, 0.0))
GameState.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(140.0, 0.0))
GameState.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(480.0, 0.0))
GameState.add_building(GameState.BUILDING_SHIP_LAB, Vector2(820.0, 0.0))
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
@ -23,6 +24,6 @@ func _ready() -> void:
main.get_node("EnemySpawner").set_process(false)
# Park the fleet below the pair so the camera frames both, and zoom out
# far enough to see them whole.
main.get_node("Fleet").move_to(Vector2(0.0, 210.0))
main.get_node("Fleet").move_to(Vector2(240.0, 260.0))
var cam: Camera2D = main.get_node("Camera2D")
cam.zoom = Vector2(1.0, 1.0)
cam.zoom = Vector2(0.78, 0.78)

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@ -0,0 +1,25 @@
extends Node2D
# Preview, not a test. The ship lab's upgrade screen (#5), so its layout can
# be checked on a real viewport - headless draws no pixels.
#
# bash tests/screenshot.sh res://tests/_lab_menu_preview.tscn /tmp/lab.png 20 720x1280
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
GameState.reset_progression()
GameState.rocks = 240
GameState.unlocked = ["shipyards", "vessel_science"]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BuildingField").place(GameState.BUILDING_SHIP_LAB, Vector2(400.0, 0.0))
# A level already bought, so the list shows both a researched and an
# unresearched line rather than a uniform page of zeroes.
GameState.vessel_levels["int_damage"] = 1
var bc: Node = main.get_node("BuildController")
main.get_node("UI/LabMenu").visible = true
bc.lab_vessel = GameState.VESSEL_INTERCEPTOR
bc._refresh_lab()

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@ -0,0 +1 @@
uid://dlueabpa84uyf

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_lab_menu_preview.gd" id="1"]
[node name="LabMenuPreview" type="Node2D"]
script = ExtResource("1")

181
tests/test_shield_vessel.gd Normal file
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@ -0,0 +1,181 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_shield_vessel.gd
# Forgejo #5: the shield vessel's shield absorbs a hit that would destroy any
# other ship, and is then down until it cycles back up.
#
# The shield is PERSONAL - it protects the vessel carrying it and nothing
# else. Ships have no health in this game: contact with an enemy or an
# asteroid destroys them outright, so "absorbs a hit" means surviving the
# collision that would otherwise have killed it.
#
# Verifies:
# 1. an ordinary interceptor still dies to a rock (so the shield result
# below means something)
# 2. a shield vessel survives the same rock, and the rock is destroyed
# 3. its shield is then DOWN - a second rock while it is cycling kills it,
# or the shield would be permanent invulnerability
# 4. the shield comes back on its own after the recharge time
# 5. researched capacity lets it take more than one hit
# 6. the recharge upgrade actually shortens the wait
var game_state: Node
var scene: Node
var fleet: Node
var interceptor: Node
var shield_ship: 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.vessels_owed.clear()
game_state.reset_progression()
game_state.rocks = 2000
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
func _rock_onto(ship: Node) -> void:
var rock: Area2D = load("res://Asteroid.tscn").instantiate()
rock.velocity = Vector2.ZERO
rock.global_position = ship.global_position
scene.add_child(rock)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
fleet.spawn_ships(1, Vector2.ZERO)
interceptor = fleet.ships[0]
# Well clear of the interceptor, or one rock hits both.
fleet.add_ship(GameState.VESSEL_SHIELD)
shield_ship = fleet.ships[1]
shield_ship.position = Vector2(2000.0, 0.0)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
if not shield_ship.has_shield():
print("TEST_SHIELD_VESSEL: FAIL (a fresh shield vessel has no shield)")
quit(1)
return true
# --- 1. the control: an interceptor dies --------------------
_rock_onto(interceptor)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.4:
return false
if is_instance_valid(interceptor):
print("TEST_SHIELD_VESSEL: FAIL (an ordinary interceptor survived a rock - the test proves nothing)")
quit(1)
return true
print("control: interceptor destroyed by a rock")
# --- 2. the shield vessel survives it -----------------------
_rock_onto(shield_ship)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.4:
return false
if not is_instance_valid(shield_ship):
print("TEST_SHIELD_VESSEL: FAIL (the shield did not absorb the hit)")
quit(1)
return true
if shield_ship.has_shield():
print("TEST_SHIELD_VESSEL: FAIL (shield still up after taking a hit - it never goes down)")
quit(1)
return true
print("shield vessel survived, shield now down")
# --- 3. defenceless while it cycles -------------------------
_rock_onto(shield_ship)
elapsed = 0.0
stage = 4
return false
4:
if elapsed < 0.4:
return false
if is_instance_valid(shield_ship):
print("TEST_SHIELD_VESSEL: FAIL (survived a second hit with the shield down - it is just invulnerable)")
quit(1)
return true
print("second hit while cycling destroyed it, as it should")
# --- 4 + 5. recharge, and researched capacity ---------------
game_state.vessel_levels["shd_hits"] = 1
fleet.add_ship(GameState.VESSEL_SHIELD)
shield_ship = fleet.ships[fleet.ships.size() - 1]
shield_ship.position = Vector2(-2000.0, 0.0)
elapsed = 0.0
stage = 5
return false
5:
if elapsed < 0.2:
return false
if shield_ship.shield_charges != game_state.shield_max_charges():
print("TEST_SHIELD_VESSEL: FAIL (researched capacity %d, vessel has %d)" % [
game_state.shield_max_charges(), shield_ship.shield_charges
])
quit(1)
return true
print("with Layered Emitters researched: %d charges" % shield_ship.shield_charges)
_rock_onto(shield_ship)
elapsed = 0.0
stage = 6
return false
6:
if elapsed < 0.4:
return false
if not is_instance_valid(shield_ship) or not shield_ship.has_shield():
print("TEST_SHIELD_VESSEL: FAIL (a two-charge shield did not survive one hit with a charge left)")
quit(1)
return true
print("two-charge shield took a hit and is still up (%d left)" % shield_ship.shield_charges)
# --- 6. the recharge upgrade shortens the wait --------------
var slow: float = game_state.shield_recharge_time()
game_state.vessel_levels["shd_recharge"] = 2
var fast: float = game_state.shield_recharge_time()
print("recharge %.1fs -> %.1fs with Fast Cycling" % [slow, fast])
if fast >= slow:
print("TEST_SHIELD_VESSEL: FAIL (the recharge upgrade did not shorten the wait)")
quit(1)
return true
# --- 4. it really does come back ----------------------------
shield_ship.shield_charges = 0
shield_ship.shield_recharge_left = 0.15
elapsed = 0.0
stage = 7
return false
7:
if elapsed < 0.6:
return false
if not shield_ship.has_shield():
print("TEST_SHIELD_VESSEL: FAIL (the shield never cycled back up)")
quit(1)
return true
print("shield cycled back up on its own")
print("TEST_SHIELD_VESSEL: PASS")
quit(0)
return true
return false

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@ -0,0 +1 @@
uid://bmhp0nqvetr56

177
tests/test_ship_lab.gd Normal file
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@ -0,0 +1,177 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_ship_lab.gd
# Forgejo #5: the ship lab researches upgrades per vessel type and unlocks
# new vessel types. The shield vessel is the first of those.
#
# Verifies:
# 1. the lab is gated behind its own research node, like every structure
# 2. upgrades cannot be bought without a lab built - it is a place you go,
# not a menu that exists once researched
# 3. buying raises the level, charges the escalating price, and stops at
# max
# 4. an upgrade improves the ships ALREADY FLYING, not just the next one
# built
# 5. the shield vessel is unlocked at the lab, and only then can the
# crafter build one
# 6. a shield vessel is what comes back from production - a typed order
# must not decay into an interceptor
# 7. upgrades are per vessel type: an interceptor upgrade does not tune
# the transporter
var game_state: Node
var scene: Node
var fleet: Node
var field: Node
var controller: Node
var crafter_id: int = 0
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.vessels_owed.clear()
game_state.reset_progression()
game_state.rocks = 1200
game_state.fleet_cargo = 0
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
field = scene.get_node("BuildingField")
controller = scene.get_node("BuildController")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
# --- 1. gated behind research -------------------------------
if game_state.is_building_unlocked(GameState.BUILDING_SHIP_LAB):
print("TEST_SHIP_LAB: FAIL (lab buildable with no research)")
quit(1)
return true
var gate: String = game_state.research_for_building(GameState.BUILDING_SHIP_LAB)
if gate == "":
print("TEST_SHIP_LAB: FAIL (no research node gates the lab)")
quit(1)
return true
print("lab gated behind '%s'" % gate)
# --- 2. no lab, no upgrades ---------------------------------
if game_state.can_buy_upgrade("int_damage"):
print("TEST_SHIP_LAB: FAIL (upgrades purchasable with no lab built)")
quit(1)
return true
if game_state.buy_upgrade("int_damage"):
print("TEST_SHIP_LAB: FAIL (bought an upgrade with no lab built)")
quit(1)
return true
print("no lab -> no upgrades")
game_state.unlocked = ["shipyards", "vessel_science", "coordination", "wing", "squadron"]
field.place(GameState.BUILDING_SHIP_LAB, Vector2(-700.0, 0.0))
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(700.0, 0.0))
crafter_id = int(game_state.buildings[-1].id)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
# --- 3. buying raises the level and charges ------------------
var before_rocks: int = game_state.rocks
var first_cost: int = game_state.upgrade_cost("int_damage")
if not game_state.buy_upgrade("int_damage"):
print("TEST_SHIP_LAB: FAIL (could not buy an upgrade with a lab built)")
quit(1)
return true
if game_state.upgrade_level("int_damage") != 1:
print("TEST_SHIP_LAB: FAIL (level did not rise)")
quit(1)
return true
if game_state.rocks != before_rocks - first_cost:
print("TEST_SHIP_LAB: FAIL (wrong price charged)")
quit(1)
return true
var second_cost: int = game_state.upgrade_cost("int_damage")
if second_cost <= first_cost:
print("TEST_SHIP_LAB: FAIL (level 2 costs %d, no more than level 1 at %d)" % [second_cost, first_cost])
quit(1)
return true
print("bought level 1 for %d, level 2 now costs %d" % [first_cost, second_cost])
# --- 4. it reaches ships already flying ----------------------
var flying: Node = fleet.ships[0]
if flying.projectile_damage != GameState.SHIP_BASE_DAMAGE + 1:
print("TEST_SHIP_LAB: FAIL (a ship already flying still does %d damage)" % flying.projectile_damage)
quit(1)
return true
print("ship already flying now does %d damage" % flying.projectile_damage)
# --- 7. per vessel type --------------------------------------
var trn_speed_before: float = game_state.transporter_speed()
game_state.buy_upgrade("int_speed")
if game_state.transporter_speed() != trn_speed_before:
print("TEST_SHIP_LAB: FAIL (an interceptor upgrade changed the transporter)")
quit(1)
return true
print("interceptor upgrades leave the transporter alone")
# --- 5. the shield vessel is unlocked at the lab -------------
if game_state.shield_vessel_unlocked():
print("TEST_SHIP_LAB: FAIL (shield vessel available before it was unlocked)")
quit(1)
return true
if game_state.queue_order(crafter_id, GameState.VESSEL_SHIELD):
print("TEST_SHIP_LAB: FAIL (crafter took a shield order before the type was unlocked)")
quit(1)
return true
if not game_state.unlock_shield_vessel():
print("TEST_SHIP_LAB: FAIL (could not unlock the shield vessel at the lab)")
quit(1)
return true
print("shield vessel unlocked at the lab")
# --- 6. a typed order comes back as that type ----------------
fleet.spawn_ships(1, Vector2.ZERO)
if not game_state.queue_order(crafter_id, GameState.VESSEL_SHIELD):
print("TEST_SHIP_LAB: FAIL (crafter refused a shield order after unlocking)")
quit(1)
return true
game_state.deposit_to_building(crafter_id, GameState.SHIELD_COST)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.6:
return false
var shield_ship: Node = null
for ship in fleet.ships:
if is_instance_valid(ship) and ship.vessel_type == GameState.VESSEL_SHIELD:
shield_ship = ship
if shield_ship == null:
print("TEST_SHIP_LAB: FAIL (the shield order produced no shield vessel: %d ships, owed %s)" % [
fleet.ships.size(), game_state.vessels_owed
])
quit(1)
return true
if not shield_ship.has_shield():
print("TEST_SHIP_LAB: FAIL (the shield vessel arrived with no shield up)")
quit(1)
return true
print("shield vessel built, shield up with %d charge(s)" % shield_ship.shield_charges)
print("TEST_SHIP_LAB: PASS")
quit(0)
return true
return false

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uid://cwwl0p787wqdh