Refine context actions and preserve fleet landings

This commit is contained in:
Loïc Wisniewski 2026-08-14 23:15:12 +02:00
commit 663648d949
20 changed files with 197 additions and 103 deletions

View file

@ -6,10 +6,8 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
# Space-side building UI. Owns:
# - the build menu (place a mothership, ship crafter or command centre)
# - the shared ACTION button, which adapts to whatever the fleet is
# standing on (craft ships at a crafter, configure formation at a
# command centre). The enter-atmosphere prompt uses the same slot, and
# PlanetAtmosphereController suppresses itself while a building prompt
# is showing so the two can never fight over it.
# standing on (craft ships, configure formation, or land). One action
# fires directly; multiple actions unfold horizontally.
# - rebuilding a wiped-out fleet at the mothership
#
# Buildings themselves live in GameState (they must outlive the trip to a
@ -23,6 +21,8 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
@onready var build_button: IconButton = get_node("../UI/BuildButton")
@onready var action_button: IconButton = get_node("../UI/BuildActionButton")
@onready var building_action_button: IconButton = get_node("../UI/BuildingActionButton")
@onready var landing_button: IconButton = get_node("../UI/EnterAtmosphereButton")
@onready var landing_controller: Node2D = get_node("../LandingController")
@onready var build_menu: Control = get_node("../UI/BuildMenu")
@onready var build_close_button: IconButton = get_node("../UI/BuildMenu/CloseButton")
@ -113,8 +113,9 @@ var lab_building_id: int = 0
# --- the transfer panel (#24) ---------------------------------------------
# Ore used to be moved from inside whichever panel happened to be open: "load
# ore" lived in the research screen, "store ore here" in the ship crafter.
# Both are now one top-level button that works at every building and in both
# directions, so moving ore is never buried under an unrelated menu.
# Both are now one top-level shortcut beside Build at resource-bearing
# locations and work in both directions, so moving cargo is never buried
# under an unrelated action foldout.
@onready var transfer_button: IconButton = get_node("../UI/TransferButton")
@onready var transfer_menu: Control = get_node("../UI/TransferMenu")
@onready var transfer_status: Label = get_node("../UI/TransferMenu/StatusLabel")
@ -165,6 +166,7 @@ var current_building: Node2D = null
var pending_building: Node2D = null
var current_extractor_index: int = -1
var pending_extractor_index: int = -1
var current_landing_planet: Node2D = null
var pending_time: float = 0.0
var context_actions_expanded: bool = false
@ -218,6 +220,7 @@ func _ready() -> void:
transfer_menu.visible = false
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
hangar_menu.visible = false
@ -239,10 +242,10 @@ func _configure_build_menu_entries() -> void:
build_menu_entries.append([definition.definition_id, button, label, cost_number, definition])
# True while a building prompt or panel owns the shared action slot, so the
# enter-atmosphere prompt knows to stay out of the way.
# True while a modal panel owns the shared context controls. A plain building
# prompt is not modal: landing can coexist with its actions in the same foldout.
func is_showing_building_prompt() -> bool:
return current_building != null or build_menu.visible or craft_menu.visible \
return build_menu.visible or craft_menu.visible \
or formation_menu.visible or skill_menu.visible or transfer_menu.visible \
or hangar_menu.visible
@ -309,8 +312,10 @@ func _process(delta: float) -> void:
pending_building = null
current_extractor_index = -1
pending_extractor_index = -1
current_landing_planet = null
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
context_actions_expanded = false
@ -332,28 +337,27 @@ func _process(delta: float) -> void:
else:
pending_time += delta
var detected_landing_planet: Node2D = landing_controller.current_planet
if pending_time < prompt_debounce_time or (pending_building == current_building \
and pending_extractor_index == current_extractor_index):
and pending_extractor_index == current_extractor_index \
and detected_landing_planet == current_landing_planet):
return
current_building = pending_building
current_extractor_index = pending_extractor_index
current_landing_planet = detected_landing_planet
context_actions_expanded = false
hangar_button.visible = false
# Every building can hold ore, so the transfer button rides alongside the
# action button rather than being one of the things the action button
# turns into - the two are independent choices at the same structure.
transfer_button.visible = false
building_action_button.visible = false
action_button.visible = current_building != null or current_extractor_index >= 0
landing_button.visible = false
transfer_button.visible = _has_transfer_context()
var actions: Array = _context_action_buttons()
action_button.visible = not actions.is_empty()
if current_building != null:
var actions: Array = _context_action_buttons()
building_action_button.icon = int(current_building.definition.action_icon)
building_action_button.queue_redraw()
action_button.icon = building_action_button.icon if actions.size() == 1 else IconButton.Icon.ACTION_MENU
action_button.queue_redraw()
elif current_extractor_index >= 0:
action_button.icon = IconButton.Icon.TRANSFER
if not actions.is_empty():
action_button.icon = int(actions[0].icon) if actions.size() == 1 else IconButton.Icon.ACTION_MENU
action_button.queue_redraw()
_layout_context_buttons()
@ -381,33 +385,41 @@ func _layout_context_buttons() -> void:
func _context_action_buttons() -> Array:
if current_extractor_index >= 0:
return [transfer_button]
if current_building == null:
return []
var buttons: Array = []
for action in current_building.available_actions():
var button: IconButton = _button_for_building_action(action)
if button != null and button not in buttons:
buttons.append(button)
if current_building != null:
for action in current_building.available_actions():
var button: IconButton = _button_for_building_action(action)
if button != null and button not in buttons:
buttons.append(button)
if current_landing_planet != null:
buttons.append(landing_button)
return buttons
func _has_transfer_context() -> bool:
if current_extractor_index >= 0:
return true
return current_building != null and current_building.available_actions().has("transfer")
func _button_for_building_action(action: String) -> IconButton:
if action == "transfer":
return transfer_button
return null
if action == "hangar":
return hangar_button
return building_action_button
func _on_context_action_pressed() -> void:
if current_building == null and current_extractor_index < 0:
if current_building == null and current_extractor_index < 0 \
and current_landing_planet == null:
return
var actions: Array = _context_action_buttons()
if actions.size() == 1:
if actions[0] == transfer_button:
_on_transfer_pressed()
if actions[0] == landing_button:
landing_controller._on_enter_pressed()
elif actions[0] == hangar_button:
_on_hangar_pressed()
else:
_on_action_pressed()
return

View file

@ -4,10 +4,9 @@ extends Node2D
# centre) rather than being fixed here, so a layout the player arranged
# survives scene swaps and fleet rebuilds. Ships are always
# spawned programmatically (spawn_ships), using however many of these
# offsets are needed - both for a fresh start (5 ships) and for restoring
# a possibly-smaller surviving fleet after returning from a planet's
# surface, so both cases share one code path instead of two that could
# drift out of sync.
# offsets are needed. The optional vessel-type list preserves the exact
# mixed fleet through scene swaps; a fresh start still defaults each slot
# to an interceptor.
# The fleet's cruise speed. This is the speed of the FLEET as a whole: the
# anchor below advances at exactly this rate, and individual ships are
# allowed to fly faster than it (Ship.max_speed) so they can close on their
@ -44,7 +43,8 @@ func _on_vessel_upgraded(_id: String) -> void:
ship.apply_vessel_stats()
func spawn_ships(count: int, center: Vector2 = Vector2.ZERO) -> void:
func spawn_ships(count: int, center: Vector2 = Vector2.ZERO,
vessel_types: PackedStringArray = PackedStringArray()) -> void:
for ship in ships:
if is_instance_valid(ship):
ship.queue_free()
@ -55,6 +55,8 @@ func spawn_ships(count: int, center: Vector2 = Vector2.ZERO) -> void:
for i in range(n):
var offset: Vector2 = GameState.formation[i]
var ship: Area2D = ship_scene.instantiate()
if i < vessel_types.size():
ship.vessel_type = vessel_types[i]
ship.position = center + offset
ship.glow_color = ship_glow_color
ship.core_color = ship_core_color
@ -67,6 +69,14 @@ func spawn_ships(count: int, center: Vector2 = Vector2.ZERO) -> void:
fleet_target = center
func vessel_types() -> PackedStringArray:
var result: PackedStringArray = PackedStringArray()
for ship in ships:
if is_instance_valid(ship):
result.append(String(ship.vessel_type))
return result
func add_ship(vessel_type: String = GameState.VESSEL_INTERCEPTOR) -> bool:
# Adds one vessel in the next free formation slot (bought from a ship
# crafter). Returns false when the wedge is already full.

View file

@ -14,6 +14,7 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
var has_return_position: bool = false
var surviving_ship_count: int = 5
var surviving_vessel_types: PackedStringArray = PackedStringArray()
var return_world_position: Vector2 = Vector2.ZERO
var return_camera_zoom: float = 1.0

View file

@ -148,20 +148,19 @@ digit_height = 38.0
[node name="PlanetNameLabel" type="Label" parent="UI"]
visible = false
offset_left = 24
offset_top = 156
offset_top = 480
offset_right = 696
offset_bottom = 282
offset_bottom = 532
text = ""
horizontal_alignment = 1
theme_override_font_sizes/font_size = 32
[node name="EnterAtmosphereButton" type="Control" parent="UI"]
visible = false
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 24
offset_right = 172
offset_top = -720
offset_bottom = -572
offset_left = 188
offset_top = 324
offset_right = 336
offset_bottom = 472
script = ExtResource("10")
icon = 3
@ -203,10 +202,10 @@ glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="TransferButton" type="Control" parent="UI"]
visible = false
offset_left = 24
offset_right = 172
offset_top = 488
offset_bottom = 636
offset_left = 188
offset_top = 160
offset_right = 336
offset_bottom = 308
script = ExtResource("10")
icon = 14
glow_color = Color(1, 0.78, 0.25, 1)

View file

@ -34,7 +34,8 @@ func _ready() -> void:
enter_button.pressed.connect(_on_enter_pressed)
if GameState.has_return_position:
fleet.spawn_ships(GameState.surviving_ship_count, GameState.return_world_position)
fleet.spawn_ships(GameState.surviving_ship_count, GameState.return_world_position,
GameState.surviving_vessel_types)
camera.position = GameState.return_world_position
camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
GameState.has_return_position = false
@ -57,16 +58,12 @@ func _process(delta: float) -> void:
return
if world_map.visible or build_controller.is_showing_building_prompt():
# EnterAtmosphereButton shares one "action" slot with the map's
# RecenterButton and with BuildController's building prompt - it doesn't make sense to enter
# a planet's atmosphere while looking at the star map anyway, so
# suppress the prompt entirely rather than let it sit hidden
# behind the map's backdrop only to pop back in the instant the
# map closes.
# Context actions belong to BuildController. This controller owns the
# debounced planet selection and label, and suppresses both while a modal
# screen is open.
current_planet = null
pending_planet = null
planet_name_label.visible = false
enter_button.visible = false
return
# Debounced: only commit a visible/hidden change once the raw
@ -90,10 +87,8 @@ func _process(delta: float) -> void:
if current_planet != null:
planet_name_label.text = current_planet.planet_name
planet_name_label.visible = true
enter_button.visible = true
else:
planet_name_label.visible = false
enter_button.visible = false
func _on_enter_pressed() -> void:
@ -105,6 +100,7 @@ func _on_enter_pressed() -> void:
GameState.has_return_position = true
GameState.surviving_ship_count = fleet.ships.size()
GameState.surviving_vessel_types = fleet.vessel_types()
# The planet's own position, not fleet.get_centroid() - the fleet only
# needs to be somewhere within the planet's landing radius (not
# centered exactly on it) for the prompt to show, so the centroid can

View file

@ -3,9 +3,9 @@ extends Node2D
const SURFACE_PROFILES = preload("res://PlanetSurfaceProfiles.gd")
const PLANET_DEFINITIONS = preload("res://PlanetDefinitions.gd")
# Bootstraps the surviving fleet on this scene's own startup (from
# GameState, since this is a fresh scene tree - nothing here carries
# over automatically) and handles the always-available exit prompt that
# Bootstraps the surviving fleet, including each vessel type, on this scene's
# own startup (from GameState, since this is a fresh scene tree - nothing here
# carries over automatically) and handles the always-available exit prompt that
# fades back out to Main.tscn, restoring the fleet at wherever it left
# space from.
@ -25,7 +25,8 @@ var transitioning: bool = false
func _ready() -> void:
var planet_definition: Resource = PLANET_DEFINITIONS.get_definition(GameState.planet_definition_id)
_compose_surface(SURFACE_PROFILES.get_profile(planet_definition.surface_profile_id))
fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO)
fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO,
GameState.surviving_vessel_types)
camera.position = Vector2.ZERO
camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
planet_name_label.text = GameState.planet_name
@ -57,6 +58,7 @@ func _on_exit_pressed() -> void:
transitioning = true
GameState.surviving_ship_count = fleet.ships.size()
GameState.surviving_vessel_types = fleet.vessel_types()
var tween: Tween = create_tween()
tween.tween_property(fade_rect, "color:a", 1.0, fade_duration)

View file

@ -1,11 +1,6 @@
[gd_scene load_steps=3 format=3]
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://TransportHubBuildingVisual.gd" id="1"]
[ext_resource type="Script" path="res://BuildingActionProvider.gd" id="2"]
[node name="Visual" type="Node2D"]
script = ExtResource("1")
[node name="ActionProvider" type="Node" parent="."]
script = ExtResource("2")
actions = PackedStringArray("transfer")

View file

@ -0,0 +1,37 @@
extends Node
# Visual-only phone preview for the top-level context controls. It composes a
# mothership action set with a landing action so the horizontal foldout and
# the independent Transfer shortcut can be inspected in one screenshot.
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
var main: Node2D = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("AsteroidField").set_process(false)
main.get_node("EnemySpawner").set_process(false)
main.get_node("LandingController").set_process(false)
var building: Node2D = load("res://Building.tscn").instantiate()
building.definition_id = GameState.BUILDING_MOTHERSHIP
building.position = Vector2(0, 420)
main.add_child(building)
var controller: Node2D = main.get_node("BuildController")
controller.set_process(false)
controller.current_building = building
var planet: Node2D = Node2D.new()
main.add_child(planet)
controller.current_landing_planet = planet
controller.building_action_button.icon = int(building.definition.action_icon)
controller.transfer_button.visible = controller._has_transfer_context()
controller.action_button.visible = true
controller.action_button.icon = IconButton.Icon.ACTION_MENU
controller.context_actions_expanded = true
controller._layout_context_buttons()
var label: Label = main.get_node("UI/PlanetNameLabel")
label.text = "PLANET ACTIONS"
label.visible = true

View file

@ -0,0 +1 @@
uid://r4kyx6d4s60i

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_context_actions_preview.gd" id="1"]
[node name="ContextActionsPreview" type="Node"]
script = ExtResource("1")

View file

@ -21,8 +21,12 @@ func _initialize() -> void:
])
return
var provider: Node = building.visual.get_node_or_null("ActionProvider")
if provider == null or not provider.actions.has("transfer"):
_fail("%s has no composed action provider" % definition.definition_id)
if definition.definition_id == GameState.BUILDING_TRANSPORT_HUB:
if provider != null or not building.available_actions().is_empty():
_fail("transport hub composed a manual action")
return
elif provider == null or not provider.actions.has("transfer"):
_fail("%s has no composed transfer action" % definition.definition_id)
return
building.free()

View file

@ -96,10 +96,9 @@ func _process(delta: float) -> bool:
print("TEST_CRAFTER_FEEDBACK: FAIL (fleet parked on the crafter never registered)")
quit(1)
return true
# A crafter now has both Craft and Transfer, so the shared action
# button unfolds those choices before the craft action is selected.
# Transfer has its own shortcut beside Build, leaving Craft as the
# single contextual action that fires directly.
_tap(controller.action_button)
_tap(controller.building_action_button)
if not controller.craft_menu.visible:
print("TEST_CRAFTER_FEEDBACK: FAIL (the action button did not open the crafter panel)")
quit(1)

View file

@ -48,11 +48,13 @@ func _process(delta: float) -> bool:
1:
if elapsed < 1.2:
return false
if controller.current_extractor_index != extractor_index or not controller.action_button.visible:
return _fail("extractor did not expose a contextual action")
if not scene.get_node("UI/EnterAtmosphereButton").visible:
return _fail("extractor action hid the separate landing action")
controller._on_context_action_pressed()
if controller.current_extractor_index != extractor_index or not controller.transfer_button.visible:
return _fail("extractor did not expose the transfer shortcut")
if not controller.action_button.visible \
or controller.action_button.icon != controller.landing_button.icon \
or controller.landing_button.visible:
return _fail("landing was not folded into the shared action control")
controller._on_transfer_pressed()
if not controller.transfer_menu.visible or controller.transfer_list.extractor_index != extractor_index:
return _fail("transfer panel did not bind to the extractor")
var before: int = state.fleet_resource(resource_type)
@ -61,7 +63,7 @@ func _process(delta: float) -> bool:
return _fail("fleet did not fetch five resources from extractor")
if state.extractor_resource(extractor_index, resource_type) < 7:
return _fail("extractor transfer removed too much stock")
print("fleet fetched %s from extractor while landing remained available" % resource_type)
print("fleet fetched %s while landing remained the contextual action" % resource_type)
print("TEST_EXTRACTOR_TRANSFER: PASS")
quit(0)
return true

View file

@ -63,24 +63,30 @@ func _process(delta: float) -> bool:
_fail("hangar allowed the last deployed ship to be stored")
return true
# Context actions are compact until expanded. A mothership has three
# choices: research, transfer cargo and hangar, which unfold in their
# own non-overlapping berths to the right only after expansion.
# Context actions are compact until expanded. A mothership unfolds
# research and hangar; transfer stays as a persistent shortcut beside
# Build and is not duplicated in the foldout.
var mothership: Node2D = load("res://Building.tscn").instantiate()
mothership.set("building_type", GameState.BUILDING_MOTHERSHIP)
mothership._ready()
controller.current_building = mothership
controller.context_actions_expanded = true
controller.transfer_button.visible = controller._has_transfer_context()
controller._layout_context_buttons()
var buttons: Array = [controller.building_action_button, controller.transfer_button, controller.hangar_button]
var buttons: Array = [controller.building_action_button, controller.hangar_button]
for i in range(buttons.size() - 1):
if buttons[i].offset_right > buttons[i + 1].offset_left:
_fail("context buttons %d and %d overlap" % [i, i + 1])
return true
controller._collapse_context_actions()
if controller.building_action_button.visible or controller.transfer_button.visible or controller.hangar_button.visible:
if controller.building_action_button.visible or controller.hangar_button.visible:
_fail("collapsing the context button left an action visible")
return true
if not controller.transfer_button.visible \
or controller.transfer_button.offset_top != controller.build_button.offset_top \
or controller.transfer_button.offset_left <= controller.build_button.offset_left:
_fail("transfer shortcut is not beside Build")
return true
mothership.free()
print("hangar crews and stores typed vessels; contextual actions expand and collapse")
print("TEST_HANGAR_MANAGEMENT: PASS")

View file

@ -24,7 +24,13 @@ var target_chunk: Vector2i
var position_before_leaving: Vector2
var cached_fade_duration: float = 0.4
var returned_ship_count: int = -1
var returned_vessel_types: PackedStringArray = PackedStringArray()
var game_state: Node
var expected_vessel_types: PackedStringArray = PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_TRANSPORTER, GameState.VESSEL_SHIELD,
GameState.VESSEL_INTERCEPTOR,
])
func _initialize() -> void:
@ -58,7 +64,7 @@ func _initialize() -> void:
landing_controller = main_scene.get_node("LandingController")
asteroid_field_ref = main_scene.get_node("AsteroidField")
planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:
@ -85,6 +91,10 @@ func _process(delta: float) -> bool:
# collide with a ship mid-test. Clear the existing ones too.
for a in get_nodes_in_group("asteroids"):
a.queue_free()
# A mixed fleet proves the handoff preserves composition rather
# than merely reconstructing the same number of interceptors.
fleet.spawn_ships(expected_vessel_types.size(), fleet.get_centroid(),
expected_vessel_types)
# Get the fleet into the target chunk's vicinity first so
# PlanetField's spawn radius covers it - the planet's own exact
@ -151,12 +161,13 @@ func _process(delta: float) -> bool:
var surface_fleet: Node = current_scene.get_node("Fleet")
var ship_count_ok: bool = surface_fleet.ships.size() == 5
var composition_ok: bool = surface_fleet.vessel_types() == expected_vessel_types
var no_asteroids: bool = get_nodes_in_group("asteroids").is_empty()
var no_enemies: bool = get_nodes_in_group("enemies").is_empty()
print("ship_count_ok=%s (count=%d) no_asteroids=%s no_enemies=%s" % [
ship_count_ok, surface_fleet.ships.size(), no_asteroids, no_enemies
])
if not (ship_count_ok and no_asteroids and no_enemies):
if not (ship_count_ok and composition_ok and no_asteroids and no_enemies):
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (surface scene contents wrong)")
quit(1)
return true
@ -217,6 +228,7 @@ func _process(delta: float) -> bool:
for a in get_nodes_in_group("asteroids"):
a.queue_free()
returned_ship_count = space_fleet.ships.size()
returned_vessel_types = space_fleet.vessel_types()
# Ships respawn in a wedge and then steer into formation, so the
# centroid only means anything once they have actually stopped.
@ -236,12 +248,13 @@ func _process(delta: float) -> bool:
# across correctly and a fleet came back.
var handoff_ok: bool = game_state.surviving_ship_count == 5
var ship_count_ok: bool = handoff_ok and returned_ship_count >= 1
var composition_ok: bool = returned_vessel_types == expected_vessel_types
var position_ok: bool = space_fleet.get_centroid().distance_to(position_before_leaving) < 50.0
print("handoff=%d returned_ships=%d ship_count_ok=%s position_ok=%s centroid=%s expected=%s" % [
game_state.surviving_ship_count, returned_ship_count,
ship_count_ok, position_ok, space_fleet.get_centroid(), position_before_leaving
])
if ship_count_ok and position_ok:
if ship_count_ok and composition_ok and position_ok:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: PASS")
quit(0)
else:

View file

@ -2,14 +2,8 @@ extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_prompt_map_interaction.gd
# Regression test for a real bug: EnterAtmosphereButton (shown while
# standing on a planet, bottom-center) and the world map's own
# RecenterButton (also bottom-center) occupy the exact same screen
# position. Opening the map while standing on a planet must suppress the
# enter-atmosphere prompt entirely - not just let it sit hidden behind
# the map's backdrop, since closing the map would then abruptly reveal it
# at the same instant RecenterButton disappears (which is what most
# plausibly explains "buttons blinking/disappearing").
# Opening the map while standing on a planet must suppress the shared
# contextual action and planet label, then restore them after closing.
var main_scene: Node
var fleet: Node
@ -48,7 +42,7 @@ func _initialize() -> void:
world_map = main_scene.get_node("UI/WorldMap")
map_button = main_scene.get_node("UI/MapButton")
planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:

View file

@ -47,7 +47,7 @@ func _initialize() -> void:
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)

View file

@ -7,8 +7,8 @@ extends SceneTree
# research screen.
#
# Verifies:
# 1. the transfer button appears alongside the action button whenever the
# fleet is standing on a building, and opens the transfer panel bound to
# 1. the transfer shortcut appears beside Build whenever the fleet is
# standing on a transferable building, and opens the panel bound to
# THAT building - the `== 0` guard failure that made every crafter
# button look dead is the same trap here
# 2. ore moves both ways at an ordinary building, capped by what is
@ -73,8 +73,6 @@ func _tap(button: Control) -> void:
func _open_transfer() -> void:
# Contextual choices collapse into one button until it is opened.
_tap(controller.action_button)
_tap(controller.transfer_button)
@ -108,6 +106,8 @@ func _process(delta: float) -> bool:
return false
_expect(controller.current_building != null,
"parking on the crafter never registered")
_expect(controller.transfer_button.visible,
"transfer shortcut did not appear beside Build")
_open_transfer()
_expect(controller.transfer_menu.visible,
"tapping the transfer button did not open the panel")

View file

@ -44,7 +44,7 @@ func _initialize() -> void:
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
landing_controller = main_scene.get_node("LandingController")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:

View file

@ -24,6 +24,7 @@ var scene: Node
var field: Node
var controller: Node
var map_content: Node2D
var hub_building: Node2D
var hub: Node2D
var stage: int = 0
var elapsed: float = 0.0
@ -101,11 +102,19 @@ func _process(delta: float) -> bool:
return false
for b in field.spawned:
if is_instance_valid(b) and b.building_type == GameState.BUILDING_TRANSPORT_HUB:
hub_building = b
hub = b.visual
if hub == null:
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)")
quit(1)
return true
for ship in scene.get_node("Fleet").ships:
ship.position = HUB_AT
scene.get_node("Fleet").move_to(HUB_AT)
# --- 3. drawn as itself, not via the crafter catch-all -------
# _hub_traffic only exists if _ready() took the transport-hub
@ -142,6 +151,14 @@ func _process(delta: float) -> bool:
# --- 4. animates without ever redrawing (#10) ----------------
if elapsed < 2.0:
return false
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)" % [
controller.current_building, hub_building, controller.action_button.visible,
controller.transfer_button.visible,
])
quit(1)
return true
print("rasterisations after %.1fs: %d" % [elapsed, hub.draw_count])
if hub.draw_count != 1:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (redrew its geometry %d times to animate)" % hub.draw_count)