Add timed craft queue and hangar
This commit is contained in:
parent
b6427b080d
commit
82552464d2
14 changed files with 660 additions and 191 deletions
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@ -42,6 +42,21 @@ extends Node2D
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@onready var lab_buy_button: IconButton = get_node("../UI/LabMenu/BuyButton")
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@onready var lab_close_button: IconButton = get_node("../UI/LabMenu/CloseButton")
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@onready var craft_shield_button: IconButton = get_node("../UI/CraftMenu/ShieldButton")
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@onready var queue_slots: Array = [
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get_node("../UI/CraftMenu/QueueSlot0"), get_node("../UI/CraftMenu/QueueSlot1"),
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get_node("../UI/CraftMenu/QueueSlot2"), get_node("../UI/CraftMenu/QueueSlot3"),
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]
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@onready var queue_detail: Label = get_node("../UI/CraftMenu/QueueDetail")
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@onready var hangar_button: IconButton = get_node("../UI/HangarButton")
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@onready var hangar_menu: Control = get_node("../UI/HangarMenu")
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@onready var hangar_list: Label = get_node("../UI/HangarMenu/ListLabel")
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@onready var hangar_status: Label = get_node("../UI/HangarMenu/StatusLabel")
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@onready var hangar_next_button: IconButton = get_node("../UI/HangarMenu/NextButton")
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@onready var hangar_crew_button: IconButton = get_node("../UI/HangarMenu/CrewButton")
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@onready var hangar_close_button: IconButton = get_node("../UI/HangarMenu/CloseButton")
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# Which stored vessel the hangar is offering to crew.
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var hangar_choice: int = 0
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@onready var build_menu_entries: Array = [
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[GameState.BUILDING_MOTHERSHIP, build_mothership_button,
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get_node("../UI/BuildMenu/MothershipLabel"), get_node("../UI/BuildMenu/MothershipCost")],
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@ -199,6 +214,12 @@ func _ready() -> void:
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craft_close_button.pressed.connect(func(): craft_menu.visible = false)
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transfer_button.pressed.connect(_on_transfer_pressed)
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hangar_button.pressed.connect(_on_hangar_pressed)
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hangar_close_button.pressed.connect(func(): hangar_menu.visible = false)
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hangar_next_button.pressed.connect(_on_hangar_next)
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hangar_crew_button.pressed.connect(_on_hangar_crew)
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for i in range(queue_slots.size()):
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queue_slots[i].pressed.connect(_on_queue_slot.bind(i))
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transfer_close_button.pressed.connect(func(): transfer_menu.visible = false)
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to_building_batch_button.pressed.connect(_on_transfer.bind(true, GameState.CARGO_LOAD_BATCH))
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to_building_all_button.pressed.connect(_on_transfer.bind(true, ALL))
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@ -222,13 +243,16 @@ func _ready() -> void:
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transfer_menu.visible = false
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action_button.visible = false
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transfer_button.visible = false
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hangar_button.visible = false
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hangar_menu.visible = false
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# True while a building prompt or panel owns the shared action slot, so the
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# enter-atmosphere prompt knows to stay out of the way.
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func is_showing_building_prompt() -> bool:
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return current_building != null or build_menu.visible or craft_menu.visible \
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or formation_menu.visible or skill_menu.visible or transfer_menu.visible
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or formation_menu.visible or skill_menu.visible or transfer_menu.visible \
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or hangar_menu.visible
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func _unhandled_input(event: InputEvent) -> void:
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@ -254,7 +278,7 @@ func _unhandled_input(event: InputEvent) -> void:
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get_viewport().set_input_as_handled()
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return
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if build_menu.visible or craft_menu.visible or world_map.visible or lab_menu.visible \
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or transfer_menu.visible:
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or transfer_menu.visible or hangar_menu.visible:
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# These panels have no raw-input handler of their own, but the world
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# behind them must still not react.
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get_viewport().set_input_as_handled()
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@ -282,11 +306,12 @@ func _process(delta: float) -> void:
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if world_map.visible or build_menu.visible or craft_menu.visible \
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or formation_menu.visible or skill_menu.visible or lab_menu.visible \
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or transfer_menu.visible:
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or transfer_menu.visible or hangar_menu.visible:
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current_building = null
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pending_building = null
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action_button.visible = false
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transfer_button.visible = false
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hangar_button.visible = false
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return
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# Debounced exactly like the enter-atmosphere prompt, so the action
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@ -304,6 +329,10 @@ func _process(delta: float) -> void:
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current_building = pending_building
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action_button.visible = current_building != null
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# The hangar is where finished vessels are delivered (#23), so it belongs
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# at the mothership and nowhere else.
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hangar_button.visible = current_building != null \
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and current_building.building_type == GameState.BUILDING_MOTHERSHIP
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# Every building can hold ore, so the transfer button rides alongside the
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# action button rather than being one of the things the action button
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# turns into - the two are independent choices at the same structure.
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@ -662,27 +691,19 @@ func _refresh_craft_status() -> void:
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craft_shield_button.enabled = GameState.shield_vessel_unlocked()
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craft_shield_button.queue_redraw()
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# A full fleet cannot take another vessel, so the order would be refused.
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# Showing that on the button is the difference between "not available yet"
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# and a button that looks live and silently does nothing when pressed.
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var room: bool = fleet.ships.size() + GameState.vessels_owed.size() \
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+ GameState.pending_orders_of(craft_building_id, GameState.PRODUCT_SHIP) \
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< GameState.max_fleet_size()
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craft_interceptor_button.enabled = room
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# Fleet capacity no longer gates ORDERING (#23). A finished vessel waits
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# at the mothership until the player crews it, so a full fleet is a
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# reason not to collect one yet - not a reason the crafter cannot build.
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# This is also what stopped the crafter being inert on a fresh save,
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# where the fleet starts at exactly its cap.
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craft_interceptor_button.enabled = true
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craft_interceptor_button.queue_redraw()
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# One statement of the fleet count, either way round: the capacity line
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# replaces the plain readout rather than being bolted in front of it.
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if room:
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craft_status.text += " Fleet %d/%d" % [fleet.ships.size(), GameState.max_fleet_size()]
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else:
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var queued_ships: int = GameState.pending_orders_of(craft_building_id, GameState.PRODUCT_SHIP)
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var owed: int = GameState.vessels_owed.size() + queued_ships
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var pending_note: String = "" if owed == 0 else " (%d already on order)" % owed
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craft_status.text = "No room in the fleet: %d/%d%s - research capacity at the mothership\n%s" % [
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fleet.ships.size(), GameState.max_fleet_size(), pending_note, craft_status.text
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]
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craft_status.text += " Fleet %d/%d Ready %d" % [
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fleet.ships.size(), GameState.max_fleet_size(), GameState.stored_vessels.size()
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]
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# LAST, so a message about what just happened is the first line the
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# player reads rather than being buried under the standing state.
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_refresh_queue()
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if craft_message != "":
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if Time.get_ticks_msec() < craft_message_until:
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craft_status.text = "%s\n%s" % [craft_message, craft_status.text]
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@ -694,13 +715,6 @@ func _on_craft_interceptor() -> void:
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if craft_building_id == 0:
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_say("No crafter selected - reopen this panel from the building")
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return
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# Still refused when there is nowhere to put the vessel - queueing an
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# order that can never be delivered would just bank vessels_owed forever.
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if fleet.ships.size() + GameState.vessels_owed.size() \
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+ GameState.pending_orders_of(craft_building_id, GameState.PRODUCT_SHIP) \
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>= GameState.max_fleet_size():
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_say("Fleet is full (%d slots)" % GameState.max_fleet_size())
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return
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# No affordability check: an order the crafter cannot pay for yet is
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# QUEUED, and completes by itself once ore is delivered here (#16). But
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# queueing silently looks identical to a dead button, so it says which
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@ -839,10 +853,6 @@ func _on_craft_shield() -> void:
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if not GameState.shield_vessel_unlocked():
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_say("Shield vessels must be unlocked at a ship lab first")
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return
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if fleet.ships.size() + GameState.vessels_owed.size() \
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+ GameState.pending_orders(craft_building_id) >= GameState.max_fleet_size():
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_say("Fleet is full (%d slots)" % GameState.max_fleet_size())
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return
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GameState.queue_order(craft_building_id, GameState.VESSEL_SHIELD)
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_report_order(GameState.VESSEL_SHIELD)
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@ -927,6 +937,115 @@ func _refresh_transfer() -> void:
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button.queue_redraw()
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func _refresh_queue() -> void:
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# The queue down the right of the craft panel: one slot per pending
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# vessel, the first being the one actually under construction. Tapping a
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# slot cancels it (#23).
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var orders: Array = GameState.order_list(craft_building_id)
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for i in range(queue_slots.size()):
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var slot: IconButton = queue_slots[i]
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slot.visible = i < orders.size()
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if not slot.visible:
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continue
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var order: Dictionary = orders[i]
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slot.icon = IconButton.Icon.TRANSPORT_HUB if order.product == GameState.PRODUCT_TRANSPORTER \
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else IconButton.Icon.SHIP
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slot.glow_color = _vessel_colour(String(order.product))
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# Only the one under construction reads as active; the rest are
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# waiting, and greyed says so without needing a caption each.
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slot.enabled = bool(order.started)
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slot.queue_redraw()
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if orders.is_empty():
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queue_detail.text = "Nothing queued"
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return
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var head: Dictionary = orders[0]
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if bool(head.started):
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queue_detail.text = "Building %s %d%%\nTap to cancel" % [
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GameState.VESSEL_NAMES.get(head.product, head.product),
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int(round(float(head.progress) * 100.0)),
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]
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else:
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queue_detail.text = "%s waiting for ore\nTap to cancel" % \
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GameState.VESSEL_NAMES.get(head.product, head.product)
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func _vessel_colour(product: String) -> Color:
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match product:
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GameState.VESSEL_SHIELD:
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return Color(0.45, 0.8, 1.0)
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GameState.PRODUCT_TRANSPORTER:
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return Color(0.95, 0.55, 0.85)
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_:
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return Color(0.25, 0.85, 1.0)
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func _on_queue_slot(index: int) -> void:
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var orders: Array = GameState.order_list(craft_building_id)
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if index >= orders.size():
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return
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var vessel: String = GameState.VESSEL_NAMES.get(orders[index].product, orders[index].product)
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var refunded: bool = bool(orders[index].started)
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if not GameState.cancel_order(craft_building_id, index):
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return
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_say("%s cancelled%s" % [vessel, " - ore refunded here" if refunded else ""])
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_refresh_queue()
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# --- hangar (#23) ---------------------------------------------------------
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func _on_hangar_pressed() -> void:
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hangar_choice = 0
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hangar_status.text = ""
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hangar_menu.visible = true
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_refresh_hangar()
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func _on_hangar_next() -> void:
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if GameState.stored_vessels.is_empty():
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return
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hangar_choice = (hangar_choice + 1) % GameState.stored_vessels.size()
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_refresh_hangar()
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func _on_hangar_crew() -> void:
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if GameState.stored_vessels.is_empty():
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hangar_status.text = "Nothing built yet - order vessels at a ship crafter"
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return
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if fleet.ships.size() >= GameState.max_fleet_size():
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hangar_status.text = "Fleet is full (%d/%d) - research capacity at the mothership" % [
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fleet.ships.size(), GameState.max_fleet_size()
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]
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return
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var product: String = GameState.claim_stored_vessel(hangar_choice)
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if product == "" or not fleet.add_ship(product):
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hangar_status.text = "Could not crew that vessel"
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return
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GameState.take_stored_vessel(hangar_choice)
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hangar_status.text = "%s joined the fleet" % GameState.VESSEL_NAMES.get(product, product)
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hangar_choice = 0
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_refresh_hangar()
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func _refresh_hangar() -> void:
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var stored: Array = GameState.stored_vessels
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if stored.is_empty():
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hangar_list.text = "No vessels waiting.\n\nOrder them at a ship crafter - finished vessels are delivered here."
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hangar_crew_button.enabled = false
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hangar_next_button.enabled = false
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else:
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hangar_choice = clampi(hangar_choice, 0, stored.size() - 1)
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var lines: Array = []
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for i in range(stored.size()):
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var marker: String = ">" if i == hangar_choice else " "
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lines.append("%s %s" % [marker, GameState.VESSEL_NAMES.get(stored[i], stored[i])])
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hangar_list.text = "\n".join(lines)
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hangar_crew_button.enabled = fleet.ships.size() < GameState.max_fleet_size()
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hangar_next_button.enabled = stored.size() > 1
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hangar_crew_button.queue_redraw()
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hangar_next_button.queue_redraw()
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func _on_formation_changed() -> void:
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fleet.apply_formation()
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14
Fleet.gd
14
Fleet.gd
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@ -128,9 +128,6 @@ func move_in_direction(direction: Vector2) -> void:
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func _process(delta: float) -> void:
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# Before the steering early-out: a ship the crafter has already built and
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# paid for is owed whether or not the fleet happens to be flying (#16).
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_claim_owed_ships()
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if steer_direction == Vector2.ZERO:
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return
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# The anchor - the fleet's formation centre - travels at cruise_speed.
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@ -140,17 +137,6 @@ func _process(delta: float) -> void:
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_assign_slot_targets()
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func _claim_owed_ships() -> void:
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# Production completes in the GameState autoload, which may well happen
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# while the player is on a planet's surface with no Fleet node in
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# existence to hand a vessel to. Those vessels wait in `vessels_owed`
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# fleet with room can take them.
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while not GameState.vessels_owed.is_empty() and ships.size() < GameState.max_fleet_size():
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if not add_ship(String(GameState.vessels_owed[0])):
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return
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GameState.vessels_owed.pop_front()
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func _assign_slot_targets() -> void:
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for i in range(ships.size()):
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ships[i].set_move_target(fleet_target + formation_offsets[i])
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149
GameState.gd
149
GameState.gd
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@ -294,12 +294,15 @@ func reset_progression() -> void:
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# on the same spot.
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var next_building_id: int = 1
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# Vessels that have been paid for and built but not yet handed to the fleet,
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# as a list of VESSEL_* types - a shield vessel finishing while the player is
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# on a planet must not come back as an interceptor. Production is simulated
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# here, in the autoload, the same way extractor haulers are, so an order can
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# complete where there is no Fleet node to hand a ship to.
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var vessels_owed: Array = []
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# Finished vessels waiting at the mothership for the player to collect
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# (#23), as a list of VESSEL_* types - a shield vessel must not come back as
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# an interceptor. They are NOT handed to the fleet automatically: the player
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# picks what to crew from the hangar, so a full fleet no longer stops a
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# crafter from building.
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#
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# Production is simulated here, in the autoload, the same way extractor
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# haulers are, so a build finishes whether or not the player is in space.
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var stored_vessels: Array = []
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signal order_completed(building_id: int, type: String)
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@ -337,6 +340,24 @@ const VESSEL_NAMES: Dictionary = {
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const SHIELD_COST: int = 14
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# How long one vessel takes to build, once its ore is actually in the
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# building. A queue you can watch and cancel needs time to exist in.
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const BUILD_TIMES: Dictionary = {
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VESSEL_INTERCEPTOR: 10.0,
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VESSEL_SHIELD: 16.0,
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VESSEL_TRANSPORTER: 8.0,
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}
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# Test seam. Headless tests need the timed path - queued, started, finishing
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# - without sitting through a real 10-second build each, and a suite that
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# slow stops being run. Left at 1.0 in the game.
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var build_time_scale: float = 1.0
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func build_time(product: String) -> float:
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return float(BUILD_TIMES.get(product, 10.0)) * build_time_scale
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# Researched at the ship lab, per vessel type. Separate from SKILL_TREE on
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# purpose: that gates what the player may build at all and is a strategic
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# spine, while these are repeatable tuning on a vessel you already have.
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@ -553,11 +574,44 @@ func pending_orders_of(id: int, product: String) -> int:
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return 0
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var n: int = 0
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for o in b.get("orders", []):
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if o == product:
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if String(o.product) == product:
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n += 1
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return n
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func order_list(id: int) -> Array:
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# What the queue panel draws: product, and how far along the one being
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# built is. Everything behind it reads as simply waiting.
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var out: Array = []
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var b: Dictionary = find_building(id)
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if b.is_empty():
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return out
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for o in b.get("orders", []):
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var product: String = String(o.product)
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out.append({
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"product": product,
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"started": bool(o.started),
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"progress": clampf(float(o.elapsed) / maxf(build_time(product), 0.001), 0.0, 1.0),
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})
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return out
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func cancel_order(id: int, index: int) -> bool:
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# Refunds whatever was actually taken: a build that has started has its
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# ore in the building already, one still waiting never paid.
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var b: Dictionary = find_building(id)
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if b.is_empty():
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return false
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var orders: Array = b.get("orders", [])
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if index < 0 or index >= orders.size():
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return false
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var order: Dictionary = orders[index]
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if bool(order.started):
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b.stock = int(b.get("stock", 0)) + product_cost(String(order.product))
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orders.remove_at(index)
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return true
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func outstanding_cost(id: int) -> int:
|
||||
# What this building still needs delivered to clear everything queued.
|
||||
var b: Dictionary = find_building(id)
|
||||
|
|
@ -565,7 +619,9 @@ func outstanding_cost(id: int) -> int:
|
|||
return 0
|
||||
var need: int = 0
|
||||
for o in b.get("orders", []):
|
||||
need += product_cost(o)
|
||||
# A started build has already paid, so it is not still owed.
|
||||
if not bool(o.started):
|
||||
need += product_cost(String(o.product))
|
||||
return maxi(need - int(b.get("stock", 0)), 0)
|
||||
|
||||
|
||||
|
|
@ -592,40 +648,69 @@ func queue_order(id: int, product: String = PRODUCT_SHIP) -> bool:
|
|||
if product == PRODUCT_TRANSPORTER and not can_station_transporter():
|
||||
# Every berth is taken or spoken for (#20).
|
||||
return false
|
||||
(b.orders as Array).append(product)
|
||||
(b.orders as Array).append({"product": product, "elapsed": 0.0, "started": false})
|
||||
return true
|
||||
|
||||
|
||||
func _advance_production() -> void:
|
||||
func _advance_production(delta: float) -> void:
|
||||
for b in buildings:
|
||||
if not can_produce(b.type):
|
||||
continue
|
||||
# `while`, not `if`: a delivery big enough to cover several queued
|
||||
# orders should clear them all rather than dribbling one out per
|
||||
# frame.
|
||||
var orders: Array = b.get("orders", [])
|
||||
while not orders.is_empty():
|
||||
var product: String = String(orders[0])
|
||||
var cost: int = product_cost(product)
|
||||
if orders.is_empty():
|
||||
continue
|
||||
|
||||
# ONE at a time, in order. A queue the player can watch and cancel
|
||||
# has to have a thing being built and things waiting behind it -
|
||||
# clearing the whole queue the instant the ore lands (which is what
|
||||
# this did before #23) leaves nothing to see or cancel.
|
||||
var order: Dictionary = orders[0]
|
||||
var product: String = String(order.product)
|
||||
var cost: int = product_cost(product)
|
||||
|
||||
if not bool(order.started):
|
||||
if int(b.get("stock", 0)) < cost:
|
||||
break
|
||||
continue
|
||||
if product == PRODUCT_TRANSPORTER and transporters.size() >= transport_capacity():
|
||||
# A hub was demolished after this was ordered, so the berth it
|
||||
# was going to use is gone. Hold the order rather than
|
||||
# overfilling what is left.
|
||||
break
|
||||
# was going to use is gone. Hold rather than overfill.
|
||||
continue
|
||||
if product == PRODUCT_TRANSPORTER and nearest_hub_to(b.position).is_empty():
|
||||
# Every hub was demolished while this sat in the queue. Leave
|
||||
# it queued and the stock untouched rather than producing a
|
||||
# vessel with nowhere to live.
|
||||
break
|
||||
continue
|
||||
b.stock = int(b.stock) - cost
|
||||
orders.pop_front()
|
||||
if product == PRODUCT_TRANSPORTER:
|
||||
_station_transporter(b.position)
|
||||
else:
|
||||
vessels_owed.append(product)
|
||||
order_completed.emit(int(b.id), product)
|
||||
order.started = true
|
||||
|
||||
order.elapsed = float(order.elapsed) + delta
|
||||
if float(order.elapsed) < build_time(product):
|
||||
continue
|
||||
|
||||
orders.pop_front()
|
||||
if product == PRODUCT_TRANSPORTER:
|
||||
# Transporters are unchanged: they take themselves to the nearest
|
||||
# hub and wait for work (#19).
|
||||
_station_transporter(b.position)
|
||||
else:
|
||||
# Everything else is delivered to the mothership and waits there
|
||||
# until the player crews it (#23).
|
||||
stored_vessels.append(product)
|
||||
order_completed.emit(int(b.id), product)
|
||||
|
||||
|
||||
func claim_stored_vessel(index: int) -> String:
|
||||
# Hands one finished vessel over to be crewed. Returns its type, or ""
|
||||
# when there is nothing there - the caller decides whether the fleet
|
||||
# actually has room.
|
||||
if index < 0 or index >= stored_vessels.size():
|
||||
return ""
|
||||
return String(stored_vessels[index])
|
||||
|
||||
|
||||
func take_stored_vessel(index: int) -> String:
|
||||
var product: String = claim_stored_vessel(index)
|
||||
if product == "":
|
||||
return ""
|
||||
stored_vessels.remove_at(index)
|
||||
return product
|
||||
|
||||
|
||||
func has_mothership() -> bool:
|
||||
|
|
@ -756,7 +841,7 @@ func _process(delta: float) -> void:
|
|||
# Runs in the autoload, so extraction keeps earning - and queued orders
|
||||
# keep completing - while the player is on a planet's surface or nowhere
|
||||
# near either.
|
||||
_advance_production()
|
||||
_advance_production(delta)
|
||||
_advance_transporters(delta)
|
||||
if extractors.is_empty():
|
||||
return
|
||||
|
|
@ -827,7 +912,7 @@ func pending_transporter_orders() -> int:
|
|||
var n: int = 0
|
||||
for b in buildings:
|
||||
for o in b.get("orders", []):
|
||||
if o == PRODUCT_TRANSPORTER:
|
||||
if String(o.product) == PRODUCT_TRANSPORTER:
|
||||
n += 1
|
||||
return n
|
||||
|
||||
|
|
|
|||
198
Main.tscn
198
Main.tscn
|
|
@ -145,6 +145,18 @@ offset_bottom = -572
|
|||
script = ExtResource("10")
|
||||
icon = 2
|
||||
|
||||
[node name="HangarButton" type="Control" parent="UI"]
|
||||
visible = false
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 24
|
||||
offset_right = 172
|
||||
offset_top = -776
|
||||
offset_bottom = -628
|
||||
script = ExtResource("10")
|
||||
icon = 2
|
||||
glow_color = Color(0.45, 0.9, 0.55, 1)
|
||||
|
||||
[node name="TransferButton" type="Control" parent="UI"]
|
||||
visible = false
|
||||
anchor_top = 1.0
|
||||
|
|
@ -631,6 +643,105 @@ script = ExtResource("10")
|
|||
icon = 1
|
||||
glow_color = Color(0, 0.62, 0.7, 1)
|
||||
|
||||
[node name="HangarMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
||||
visible = false
|
||||
mouse_filter = 2
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
|
||||
[node name="Backdrop" type="ColorRect" parent="UI/HangarMenu"]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
color = Color(0.03, 0.03, 0.08, 0.94)
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="UI/HangarMenu"]
|
||||
mouse_filter = 2
|
||||
anchor_right = 1.0
|
||||
offset_left = 24
|
||||
offset_top = 60
|
||||
offset_right = -210
|
||||
offset_bottom = 170
|
||||
text = "Hangar"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="ListLabel" type="Label" parent="UI/HangarMenu"]
|
||||
mouse_filter = 2
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 32
|
||||
offset_top = 200
|
||||
offset_right = -32
|
||||
offset_bottom = -420
|
||||
theme_override_font_sizes/font_size = 30
|
||||
autowrap_mode = 2
|
||||
horizontal_alignment = 1
|
||||
text = ""
|
||||
|
||||
[node name="StatusLabel" type="Label" parent="UI/HangarMenu"]
|
||||
mouse_filter = 2
|
||||
anchor_right = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 32
|
||||
offset_top = -410
|
||||
offset_right = -32
|
||||
offset_bottom = -300
|
||||
theme_override_font_sizes/font_size = 30
|
||||
autowrap_mode = 2
|
||||
horizontal_alignment = 1
|
||||
text = ""
|
||||
|
||||
[node name="NextButton" type="Control" parent="UI/HangarMenu"]
|
||||
anchor_left = 0.5
|
||||
anchor_top = 1.0
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -230
|
||||
offset_right = -110
|
||||
offset_top = -280
|
||||
offset_bottom = -160
|
||||
script = ExtResource("10")
|
||||
icon = 6
|
||||
glow_color = Color(0.55, 0.95, 0.9, 1)
|
||||
|
||||
[node name="CrewButton" type="Control" parent="UI/HangarMenu"]
|
||||
anchor_left = 0.5
|
||||
anchor_top = 1.0
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 110
|
||||
offset_right = 230
|
||||
offset_top = -280
|
||||
offset_bottom = -160
|
||||
script = ExtResource("10")
|
||||
icon = 2
|
||||
glow_color = Color(0.45, 0.9, 0.55, 1)
|
||||
|
||||
[node name="HintLabel" type="Label" parent="UI/HangarMenu"]
|
||||
mouse_filter = 2
|
||||
anchor_right = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 24
|
||||
offset_top = -150
|
||||
offset_right = -24
|
||||
offset_bottom = -60
|
||||
theme_override_font_sizes/font_size = 28
|
||||
autowrap_mode = 2
|
||||
horizontal_alignment = 1
|
||||
text = "Next Crew"
|
||||
|
||||
[node name="CloseButton" type="Control" parent="UI/HangarMenu"]
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
offset_left = -172
|
||||
offset_top = 24
|
||||
offset_right = -24
|
||||
offset_bottom = 172
|
||||
script = ExtResource("10")
|
||||
icon = 1
|
||||
glow_color = Color(0.45, 0.9, 0.55, 1)
|
||||
|
||||
[node name="LabMenu" type="Control" parent="UI" groups=["modal_menus"]]
|
||||
visible = false
|
||||
mouse_filter = 2
|
||||
|
|
@ -828,7 +939,7 @@ mouse_filter = 2
|
|||
anchor_right = 1.0
|
||||
offset_left = 24
|
||||
offset_top = 274
|
||||
offset_right = -24
|
||||
offset_right = -200
|
||||
offset_bottom = 420
|
||||
theme_override_font_sizes/font_size = 36
|
||||
autowrap_mode = 2
|
||||
|
|
@ -917,6 +1028,91 @@ autowrap_mode = 2
|
|||
text = "Shield Vessel"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="QueueLabel" type="Label" parent="UI/CraftMenu"]
|
||||
mouse_filter = 2
|
||||
anchor_left = 1.0
|
||||
anchor_top = 0.5
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -200
|
||||
offset_right = -10
|
||||
offset_top = -450
|
||||
offset_bottom = -390
|
||||
theme_override_font_sizes/font_size = 26
|
||||
autowrap_mode = 2
|
||||
horizontal_alignment = 1
|
||||
text = "Queue"
|
||||
|
||||
[node name="QueueDetail" type="Label" parent="UI/CraftMenu"]
|
||||
mouse_filter = 2
|
||||
anchor_right = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 24
|
||||
offset_right = -24
|
||||
offset_top = -150
|
||||
offset_bottom = -30
|
||||
theme_override_font_sizes/font_size = 26
|
||||
autowrap_mode = 2
|
||||
horizontal_alignment = 1
|
||||
text = ""
|
||||
|
||||
[node name="QueueSlot0" type="Control" parent="UI/CraftMenu"]
|
||||
visible = false
|
||||
anchor_left = 1.0
|
||||
anchor_top = 0.5
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -140
|
||||
offset_right = -30
|
||||
offset_top = -380
|
||||
offset_bottom = -270
|
||||
script = ExtResource("10")
|
||||
icon = 2
|
||||
glow_color = Color(0.25, 0.85, 1, 1)
|
||||
|
||||
[node name="QueueSlot1" type="Control" parent="UI/CraftMenu"]
|
||||
visible = false
|
||||
anchor_left = 1.0
|
||||
anchor_top = 0.5
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -140
|
||||
offset_right = -30
|
||||
offset_top = -262
|
||||
offset_bottom = -152
|
||||
script = ExtResource("10")
|
||||
icon = 2
|
||||
glow_color = Color(0.25, 0.85, 1, 1)
|
||||
|
||||
[node name="QueueSlot2" type="Control" parent="UI/CraftMenu"]
|
||||
visible = false
|
||||
anchor_left = 1.0
|
||||
anchor_top = 0.5
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -140
|
||||
offset_right = -30
|
||||
offset_top = -144
|
||||
offset_bottom = -34
|
||||
script = ExtResource("10")
|
||||
icon = 2
|
||||
glow_color = Color(0.25, 0.85, 1, 1)
|
||||
|
||||
[node name="QueueSlot3" type="Control" parent="UI/CraftMenu"]
|
||||
visible = false
|
||||
anchor_left = 1.0
|
||||
anchor_top = 0.5
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -140
|
||||
offset_right = -30
|
||||
offset_top = -26
|
||||
offset_bottom = 84
|
||||
script = ExtResource("10")
|
||||
icon = 2
|
||||
glow_color = Color(0.25, 0.85, 1, 1)
|
||||
|
||||
[node name="CloseButton" type="Control" parent="UI/CraftMenu"]
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
|
|
|
|||
|
|
@ -13,6 +13,11 @@ set -uo pipefail
|
|||
PROJECT_DIR="$1"; shift
|
||||
JOBS="$1"; shift
|
||||
VERBOSE="$1"; shift
|
||||
# A broken test can otherwise leave SceneTree alive after an initialization
|
||||
# error, printing the same error every frame forever. Gameplay tests normally
|
||||
# complete in seconds, even on a busy phone, so make that failure explicit
|
||||
# rather than making the suite look hung. Override for deliberate long runs.
|
||||
TEST_TIMEOUT_SECONDS="${TEST_TIMEOUT_SECONDS:-120}"
|
||||
|
||||
GODOT_BIN="/root/Godot_v4.7.1-stable_linux.arm64"
|
||||
cd "$PROJECT_DIR" || exit 2
|
||||
|
|
@ -26,6 +31,8 @@ fi
|
|||
|
||||
outdir="$(mktemp -d)"
|
||||
trap 'rm -rf "$outdir"' EXIT
|
||||
REPORT_DIR="${TEST_REPORT_DIR:-$PROJECT_DIR/.test-results}"
|
||||
mkdir -p "$REPORT_DIR"
|
||||
|
||||
# Import once, serially, before anything runs in parallel. Godot writes to
|
||||
# .godot/ while importing; several instances discovering a cold cache at the
|
||||
|
|
@ -46,7 +53,8 @@ run_one() {
|
|||
# 3 parallel runs. Pinned, a test simulates the same 60fps whatever else
|
||||
# the phone is doing, and its result no longer depends on how busy the
|
||||
# machine was.
|
||||
"$GODOT_BIN" --headless --fixed-fps 60 -s "res://tests/$name" >"$log" 2>&1
|
||||
timeout "$TEST_TIMEOUT_SECONDS" "$GODOT_BIN" --headless --fixed-fps 60 \
|
||||
-s "res://tests/$name" >"$log" 2>&1
|
||||
local rc=$?
|
||||
end=$(date +%s%N)
|
||||
local ms=$(( (end - start) / 1000000 ))
|
||||
|
|
@ -57,6 +65,16 @@ run_one() {
|
|||
# while the log says otherwise.
|
||||
if (( rc == 0 )) && grep -q ": PASS" "$log"; then
|
||||
printf 'PASS %6dms %s\n' "$ms" "$name" > "$outdir/$name.status"
|
||||
elif (( rc == 124 )); then
|
||||
printf 'TIMEOUT %4dms %s (limit %ss)\n' \
|
||||
"$ms" "$name" "$TEST_TIMEOUT_SECONDS" > "$outdir/$name.status"
|
||||
elif (( rc == 137 || rc == 139 )); then
|
||||
# Killed, not failed - almost always the kernel reclaiming memory. Worth
|
||||
# saying plainly: a killed worker and a failing one both simply produced
|
||||
# no verdict before, so a whole suite dying to the OOM killer was
|
||||
# indistinguishable from a hang.
|
||||
printf 'KILLED %4dms %s (signal %d - out of memory? try JOBS=1)\n' \
|
||||
"$ms" "$name" "$(( rc - 128 ))" > "$outdir/$name.status"
|
||||
else
|
||||
printf 'FAIL %6dms %s (exit %d)\n' "$ms" "$name" "$rc" > "$outdir/$name.status"
|
||||
fi
|
||||
|
|
@ -90,4 +108,9 @@ done
|
|||
|
||||
echo
|
||||
echo "$(( total - failed ))/$total passed"
|
||||
# Keep the concise verdicts after the temporary logs are removed. This is
|
||||
# especially useful from Termux, where a long-running child can outlive the
|
||||
# terminal command that launched it and its final buffered output is lost.
|
||||
rm -f "$REPORT_DIR"/*.status
|
||||
cp "$outdir"/*.status "$REPORT_DIR"/
|
||||
(( failed == 0 ))
|
||||
|
|
|
|||
|
|
@ -32,9 +32,36 @@ set -uo pipefail
|
|||
|
||||
PROJECT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
|
||||
|
||||
# Leave headroom: Godot is memory-hungry and this is a phone, not a build
|
||||
# server. Override with JOBS= if you know better.
|
||||
JOBS="${JOBS:-6}"
|
||||
# Worker count comes from FREE MEMORY, not core count. Each Godot instance is
|
||||
# ~400MB and this phone shares its RAM with everything else running on it.
|
||||
# Getting it wrong is bad in both directions:
|
||||
# - too many and the kernel SIGKILLs the runner mid-suite (exit 137), which
|
||||
# looks exactly like a hang
|
||||
# - too many under swap pressure and every worker thrashes: the same suite
|
||||
# measured 100-190s with memory free, and 888s while 9GB sat in swap
|
||||
# One worker per ~900MB available, capped at 6, and forced to 1 once swap is
|
||||
# more than half consumed - past that, parallelism costs more than it buys.
|
||||
# Override with JOBS= when you know better.
|
||||
_pick_jobs() {
|
||||
local avail swap_total swap_free n
|
||||
avail=$(awk '/MemAvailable/ {print int($2 / 1024)}' /proc/meminfo 2>/dev/null)
|
||||
swap_total=$(awk '/SwapTotal/ {print $2}' /proc/meminfo 2>/dev/null)
|
||||
swap_free=$(awk '/SwapFree/ {print $2}' /proc/meminfo 2>/dev/null)
|
||||
if [[ -z "$avail" ]]; then
|
||||
echo 2
|
||||
return
|
||||
fi
|
||||
if [[ -n "$swap_total" ]] && (( swap_total > 0 )) \
|
||||
&& (( (swap_total - swap_free) * 2 > swap_total )); then
|
||||
echo 1
|
||||
return
|
||||
fi
|
||||
n=$(( avail / 900 ))
|
||||
(( n < 1 )) && n=1
|
||||
(( n > 6 )) && n=6
|
||||
echo "$n"
|
||||
}
|
||||
JOBS="${JOBS:-$(_pick_jobs)}"
|
||||
VERBOSE="${VERBOSE:-0}"
|
||||
IN_PLACE="${IN_PLACE:-0}"
|
||||
WORK_DIR="${WORK_DIR:-$HOME/.cache/spaceship-tests}"
|
||||
|
|
|
|||
|
|
@ -2,28 +2,29 @@ extends SceneTree
|
|||
|
||||
# Headless gameplay test: run with
|
||||
# godot --headless -s res://tests/test_building_stock_queue.gd
|
||||
# Forgejo #16 (part 3 of #12): a building produces out of its OWN stock, and
|
||||
# an order it cannot pay for yet is queued rather than refused.
|
||||
# Forgejo #16 (part 3 of #12), updated for #23: a building produces out of
|
||||
# its OWN stock, an order it cannot pay for yet is queued rather than
|
||||
# refused, and building now TAKES TIME.
|
||||
#
|
||||
# Before this, BuildController deducted from the bank at the moment of
|
||||
# purchase and refused outright with "Not enough rocks", so nothing ever had
|
||||
# to be delivered anywhere.
|
||||
# What #23 changed here: orders no longer complete the instant the ore
|
||||
# lands. The head of the queue consumes its ore, builds for build_time, and
|
||||
# only then finishes - and it finishes into the mothership hangar rather
|
||||
# than straight into the fleet. So a queue is something the player can watch
|
||||
# and cancel, and a full fleet no longer stops a crafter working.
|
||||
#
|
||||
# Verifies:
|
||||
# 1. ordering with an empty stock queues instead of failing, and produces
|
||||
# nothing yet
|
||||
# 2. it does NOT quietly take the cost out of the bank - the whole point is
|
||||
# that the building has to be supplied
|
||||
# 3. delivering enough stock completes the order on its own
|
||||
# 4. one delivery covering several queued orders clears them all, rather
|
||||
# than dribbling out one per frame
|
||||
# 3. delivering enough stock starts the build, and it completes on its own
|
||||
# 4. orders build ONE AT A TIME in order, not all at once the moment a big
|
||||
# delivery covers them
|
||||
# 5. a part-delivery is not enough: stock below the cost leaves the order
|
||||
# queued and the ore untouched
|
||||
# 6. stock and queue survive the space scene being torn down (the trip to
|
||||
# a planet's surface)
|
||||
# 7. production completes with NO fleet in existence, and the fleet picks
|
||||
# the vessel up when it comes back - orders must not depend on which
|
||||
# scene the player is standing in
|
||||
# 6. stock and queue survive the space scene being torn down
|
||||
# 7. a build completes with NO fleet in existence, into the hangar, and
|
||||
# waits there - it is not lost, and not silently crewed either
|
||||
|
||||
var game_state: Node
|
||||
var scene: Node
|
||||
|
|
@ -34,6 +35,7 @@ var stage: int = 0
|
|||
var elapsed: float = 0.0
|
||||
var ships_at_start: int = 0
|
||||
var bank_at_start: int = 0
|
||||
var stored_at_start: int = 0
|
||||
var ticks: int = 0
|
||||
|
||||
const CRAFTER_AT: Vector2 = Vector2(900.0, 0.0)
|
||||
|
|
@ -43,13 +45,12 @@ func _initialize() -> void:
|
|||
game_state = root.get_node("GameState")
|
||||
game_state.buildings.clear()
|
||||
game_state.extractors.clear()
|
||||
game_state.stored_vessels.clear()
|
||||
game_state.rocks = 500
|
||||
game_state.fleet_cargo = 0
|
||||
game_state.vessels_owed.clear()
|
||||
# Room to grow: the default cap is BASE_FLEET_SIZE (5) and the fleet
|
||||
# starts at exactly 5, so without this every completed order would have
|
||||
# nowhere to put its vessel and the test would be measuring the cap
|
||||
# rather than the queue.
|
||||
# Real build times are 10s+; the timed path is what matters here, not the
|
||||
# wall clock. See GameState.build_time_scale.
|
||||
game_state.build_time_scale = 0.02
|
||||
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
|
||||
scene = load("res://Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
|
|
@ -57,6 +58,10 @@ func _initialize() -> void:
|
|||
field = scene.get_node("BuildingField")
|
||||
|
||||
|
||||
func _build_time() -> float:
|
||||
return game_state.build_time(GameState.PRODUCT_SHIP)
|
||||
|
||||
|
||||
func _process(delta: float) -> bool:
|
||||
elapsed += delta
|
||||
match stage:
|
||||
|
|
@ -90,7 +95,7 @@ func _process(delta: float) -> bool:
|
|||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order did not stay queued: %d pending)" % game_state.pending_orders(crafter_id))
|
||||
quit(1)
|
||||
return true
|
||||
if fleet.ships.size() != ships_at_start:
|
||||
if not game_state.stored_vessels.is_empty():
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a vessel appeared with an empty stock)")
|
||||
quit(1)
|
||||
return true
|
||||
|
|
@ -98,8 +103,8 @@ func _process(delta: float) -> bool:
|
|||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (queueing took %d out of the bank - the building is supposed to be supplied)" % (bank_at_start - game_state.rocks))
|
||||
quit(1)
|
||||
return true
|
||||
print("empty stock -> queued=%d ships=%d bank=%d (untouched)" % [
|
||||
game_state.pending_orders(crafter_id), fleet.ships.size(), game_state.rocks
|
||||
print("empty stock -> queued=%d stored=%d bank=%d (untouched)" % [
|
||||
game_state.pending_orders(crafter_id), game_state.stored_vessels.size(), game_state.rocks
|
||||
])
|
||||
|
||||
# --- 5. a part-delivery is not enough -----------------------
|
||||
|
|
@ -110,7 +115,7 @@ func _process(delta: float) -> bool:
|
|||
3:
|
||||
if elapsed < 0.3:
|
||||
return false
|
||||
if game_state.pending_orders(crafter_id) != 1 or fleet.ships.size() != ships_at_start:
|
||||
if game_state.pending_orders(crafter_id) != 1 or not game_state.stored_vessels.is_empty():
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (produced on a part-delivery of %d against a cost of %d)" % [
|
||||
GameState.SHIP_COST - 1, GameState.SHIP_COST
|
||||
])
|
||||
|
|
@ -124,70 +129,95 @@ func _process(delta: float) -> bool:
|
|||
game_state.building_stock(crafter_id), GameState.SHIP_COST
|
||||
])
|
||||
|
||||
# --- 3. topping it up completes the order -------------------
|
||||
# --- 3. topping it up starts the build ----------------------
|
||||
game_state.deposit_to_building(crafter_id, 1)
|
||||
elapsed = 0.0
|
||||
stage = 4
|
||||
return false
|
||||
4:
|
||||
if elapsed < 0.4:
|
||||
# One tick: the build must have STARTED (ore taken) but not yet
|
||||
# finished, or "takes time" means nothing.
|
||||
ticks += 1
|
||||
if ticks < 2:
|
||||
return false
|
||||
if game_state.pending_orders(crafter_id) != 0:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order not completed once the stock arrived)")
|
||||
quit(1)
|
||||
return true
|
||||
if fleet.ships.size() != ships_at_start + 1:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (no vessel delivered: %d -> %d)" % [
|
||||
ships_at_start, fleet.ships.size()
|
||||
])
|
||||
var queue: Array = game_state.order_list(crafter_id)
|
||||
if queue.is_empty() or not bool(queue[0].started):
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a fully funded order never started building)")
|
||||
quit(1)
|
||||
return true
|
||||
if game_state.building_stock(crafter_id) != 0:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (stock not consumed: %d left)" % game_state.building_stock(crafter_id))
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (starting the build did not consume the ore)")
|
||||
quit(1)
|
||||
return true
|
||||
print("supplied -> ships %d->%d, stock spent" % [ships_at_start, fleet.ships.size()])
|
||||
if not game_state.stored_vessels.is_empty():
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (the vessel appeared instantly - builds are supposed to take time)")
|
||||
quit(1)
|
||||
return true
|
||||
print("funded -> building started, ore consumed, nothing delivered yet")
|
||||
elapsed = 0.0
|
||||
stage = 5
|
||||
return false
|
||||
5:
|
||||
if elapsed < _build_time() * 2.0:
|
||||
return false
|
||||
if game_state.pending_orders(crafter_id) != 0:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (build never finished)")
|
||||
quit(1)
|
||||
return true
|
||||
if game_state.stored_vessels.size() != 1:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (finished build did not reach the hangar: %d stored)" % game_state.stored_vessels.size())
|
||||
quit(1)
|
||||
return true
|
||||
if fleet.ships.size() != ships_at_start:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (the vessel crewed itself - the player is supposed to pick it up)")
|
||||
quit(1)
|
||||
return true
|
||||
print("built -> 1 vessel waiting in the hangar, fleet untouched at %d" % fleet.ships.size())
|
||||
|
||||
# --- 4. one delivery clears ALL the orders it covers ---------
|
||||
# Measured in TICKS, not seconds, and with more orders than the
|
||||
# ticks allowed: production that handled one order per frame
|
||||
# would still clear them all inside any generous wall-clock wait,
|
||||
# so a timed check cannot tell "cleared at once" from "dribbled
|
||||
# out". Three orders, two ticks - only clearing them together
|
||||
# passes.
|
||||
ships_at_start = fleet.ships.size()
|
||||
# --- 4. one at a time, in order -----------------------------
|
||||
stored_at_start = game_state.stored_vessels.size()
|
||||
game_state.queue_order(crafter_id)
|
||||
game_state.queue_order(crafter_id)
|
||||
game_state.queue_order(crafter_id)
|
||||
game_state.deposit_to_building(crafter_id, GameState.SHIP_COST * 3)
|
||||
ticks = 0
|
||||
stage = 5
|
||||
return false
|
||||
5:
|
||||
ticks += 1
|
||||
if ticks < 2:
|
||||
return false
|
||||
if game_state.pending_orders(crafter_id) != 0 or fleet.ships.size() != ships_at_start + 3:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a delivery covering 3 orders left %d queued after %d ticks, ships %d->%d)" % [
|
||||
game_state.pending_orders(crafter_id), ticks, ships_at_start, fleet.ships.size()
|
||||
])
|
||||
quit(1)
|
||||
return true
|
||||
print("one delivery cleared 3 orders in %d ticks -> ships %d->%d" % [
|
||||
ticks, ships_at_start, fleet.ships.size()
|
||||
])
|
||||
|
||||
# --- 6 + 7. no scene, no fleet: production still completes --
|
||||
# The scene has to be GONE before the order is placed. With a
|
||||
# fleet still alive and under its cap it claims the vessel the
|
||||
# same frame production finishes, which would leave vessels_owed
|
||||
# back at 0 and prove nothing about orders surviving without it.
|
||||
ships_at_start = fleet.ships.size()
|
||||
scene.queue_free()
|
||||
elapsed = 0.0
|
||||
stage = 6
|
||||
return false
|
||||
6:
|
||||
# Enough time for exactly one build, and no more. Funding all
|
||||
# three at once must NOT finish all three at once - that is the
|
||||
# behaviour #23 replaced.
|
||||
if elapsed < _build_time() * 1.4:
|
||||
return false
|
||||
var done: int = game_state.stored_vessels.size() - stored_at_start
|
||||
if done != 1:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (after one build time, %d of 3 orders finished - they are not building one at a time)" % done)
|
||||
quit(1)
|
||||
return true
|
||||
if game_state.pending_orders(crafter_id) != 2:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (%d orders left, expected 2 still queued)" % game_state.pending_orders(crafter_id))
|
||||
quit(1)
|
||||
return true
|
||||
print("one build time -> 1 of 3 done, 2 still queued (sequential)")
|
||||
elapsed = 0.0
|
||||
stage = 7
|
||||
return false
|
||||
7:
|
||||
if elapsed < _build_time() * 4.0:
|
||||
return false
|
||||
if game_state.stored_vessels.size() - stored_at_start != 3:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (the rest of the queue never drained: %d of 3)" % (game_state.stored_vessels.size() - stored_at_start))
|
||||
quit(1)
|
||||
return true
|
||||
print("queue drained in order -> 3 vessels waiting")
|
||||
|
||||
# --- 6 + 7. no scene, no fleet ------------------------------
|
||||
stored_at_start = game_state.stored_vessels.size()
|
||||
scene.queue_free()
|
||||
elapsed = 0.0
|
||||
stage = 8
|
||||
return false
|
||||
8:
|
||||
if elapsed < 0.3:
|
||||
return false
|
||||
if is_instance_valid(fleet):
|
||||
|
|
@ -195,39 +225,22 @@ func _process(delta: float) -> bool:
|
|||
game_state.queue_order(crafter_id)
|
||||
game_state.deposit_to_building(crafter_id, GameState.SHIP_COST)
|
||||
elapsed = 0.0
|
||||
stage = 61
|
||||
stage = 9
|
||||
return false
|
||||
61:
|
||||
if elapsed < 0.4:
|
||||
9:
|
||||
if elapsed < _build_time() * 3.0:
|
||||
return false
|
||||
# The queue and stock live in the autoload, so tearing the space
|
||||
# scene down must not touch them - and the order must complete
|
||||
# even with no Fleet node anywhere to hand the vessel to.
|
||||
# The queue, the stock and the hangar live in the autoload, so
|
||||
# tearing the space scene down must not touch them.
|
||||
if game_state.pending_orders(crafter_id) != 0:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (order stalled once the space scene was gone)")
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (build stalled once the space scene was gone)")
|
||||
quit(1)
|
||||
return true
|
||||
if game_state.vessels_owed.is_empty():
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (vessel completed with no fleet present was lost, not owed)")
|
||||
if game_state.stored_vessels.size() != stored_at_start + 1:
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (a vessel built with no fleet present was lost)")
|
||||
quit(1)
|
||||
return true
|
||||
print("no scene at all -> order completed, %d vessel owed" % game_state.vessels_owed.size())
|
||||
|
||||
# Come back to space: the fleet should claim what it is owed.
|
||||
scene = load("res://Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
fleet = scene.get_node("Fleet")
|
||||
elapsed = 0.0
|
||||
stage = 8
|
||||
return false
|
||||
8:
|
||||
if elapsed < 0.5:
|
||||
return false
|
||||
if not game_state.vessels_owed.is_empty():
|
||||
print("TEST_BUILDING_STOCK_QUEUE: FAIL (returning fleet never claimed its %d owed vessel(s))" % game_state.vessels_owed.size())
|
||||
quit(1)
|
||||
return true
|
||||
print("fleet returned and claimed the owed vessel (ships=%d)" % fleet.ships.size())
|
||||
print("no scene at all -> build completed into the hangar (%d waiting)" % game_state.stored_vessels.size())
|
||||
print("TEST_BUILDING_STOCK_QUEUE: PASS")
|
||||
quit(0)
|
||||
return true
|
||||
|
|
@ -235,10 +248,6 @@ func _process(delta: float) -> bool:
|
|||
|
||||
|
||||
func _clear_hazards() -> void:
|
||||
# set_process(false) on AsteroidField only stops NEW chunks spawning -
|
||||
# rocks already in the world keep drifting and can destroy a parked ship,
|
||||
# which silently changes the fleet size this test asserts on. This is a
|
||||
# logistics test, not a survival one.
|
||||
for a in get_nodes_in_group("asteroids"):
|
||||
if is_instance_valid(a):
|
||||
a.queue_free()
|
||||
|
|
|
|||
|
|
@ -50,7 +50,8 @@ func _initialize() -> void:
|
|||
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
|
||||
game_state.rocks = 100
|
||||
game_state.fleet_cargo = 0
|
||||
game_state.vessels_owed.clear()
|
||||
game_state.stored_vessels.clear()
|
||||
game_state.build_time_scale = 0.02
|
||||
scene = load("res://Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
controller = scene.get_node("BuildController")
|
||||
|
|
|
|||
|
|
@ -34,7 +34,8 @@ func _initialize() -> void:
|
|||
game_state.transporters.clear()
|
||||
game_state.rocks = 900
|
||||
game_state.fleet_cargo = 0
|
||||
game_state.vessels_owed.clear()
|
||||
game_state.stored_vessels.clear()
|
||||
game_state.build_time_scale = 0.02
|
||||
game_state.unlocked = ["shipyards", "logistics", "freight"]
|
||||
scene = load("res://Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
|
|
|
|||
|
|
@ -52,7 +52,8 @@ func _initialize() -> void:
|
|||
game_state.extractors.clear()
|
||||
game_state.rocks = 40
|
||||
game_state.fleet_cargo = 0
|
||||
game_state.vessels_owed.clear()
|
||||
game_state.stored_vessels.clear()
|
||||
game_state.build_time_scale = 0.02
|
||||
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
|
||||
scene = load("res://Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
|
|
@ -161,20 +162,21 @@ func _process(delta: float) -> bool:
|
|||
stage = 6
|
||||
return false
|
||||
6:
|
||||
if elapsed < 0.5:
|
||||
# Long enough for the build itself, which #23 made take time.
|
||||
if elapsed < game_state.build_time(GameState.PRODUCT_SHIP) * 3.0:
|
||||
return false
|
||||
# --- 5. the queued order completed off the fleet's own ore ---
|
||||
if game_state.pending_orders(crafter_id) != 0:
|
||||
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (order still queued after a hand delivery)")
|
||||
quit(1)
|
||||
return true
|
||||
if fleet.ships.size() != ships_before + 1:
|
||||
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (no vessel: %d -> %d)" % [ships_before, fleet.ships.size()])
|
||||
# Since #23 a finished vessel waits in the hangar rather than
|
||||
# crewing itself, so this is where it lands.
|
||||
if game_state.stored_vessels.size() != 1:
|
||||
print("TEST_MANUAL_SUPPLY_ROUTE: FAIL (no vessel built: %d in the hangar)" % game_state.stored_vessels.size())
|
||||
quit(1)
|
||||
return true
|
||||
print("queued order fulfilled by hand, no transport hub: ships %d->%d" % [
|
||||
ships_before, fleet.ships.size()
|
||||
])
|
||||
print("queued order fulfilled by hand, no transport hub: %d vessel in the hangar" % game_state.stored_vessels.size())
|
||||
|
||||
# --- 6. conservation ----------------------------------------
|
||||
var expected: int = total_before - GameState.SHIP_COST
|
||||
|
|
|
|||
|
|
@ -50,7 +50,7 @@ func _initialize() -> void:
|
|||
game_state.transporters.clear()
|
||||
game_state.rocks = 100
|
||||
game_state.fleet_cargo = 0
|
||||
game_state.vessels_owed.clear()
|
||||
game_state.stored_vessels.clear()
|
||||
game_state.unlocked = ["shipyards", "coordination", "wing", "squadron", "armada"]
|
||||
scene = load("res://Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
|
|
|
|||
|
|
@ -34,7 +34,8 @@ func _initialize() -> void:
|
|||
game_state.buildings.clear()
|
||||
game_state.extractors.clear()
|
||||
game_state.transporters.clear()
|
||||
game_state.vessels_owed.clear()
|
||||
game_state.stored_vessels.clear()
|
||||
game_state.build_time_scale = 0.02
|
||||
game_state.reset_progression()
|
||||
game_state.rocks = 2000
|
||||
scene = load("res://Main.tscn").instantiate()
|
||||
|
|
|
|||
|
|
@ -35,7 +35,8 @@ func _initialize() -> void:
|
|||
game_state.buildings.clear()
|
||||
game_state.extractors.clear()
|
||||
game_state.transporters.clear()
|
||||
game_state.vessels_owed.clear()
|
||||
game_state.stored_vessels.clear()
|
||||
game_state.build_time_scale = 0.02
|
||||
game_state.reset_progression()
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game_state.rocks = 1200
|
||||
game_state.fleet_cargo = 0
|
||||
|
|
@ -154,16 +155,25 @@ func _process(delta: float) -> bool:
|
|||
stage = 2
|
||||
return false
|
||||
2:
|
||||
if elapsed < 0.6:
|
||||
if elapsed < game_state.build_time(GameState.VESSEL_SHIELD) * 3.0:
|
||||
return false
|
||||
# Finished vessels wait at the mothership (#23); crew it here so
|
||||
# the rest of the checks can look at a real ship.
|
||||
if game_state.stored_vessels.size() != 1:
|
||||
print("TEST_SHIP_LAB: FAIL (the shield order produced nothing: %s)" % [game_state.stored_vessels])
|
||||
quit(1)
|
||||
return true
|
||||
if String(game_state.stored_vessels[0]) != GameState.VESSEL_SHIELD:
|
||||
print("TEST_SHIP_LAB: FAIL (a shield order came back as %s)" % game_state.stored_vessels[0])
|
||||
quit(1)
|
||||
return true
|
||||
fleet.add_ship(game_state.take_stored_vessel(0))
|
||||
var shield_ship: Node = null
|
||||
for ship in fleet.ships:
|
||||
if is_instance_valid(ship) and ship.vessel_type == GameState.VESSEL_SHIELD:
|
||||
shield_ship = ship
|
||||
if shield_ship == null:
|
||||
print("TEST_SHIP_LAB: FAIL (the shield order produced no shield vessel: %d ships, owed %s)" % [
|
||||
fleet.ships.size(), game_state.vessels_owed
|
||||
])
|
||||
print("TEST_SHIP_LAB: FAIL (crewing the stored shield vessel produced none: %d ships)" % fleet.ships.size())
|
||||
quit(1)
|
||||
return true
|
||||
if not shield_ship.has_shield():
|
||||
|
|
|
|||
|
|
@ -46,6 +46,14 @@ func _total() -> int:
|
|||
sum += int(b.get("stock", 0))
|
||||
for t in game_state.transporters:
|
||||
sum += int(t.get("carrying", 0))
|
||||
# Ore inside a build that has STARTED but not finished (#23). It has left
|
||||
# the building's stock and has not yet been consumed by a completed
|
||||
# vessel, so without counting it the total dips for the length of every
|
||||
# build - which is a gap in this sum, not a leak in the game.
|
||||
for b in game_state.buildings:
|
||||
for o in b.get("orders", []):
|
||||
if bool(o.started):
|
||||
sum += game_state.product_cost(String(o.product))
|
||||
return sum
|
||||
|
||||
|
||||
|
|
@ -56,7 +64,8 @@ func _initialize() -> void:
|
|||
game_state.transporters.clear()
|
||||
game_state.rocks = 200
|
||||
game_state.fleet_cargo = 0
|
||||
game_state.vessels_owed.clear()
|
||||
game_state.stored_vessels.clear()
|
||||
game_state.build_time_scale = 0.02
|
||||
game_state.unlocked = ["shipyards", "logistics", "freight", "coordination", "wing", "squadron", "armada"]
|
||||
scene = load("res://Main.tscn").instantiate()
|
||||
root.add_child(scene)
|
||||
|
|
@ -118,7 +127,7 @@ func _process(delta: float) -> bool:
|
|||
total_at_start = _total()
|
||||
return false
|
||||
2:
|
||||
if elapsed < 0.3:
|
||||
if elapsed < game_state.build_time(GameState.PRODUCT_TRANSPORTER) * 3.0:
|
||||
return false
|
||||
if game_state.transporters.size() != 1:
|
||||
print("TEST_TRANSPORTER_SUPPLY: FAIL (built %d transporters from one order)" % game_state.transporters.size())
|
||||
|
|
|
|||
Loading…
Reference in a new issue