Transport Hub building

Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.

Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.

Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.

The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-11 17:45:07 +02:00
commit 823828f3b3
10 changed files with 400 additions and 52 deletions

View file

@ -27,6 +27,7 @@ extends Node2D
@onready var build_close_button: IconButton = get_node("../UI/BuildMenu/CloseButton")
@onready var build_status: Label = get_node("../UI/BuildMenu/StatusLabel")
@onready var build_extractor_button: IconButton = get_node("../UI/BuildMenu/ExtractorButton")
@onready var build_hub_button: IconButton = get_node("../UI/BuildMenu/TransportHubButton")
@onready var planet_field: Node2D = get_node("../PlanetField")
@onready var info_popup: Control = get_node("../UI/BuildMenu/InfoPopup")
@onready var info_title: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/TitleLabel")
@ -76,6 +77,10 @@ const BUILDING_INFO: Dictionary = {
"title": "Command Center",
"body": "Fly the fleet onto it to drag your fleet into a new formation. Rebuilt fleets keep it.",
},
GameState.BUILDING_TRANSPORT_HUB: {
"title": "Transport Hub",
"body": "Stations transport vessels. They fetch ore from your mothership and deliver it to whichever building is waiting on it.",
},
GameState.BUILDING_EXTRACTOR: {
"title": "Extractor",
"body": "Mines a planet and runs a hauler to your mothership. It keeps earning while you are away.",
@ -100,6 +105,7 @@ func _ready() -> void:
build_crafter_button.pressed.connect(_on_place_crafter)
build_command_button.pressed.connect(_on_place_command_center)
build_extractor_button.pressed.connect(_on_place_extractor)
build_hub_button.pressed.connect(_on_place_transport_hub)
info_close_button.pressed.connect(_close_info)
info_build_button.pressed.connect(_confirm_build)
@ -194,6 +200,8 @@ func _action_icon_for(type: String) -> int:
match type:
GameState.BUILDING_SHIP_CRAFTER:
return IconButton.Icon.SHIP
GameState.BUILDING_TRANSPORT_HUB:
return IconButton.Icon.TRANSPORT_HUB
GameState.BUILDING_MOTHERSHIP:
return IconButton.Icon.MOTHERSHIP
_:
@ -243,6 +251,7 @@ func _refresh_build_status() -> void:
# explain itself in the info popup.
build_crafter_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_SHIP_CRAFTER)
build_command_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_COMMAND_CENTER)
build_hub_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_TRANSPORT_HUB)
build_extractor_button.enabled = _planet_under_fleet() != null \
and GameState.is_building_unlocked(GameState.BUILDING_EXTRACTOR)
@ -266,6 +275,10 @@ func _on_place_command_center() -> void:
_show_building_info(GameState.BUILDING_COMMAND_CENTER)
func _on_place_transport_hub() -> void:
_show_building_info(GameState.BUILDING_TRANSPORT_HUB)
func _on_place_extractor() -> void:
# The option stays pressable while greyed, so this is also how a
# not-over-a-planet extractor explains itself.
@ -274,6 +287,8 @@ func _on_place_extractor() -> void:
func cost_of(type: String) -> int:
match type:
GameState.BUILDING_TRANSPORT_HUB:
return GameState.TRANSPORT_HUB_COST
GameState.BUILDING_MOTHERSHIP:
return GameState.MOTHERSHIP_COST
GameState.BUILDING_SHIP_CRAFTER: