#145 - the extractor quest could never be completed. Extractors are placed onto a planet from space and live in GameState.extractors, with their own position, stock and id; they are not in `buildings`. So the goal asked has_building_of_type("extractor"), which is false however many the player builds. Not the death the reporter guessed at - the quest was simply asking a question that had no yes. structure_exists() is the question anything wanting "does the player have one of these" should ask, and the quest model asks it now. The regression test builds every structure quest's target THE WAY THE GAME BUILDS IT and watches the goal flip, rather than knowing which array each one lands in - the knowing is what got this wrong in the first place. #144 - the build menu's status line is anchored to the top of the panel and its grid to the panel's centre, so the gap between the two is half the panel height. It was a written-down constant, correct only at 1280 tall; at 1080 the grid started four pixels ABOVE the status line and drew through it. Nothing about that geometry is written against a screen size any more. The band is measured from the header that is actually there, the pitch closes up to fit it (never below a row's own height, which is what makes overlap impossible rather than unlikely), and the column count rises until the rows fit - so a short window gets a wide grid instead of one running off the bottom. Ten structures now lay out as 5 columns at 900px tall, 4 at 1080, 3 at 1280 and 2 at 1600, clearing the header at every one, which is what the test walks. #143 - a hangar caption is "Gas Bomber\n2 available": two lines before autowrap and three after it in a narrow column, at a size fixed in the scene. Labels do not clip by default, so the third line was drawn over the icon of the row below. The size is fitted to the box the layout works out, and the box clips - the first keeps it legible, the second keeps it correct however the vessel names grow. Its box also overhung by exactly HANGAR_LABEL_GAP: the layout subtracted one gap where it needed two, above the caption and below it. Two pixels, but two pixels inside the next row's icon.
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5 changed files with 267 additions and 55 deletions
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@ -20,6 +20,10 @@ extends SceneTree
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# 6. #136 - with every structure researched, no two entries overlap. The
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# grid used to be a fixed list of row positions read with a clamp, so
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# the first row that would not fit was drawn on top of another one
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# 7. #144 - and that holds at any window shape. The header is anchored to
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# the top of the panel and the grid to its centre, so the gap between
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# them is half the panel height - it was a constant measured at 1280,
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# and at 1080 the grid started above the status line and drew through it
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var game_state: Node
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var scene: Node
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@ -122,8 +126,8 @@ func _process(delta: float) -> bool:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (a gap was left where a hidden entry used to be)")
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quit(1)
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return true
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var col_x: float = float(controller.MENU_COL_X[columns])
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var want_x: float = -col_x if i % 2 == 0 else col_x
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var spacing: float = controller.menu_column_spacing(columns)
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var want_x: float = -spacing * 0.5 if i % 2 == 0 else spacing * 0.5
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if absf(slots[i][1] - want_x) > 0.01:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (entry %d at x=%.1f, expected %.1f)" % [i, slots[i][1], want_x])
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quit(1)
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@ -154,6 +158,49 @@ func _process(delta: float) -> bool:
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print("%d structures on offer, in %d columns, nothing overlapping" \
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% [all_shown.size(), controller.menu_columns(all_shown.size())])
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# --- 7. #144: and at any window shape ------------------------
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# The grid is anchored to the panel's CENTRE and the status line
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# above it to the panel's TOP, so the gap between them is half
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# the panel height. It used to be a written-down constant, right
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# only at 1280 - at 1080 the grid started above the status line
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# and drew through it, which is what the ticket reported.
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var menu: Control = scene.get_node("UI/BuildMenu")
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var status: Control = scene.get_node("UI/BuildMenu/StatusLabel")
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var restore: float = menu.offset_bottom
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for panel_height in [900.0, 1080.0, 1280.0, 1600.0]:
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menu.anchor_bottom = 0.0
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menu.offset_top = 0.0
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menu.offset_bottom = panel_height
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controller._refresh_build_status()
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var half: float = menu.size.y * 0.5
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# The status line's own bottom, in the grid's centre-anchored
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# frame - which is the comparison that was never made.
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var header_bottom: float = status.offset_bottom - half
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var placed: Array = _shown()
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for a in range(placed.size()):
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for part in [1, 2, 3]:
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var box: Rect2 = _rect(placed[a][part])
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if box.position.y < header_bottom:
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (at %.0fpx tall, %s is drawn at y=%.0f, above the status line at %.0f)" \
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% [panel_height, placed[a][0], box.position.y, header_bottom])
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quit(1)
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return true
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for b in range(a + 1, placed.size()):
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for part2 in [1, 2, 3]:
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if _rect(placed[a][part2]).intersects(_rect(placed[b][part2])):
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print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (at %.0fpx tall, %s and %s overlap)" \
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% [panel_height, placed[a][0], placed[b][0]])
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quit(1)
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return true
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print(" %.0fpx tall: %d columns, top row at %.0f, clear of the status line at %.0f" \
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% [panel_height, controller.menu_columns(placed.size()),
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_rect(placed[0][1]).position.y, header_bottom])
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menu.anchor_bottom = 1.0
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menu.offset_top = 0.0
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menu.offset_bottom = restore
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controller._refresh_build_status()
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print("the grid clears the header at every window shape")
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# --- 5. researched but not usable is shown, greyed ----------
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var extractor_shown: bool = false
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for e in shown2:
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