Build the logistics crews, and let them burn energy

#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.

Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.

#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
This commit is contained in:
Loïc Wisniewski 2026-09-05 19:09:35 +02:00
commit 265e121cb0
31 changed files with 1180 additions and 141 deletions

View file

@ -109,8 +109,13 @@ func _process(delta: float) -> bool:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (never spawned)")
quit(1)
return true
if not hub_building.available_actions().is_empty():
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (offers a manual resource transfer)")
# #216 gave the hub one action, and only one: saying how many
# transporters to keep here. Its ROUTES are still automatic -
# there is nothing to hand-carry - so a transfer action would put
# back exactly what this check was written to keep out.
if hub_building.available_actions() != PackedStringArray(["staff"]):
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (offers %s, expected only the crew menu)" \
% [hub_building.available_actions()])
quit(1)
return true
for ship in scene.get_node("Fleet").ships:
@ -152,9 +157,14 @@ func _process(delta: float) -> bool:
# --- 4. animates without ever redrawing (#10) ----------------
if elapsed < 2.0:
return false
# #216 gave the hub one button - how many transporters to keep
# here. The TRANSFER button stays absent: its routes are still
# automatic, and hand-carrying to a hub is what this check was
# written to keep out.
if controller.current_building != hub_building \
or controller.action_button.visible or controller.transfer_button.visible:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (actionless hub context current=%s expected=%s action=%s transfer=%s)" % [
or not controller.action_button.visible \
or controller.transfer_button.visible:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (hub context current=%s expected=%s action=%s transfer=%s)" % [
controller.current_building, hub_building, controller.action_button.visible,
controller.transfer_button.visible,
])