#95: stop printing the bank twice in the research menu

The research table's LOCAL column was not merely equal to BANKED, it was the
same store: research lives on the mothership, the mothership is also the
bank, and building_inventory() redirects any bank-capable building to
bank_inventory itself. ResourceBar now drops LOCAL wherever it resolves to
the bank and lets the remaining two columns share the width. Anywhere else -
a crafter, a lab, the transfer panel - the column is untouched.

The "Research" heading went with it. It named a panel you can only reach by
pressing the research button, and it cost the tree canvas 128px, which the
table and the tree have now taken back.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-23 11:35:01 +02:00
commit 5f1b5a9b29
3 changed files with 205 additions and 19 deletions

View file

@ -0,0 +1,159 @@
extends SceneTree
# Headless test: run with
# godot --headless -s res://tests/test_research_bar_columns.gd
# Forgejo #95, both halves of it.
#
# The research menu's resource table printed BANKED, FLEET and LOCAL, and
# its LOCAL column was always a copy of BANKED. That was not a coincidence:
# the research action lives on the mothership, the mothership also carries
# the "bank" capability, and GameState.building_inventory() redirects any
# bank-capable building to bank_inventory itself. The two columns were the
# same store read twice.
#
# The panel also wore a "Research" heading, which named a screen you can
# only arrive at by pressing the research button, and charged the tree
# canvas 128px for the privilege.
#
# Covers:
# A. the research bar shows BANKED and FLEET and hides LOCAL
# B. the two remaining columns tile the full width - dropping one must not
# leave a third of the table blank
# C. a building that is NOT the bank still gets its LOCAL column, so the
# fix removes a duplicate rather than the feature
# D. no heading above the table, and the tree canvas starts right under it
const GAP_TOLERANCE: float = 48.0
var game_state: Node
var scene: Node
var controller: Node
var skill_menu: Control
var craft_menu: Control
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
# GameState is an autoload: a bare GameState.<instance member> does not
# compile in a SceneTree script, so the node is fetched by name instead.
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.reset_formation()
game_state.rocks = 500
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
controller = scene.get_node("BuildController")
skill_menu = scene.get_node("UI/SkillMenu")
craft_menu = scene.get_node("UI/CraftMenu")
func _building(building_type: String) -> Node2D:
for building in scene.get_node("BuildingField").spawned:
if is_instance_valid(building) and building.building_type == building_type:
return building
return null
func _shown_headers(bar: Control) -> Array:
var shown: Array = []
for label in bar._header_labels:
if label.visible and label.text != "":
shown.append(label.text)
return shown
func _process(delta: float) -> bool:
elapsed += delta
if stage == 0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
var field: Node = scene.get_node("BuildingField")
field.place(GameState.BUILDING_MOTHERSHIP, Vector2(400.0, 0.0))
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(-400.0, 0.0))
elapsed = 0.0
stage = 1
return false
if stage != 1 or elapsed < 0.2:
return false
stage = 2
var mothership: Node2D = _building(GameState.BUILDING_MOTHERSHIP)
if mothership == null:
return _fail("no mothership was placed")
controller.current_building = mothership
controller._on_action_pressed()
if not skill_menu.visible:
return _fail("the mothership did not open the research menu")
var bar: Control = scene.get_node("UI/SkillMenu/Bar")
# One frame of _process is what tells the bar its building changed.
bar._process(0.0)
# --- A. LOCAL is gone from the research table ----------------------
var headers: Array = _shown_headers(bar)
if headers != ["BANKED", "FLEET"]:
return _fail("the research table shows %s, not just BANKED and FLEET" % str(headers))
for resource_type in game_state.resource_types():
var row: Dictionary = bar._rows[resource_type]
if row.local.visible:
return _fail("the LOCAL value for %s is still drawn" % resource_type)
if not row.bank.visible or not row.fleet.visible:
return _fail("dropping LOCAL also hid a column that is not redundant")
print("the research table drops the LOCAL copy of BANKED")
# --- B. the survivors share the freed width -------------------------
var first_row: Dictionary = bar._rows[game_state.resource_types()[0]]
var covered: float = (first_row.fleet.position.x + first_row.fleet.size.x) \
- first_row.bank.position.x
var expected: float = bar.size.x - bar.size.x * 0.25
if not is_equal_approx(covered, expected):
return _fail("the two columns cover %.0fpx of %.0fpx - the dropped column left a hole" \
% [covered, expected])
print("BANKED and FLEET share the whole %.0fpx of value width" % covered)
# --- C. a non-bank building keeps its LOCAL column ------------------
skill_menu.visible = false
var crafter: Node2D = _building(GameState.BUILDING_SHIP_CRAFTER)
if crafter == null:
return _fail("no ship crafter was placed")
controller.current_building = crafter
controller._on_action_pressed()
if not craft_menu.visible:
return _fail("the crafter did not open the craft menu")
var craft_bar: Control = scene.get_node("UI/CraftMenu/Bar")
craft_bar._process(0.0)
var craft_headers: Array = _shown_headers(craft_bar)
if craft_headers != ["BANKED", "FLEET", "LOCAL"]:
return _fail("the crafter table shows %s - its LOCAL stock is not the bank" \
% str(craft_headers))
print("a building that is not the bank keeps LOCAL")
# --- D. no heading, and the tree starts under the table -------------
for child in skill_menu.get_children():
if child is Label and String(child.text).strip_edges() == "Research":
return _fail("the \"Research\" heading is still in the panel")
var tree_view: Control = scene.get_node("UI/SkillMenu/Tree")
var bar_bottom: float = bar.position.y + bar.size.y
var head_gap: float = tree_view.position.y - bar_bottom
if bar.position.y > GAP_TOLERANCE:
return _fail("%.0fpx of empty panel above the table - the heading's hole" % bar.position.y)
if head_gap < 0.0:
return _fail("the tree canvas overlaps the table above it")
if head_gap > GAP_TOLERANCE:
return _fail("%.0fpx of unused panel between the table and the tree" % head_gap)
print("no heading: the table sits %.0fpx down and the tree is %.0fpx tall" \
% [bar.position.y, tree_view.size.y])
print("TEST_RESEARCH_BAR_COLUMNS: PASS")
quit(0)
return true
func _fail(message: String) -> bool:
print("TEST_RESEARCH_BAR_COLUMNS: FAIL (%s)" % message)
quit(1)
return true

View file

@ -25,6 +25,11 @@ const LOCAL_COLOR: Color = Color(0.45, 0.9, 0.55)
var _header_labels: Array[Label] = [] var _header_labels: Array[Label] = []
var _rows: Dictionary = {} var _rows: Dictionary = {}
# The value columns, in the order they are drawn. LOCAL is dropped from this
# list at a building that IS the bank - see _local_is_banked().
const VALUE_KEYS: Array = ["bank", "fleet", "local"]
var _local_shown: bool = true
func _ready() -> void: func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE mouse_filter = Control.MOUSE_FILTER_IGNORE
@ -74,15 +79,38 @@ func _make_value_label(colour: Color) -> Label:
return label return label
# #95: at a building that IS the bank - the mothership carries both the "bank"
# and the "research" capability, so the research menu is always opened from one
# - building_inventory() redirects to bank_inventory itself, and LOCAL is not
# merely equal to BANKED but the very same store read twice. Printing the
# number again teaches nothing and costs a third of the table, so the column
# goes away there and the remaining two share the width.
func _local_is_banked() -> bool:
if building_id == 0:
return false
return GameState.building_inventory(building_id) == GameState.bank_inventory
func _visible_value_keys() -> Array:
return VALUE_KEYS if _local_shown else VALUE_KEYS.slice(0, 2)
func _layout() -> void: func _layout() -> void:
if _header_labels.is_empty(): if _header_labels.is_empty():
return return
var keys: Array = _visible_value_keys()
var resource_width: float = size.x * 0.25 var resource_width: float = size.x * 0.25
var value_width: float = (size.x - resource_width) / 3.0 var value_width: float = (size.x - resource_width) / float(keys.size())
var columns: Array = [0.0, resource_width, resource_width + value_width, var columns: Array = [0.0]
resource_width + value_width * 2.0] var widths: Array = [resource_width]
var widths: Array = [resource_width, value_width, value_width, value_width] for i in range(keys.size()):
columns.append(resource_width + value_width * float(i))
widths.append(value_width)
for i in range(_header_labels.size()): for i in range(_header_labels.size()):
var shown: bool = i < columns.size()
_header_labels[i].visible = shown
if not shown:
continue
_header_labels[i].position = Vector2(columns[i], 0.0) _header_labels[i].position = Vector2(columns[i], 0.0)
_header_labels[i].size = Vector2(widths[i], HEADER_HEIGHT) _header_labels[i].size = Vector2(widths[i], HEADER_HEIGHT)
@ -100,8 +128,11 @@ func _layout() -> void:
row.glyph.size = Vector2(content_height, content_height) row.glyph.size = Vector2(content_height, content_height)
row.name.position = Vector2(content_height + 10.0, y) row.name.position = Vector2(content_height + 10.0, y)
row.name.size = Vector2(resource_width - content_height - 10.0, row_height) row.name.size = Vector2(resource_width - content_height - 10.0, row_height)
for i in range(3): for i in range(VALUE_KEYS.size()):
var label: Label = row[["bank", "fleet", "local"][i]] var label: Label = row[VALUE_KEYS[i]]
label.visible = i < keys.size()
if not label.visible:
continue
label.position = Vector2(columns[i + 1], y) label.position = Vector2(columns[i + 1], y)
label.size = Vector2(widths[i + 1], row_height) label.size = Vector2(widths[i + 1], row_height)
row_index += 1 row_index += 1
@ -109,6 +140,12 @@ func _layout() -> void:
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
# building_id is assigned by whichever panel opens, so the column count can
# change between frames; re-lay out only when it actually flips.
var local_shown: bool = not _local_is_banked()
if local_shown != _local_shown:
_local_shown = local_shown
_layout()
for resource_type in GameState.resource_types(): for resource_type in GameState.resource_types():
var row: Dictionary = _rows.get(resource_type, {}) var row: Dictionary = _rows.get(resource_type, {})
if row.is_empty(): if row.is_empty():

View file

@ -2060,23 +2060,13 @@ anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.94) color = Color(0.03, 0.03, 0.08, 0.94)
[node name="TitleLabel" type="Label" parent="UI/SkillMenu"] [node name="Bar" type="Control" parent="UI/SkillMenu"]
mouse_filter = 2 mouse_filter = 2
anchor_right = 1.0 anchor_right = 1.0
offset_left = 24.0 offset_left = 24.0
offset_top = 20.0 offset_top = 20.0
offset_right = -160.0 offset_right = -160.0
offset_bottom = 82.0 offset_bottom = 156.0
text = "Research"
horizontal_alignment = 1
[node name="Bar" type="Control" parent="UI/SkillMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24.0
offset_top = 148.0
offset_right = -24.0
offset_bottom = 284.0
script = ExtResource("24") script = ExtResource("24")
[node name="Tree" type="Control" parent="UI/SkillMenu"] [node name="Tree" type="Control" parent="UI/SkillMenu"]
@ -2085,7 +2075,7 @@ clip_contents = true
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
offset_left = 24.0 offset_left = 24.0
offset_top = 296.0 offset_top = 168.0
offset_right = -24.0 offset_right = -24.0
offset_bottom = -280.0 offset_bottom = -280.0
script = ExtResource("21") script = ExtResource("21")