#162 - a single tap bought a research node outright. One physical tap arrives TWICE: Godot emulates a mouse button from every touch AND a touch from every mouse button, both project settings are on, and the menu's dispatcher routes InputEventScreenTouch and InputEventMouseButton alike to the tree. The second arrival found the node already selected and took itself for the confirming tap. Measured, not reasoned about - one tap produced two picks and two confirms. What is ignored is specifically the TWIN: same frame, same place, arriving through the other input kind. Deduping on frame and position alone also swallowed two genuine taps in one frame, which the test caught. #164 - the build menu predicted a caption's height from the COLUMN WIDTH: wide column, assume one line. Right for most names and wrong for the long ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are now measured against the font that draws them, and prices sized from PriceTag.wanted_height(), which existed for exactly this and was not being asked. Prices are set before anything is measured, because the old order laid out first and priced afterwards. The ship lab: its buy button is gone and a second tap on an option buys it, the same rule as the research tree; the explanation drops into the room that freed; research points move up into the resource table, where everything else being spent already is; the second row of options is placed from the first row's measured bottom rather than a constant; and the vessel strip is spaced from the panel's own width, so the eighth vessel is no longer half off the right edge. #160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so they sat on top of it. Moved after them, under the narration banner. Its title rule ran straight through the close button; the header band is now as tall as that button. #161 - the prologue widens the formation into a freight convoy by writing over GameState.formation, and nothing put it back. The player flew the convoy's 600-unit spread for the rest of the game - a shape nobody chose, which reads as the fleet having drifted apart. #163 - a quest to station a vessel at the outpost, after the one that asks for the outpost. Building one and crewing it are different acts, and an empty outpost holds nothing. #165 - the gas bomb's blast and a vessel arriving fast both damage a structure. The blast used to stop politely at anything the player owned, which made a bomb dropped on a besieged mothership a free way to sweep the attackers off it. Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only moving fast for the instant it arrives, and a ship sent in at 900 did no damage at all until this moved. Docking is free - the fleet sits on its own mothership constantly to bank ore - and garrison vessels are exempt outright, because they launch from their outpost and re-dock with it at speed. The suite caught that one: the ram rule was destroying the garrison as it launched. Suite 153/153. Four tests changed because what they pinned moved: the lab's buy button, the intro's formation, the research tree's tap delivery, and the build menu's own preview. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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18 changed files with 645 additions and 173 deletions
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@ -984,6 +984,17 @@ func is_outpost(building: Dictionary) -> bool:
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return building_has_capability(building, "garrison")
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# #163: how many vessels are actually standing at outposts, across all of
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# them. Counts the CREW rather than what was asked for - a vessel still in
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# transit has not started holding anything yet.
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func garrisoned_vessel_count() -> int:
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var total: int = 0
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for building in buildings:
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if is_outpost(building):
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total += garrison_crew(int(building.id)).size()
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return total
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func garrison_desired(id: int) -> Dictionary:
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var b: Dictionary = find_building(id)
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if b.is_empty() or not is_outpost(b):
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@ -3132,6 +3143,9 @@ func quest_progress(quest: Dictionary) -> Vector2i:
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return Vector2i(1 if vessel_is_unlocked(String(goal.get("vessel", ""))) else 0, 1)
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QUESTS.GOAL_RESEARCH:
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return Vector2i(1 if is_unlocked(String(goal.get("node", ""))) else 0, 1)
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QUESTS.GOAL_GARRISONED:
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var stationed: int = int(goal.get("count", 1))
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return Vector2i(mini(garrisoned_vessel_count(), stationed), stationed)
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QUESTS.GOAL_BANKED:
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var banked: int = int(goal.get("amount", 1))
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return Vector2i(mini(banked_resource(String(goal.get("resource",
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@ -45,6 +45,11 @@ const GOAL_RESEARCH: String = "research"
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# player can lay hands on. GOAL_RESOURCE counts the hold as well, and the
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# hold is exactly what this quest is about being too small.
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const GOAL_BANKED: String = "banked"
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# #163: a vessel actually STATIONED at an outpost. Building one and crewing it
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# are two different acts - the chain teaches the second, because an empty
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# outpost holds nothing and the player has no reason to discover the hangar
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# that fills it.
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const GOAL_GARRISONED: String = "garrisoned"
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const CHAIN: Array = [
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{
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@ -199,6 +204,14 @@ const CHAIN: Array = [
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"brief": "We cannot be everywhere. Research Forward Bases and build an outpost - vessels stationed there hold ground we are not standing on.",
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"done": "The outpost is crewed. That is one place we no longer have to fly back to.",
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},
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{
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"id": "garrison",
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"title": "STANDING WATCH",
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"objective": "Station a vessel at the outpost",
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"goal": {"kind": GOAL_GARRISONED, "count": 1},
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"brief": "An empty outpost is a building. Open its hangar and station a vessel there - it holds that ground whether we are there or not.",
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"done": "The outpost has a crew. It watches that approach now, and we do not have to.",
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},
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{
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"id": "worlds",
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"title": "THE SURVEY",
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