#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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@ -21,6 +21,13 @@ const VALUE_FONT_SIZE: int = 24
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const RULE_COLOR: Color = Color(0.25, 0.55, 0.7)
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const FLEET_COLOR: Color = Color(1.0, 0.78, 0.25)
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const LOCAL_COLOR: Color = Color(0.45, 0.9, 0.55)
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# #164: research points belong up here with everything else the player is
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# spending, rather than buried in a sentence at the bottom of whichever panel
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# happens to mention them. They are NOT a resource - no inventory, no glyph in
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# the catalog, nothing carries them - so they get a written mark and only the
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# banked column, exactly the treatment PriceTag already gives them.
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const POINT_COLOR: Color = Color(0.72, 0.62, 1.0)
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const POINT_NAME: String = "RESEARCH"
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var _header_labels: Array[Label] = []
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var _rows: Dictionary = {}
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@ -29,6 +36,7 @@ var _rows: Dictionary = {}
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# list where it would only repeat another column - see _local_is_redundant().
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const VALUE_KEYS: Array = ["bank", "fleet", "local"]
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var _local_shown: bool = true
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var _points_row: Dictionary = {}
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func _ready() -> void:
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@ -56,6 +64,12 @@ func _ready() -> void:
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"fleet": fleet_label, "local": local_label,
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}
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var point_name := _make_label(POINT_NAME, NAME_FONT_SIZE, POINT_COLOR)
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add_child(point_name)
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var point_value := _make_value_label(POINT_COLOR)
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add_child(point_value)
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_points_row = {"name": point_name, "value": point_value}
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resized.connect(_layout)
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_layout()
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queue_redraw()
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@ -121,7 +135,8 @@ func _layout() -> void:
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_header_labels[i].position = Vector2(columns[i], 0.0)
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_header_labels[i].size = Vector2(widths[i], HEADER_HEIGHT)
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var rows: float = maxf(1.0, float(_rows.size()))
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# One row per resource, plus the research-point line.
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var rows: float = maxf(1.0, float(_rows.size() + 1))
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# The gap is taken OUT of the available height rather than added on top of
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# each row, so the table still ends exactly where its box does however many
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# resources the catalog grows to.
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@ -143,6 +158,18 @@ func _layout() -> void:
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label.position = Vector2(columns[i + 1], y)
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label.size = Vector2(widths[i + 1], row_height)
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row_index += 1
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if not _points_row.is_empty():
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var y: float = HEADER_HEIGHT + float(row_index) * row_height
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var content_height: float = row_height - ROW_GAP
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# Indented to where the resource NAMES start rather than where their
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# glyphs do, so the column of words stays a column and the missing
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# glyph reads as "not one of these" rather than as a gap.
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_points_row.name.position = Vector2(content_height + 10.0, y)
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_points_row.name.size = Vector2(resource_width - content_height - 10.0, row_height)
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_points_row.value.position = Vector2(columns[1], y)
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_points_row.value.size = Vector2(widths[1], row_height)
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queue_redraw()
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@ -161,6 +188,8 @@ func _process(_delta: float) -> void:
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row.fleet.text = str(GameState.fleet_resource(resource_type))
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row.local.text = str(GameState.building_resource(building_id, resource_type)) \
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if building_id != 0 else "—"
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if not _points_row.is_empty():
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_points_row.value.text = str(GameState.research_points)
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static func natural_height() -> float:
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