Add planet conquest state and gate extractor placement (#41)

Planets now need every capture point held before an extractor can go
up there: GameState tracks per-planet capture progress keyed by the
same stable planet_id as extractors, and BuildController's four
extractor placement checks (menu enable, status text, info popup,
confirm) all re-check conquest, not just proximity/duplication.

Part of the #40 conquest-mechanic breakdown.
This commit is contained in:
Loïc Wisniewski 2026-08-15 14:41:19 +02:00
commit a1ad6cc844
5 changed files with 238 additions and 4 deletions

View file

@ -543,10 +543,13 @@ func _refresh_build_status() -> void:
# Prices are shown under each option now, so this only needs to say
# whether the fleet is somewhere an extractor could go.
if _planet_under_fleet() != null:
build_status.text = "Over %s - an extractor can be built here" % _planet_under_fleet().planet_name
else:
var planet: Node2D = _planet_under_fleet()
if planet == null:
build_status.text = ""
elif not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "Over %s - capture it before building an extractor" % planet.planet_name
else:
build_status.text = "Over %s - an extractor can be built here" % planet.planet_name
func _refresh_build_option_states() -> void:
@ -554,7 +557,8 @@ func _refresh_build_option_states() -> void:
var definition: Resource = entry[4]
var enabled: bool = GameState.is_building_unlocked(definition.definition_id)
if definition.placement_mode == "planet":
enabled = enabled and _planet_under_fleet() != null
var planet: Node2D = _planet_under_fleet()
enabled = enabled and planet != null and GameState.is_planet_conquered(planet.planet_id)
entry[1].enabled = enabled
entry[1].queue_redraw()
@ -593,6 +597,9 @@ func _show_building_info(type: String) -> void:
if planet == null:
lines.append("No planet in reach - fly over one.")
can_build = false
elif not GameState.is_planet_conquered(planet.planet_id):
lines.append("%s is not captured yet - take all its capture points." % planet.planet_name)
can_build = false
elif GameState.has_extractor_at(planet.planet_id):
lines.append("%s already has an extractor." % planet.planet_name)
can_build = false
@ -639,6 +646,9 @@ func _confirm_build() -> void:
if planet == null or GameState.has_extractor_at(planet.planet_id):
build_status.text = "No planet in reach any more"
return
if not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "%s is not captured yet" % planet.planet_name
return
if not GameState.spend(definition.cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.rocks]
return

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@ -1020,6 +1020,66 @@ func _extractor_inventory(extractor: Dictionary) -> RefCounted:
return inventory
# Planet conquest: a planet must have every one of its capture points held
# before an extractor can be built there (see BuildController's placement
# gates). Keyed by the same stable planet_id as `extractors`, entirely
# separate from it - a planet can be conquered long before anyone builds an
# extractor on it, or never get one at all.
var planet_capture: Dictionary = {}
signal planet_conquered(planet_id: String)
func register_capture_points(planet_key: String, total: int) -> void:
# Idempotent: landing again on a planet must not wipe points already
# captured on a previous visit.
if planet_capture.has(planet_key):
return
var captured: Array = []
captured.resize(total)
captured.fill(false)
planet_capture[planet_key] = {"captured": captured, "conquered": false}
func capture_state(planet_key: String) -> Dictionary:
return planet_capture.get(planet_key, {"captured": [], "conquered": false})
func is_point_captured(planet_key: String, index: int) -> bool:
var captured: Array = capture_state(planet_key).get("captured", [])
if index < 0 or index >= captured.size():
return false
return bool(captured[index])
func mark_point_captured(planet_key: String, index: int) -> void:
if not planet_capture.has(planet_key):
return
var state: Dictionary = planet_capture[planet_key]
var captured: Array = state.captured
if index < 0 or index >= captured.size():
return
captured[index] = true
if state.conquered:
return
if captured.all(func(c): return bool(c)):
state.conquered = true
planet_conquered.emit(planet_key)
func is_planet_conquered(planet_key: String) -> bool:
return bool(capture_state(planet_key).get("conquered", false))
func captured_point_count(planet_key: String) -> int:
var captured: Array = capture_state(planet_key).get("captured", [])
var count: int = 0
for c in captured:
if c:
count += 1
return count
func _process(delta: float) -> void:
# Runs in the autoload, so mining and transport continue while the player
# is on a planet's surface or nowhere near either.

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@ -42,6 +42,12 @@ func _initialize() -> void:
game_state.rocks = 200
game_state.buildings.clear()
game_state.extractors.clear()
game_state.planet_capture.clear()
# This test is about the planet-proximity/duplicate rules, not conquest
# (see test_planet_conquest_gate), so pre-conquer the target planet.
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
game_state.register_capture_points(target_planet_id, 1)
game_state.mark_point_captured(target_planet_id, 0)
# Extractors are gated behind research (see test_skill_tree). This test
# is about the planet-proximity rule, so grant the research up front.
game_state.reset_progression()

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@ -0,0 +1,157 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_conquest_gate.gd
# Verifies:
# 1. GameState starts every planet unconquered, and register_capture_points
# is idempotent (a second call with the same total doesn't wipe progress)
# 2. mark_point_captured only conquers once every point is captured, and
# the planet_conquered signal fires exactly once
# 3. over an unconquered planet, the extractor build option is disabled,
# the info popup explains why, and confirming spends nothing and builds
# nothing
# 4. once conquered, the same build flow works and charges the cost
var main_scene: Node
var fleet: Node
var game_state: Node
var controller: Node
var button: IconButton
var popup: Control
var target_chunk: Vector2i
var stage: int = 0
var elapsed: float = 0.0
var conquered_signal_count: int = 0
func _initialize() -> void:
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk):
target_chunk = chunk
found = true
break
if found:
break
if not found:
return _fail("no planet chunk to test with")
game_state = root.get_node("GameState")
game_state.rocks = 200
game_state.buildings.clear()
game_state.extractors.clear()
game_state.planet_capture.clear()
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
# Unit-level checks on GameState itself, before any scene involvement.
if game_state.is_planet_conquered(target_planet_id):
return _fail("a fresh planet reported conquered")
game_state.register_capture_points(target_planet_id, 3)
game_state.mark_point_captured(target_planet_id, 0)
game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration
if game_state.captured_point_count(target_planet_id) != 1:
return _fail("re-registering wiped already-captured progress")
game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1)
game_state.mark_point_captured(target_planet_id, 1)
if game_state.is_planet_conquered(target_planet_id):
return _fail("conquered with points still missing")
game_state.mark_point_captured(target_planet_id, 2)
if not game_state.is_planet_conquered(target_planet_id):
return _fail("all points captured but planet not marked conquered")
# Marking an already-captured point again must not double-fire the signal.
game_state.mark_point_captured(target_planet_id, 2)
if conquered_signal_count != 1:
return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
# Reset conquest for the scene-level gate check below - this run tests
# the unconquered path first, then conquers it.
game_state.planet_capture.clear()
main_scene = load("res://Main.tscn").instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
controller = main_scene.get_node("BuildController")
button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = near
fleet.move_to(near)
elapsed = 0.0
stage = 1
return false
1:
var planet_field: Node = main_scene.get_node("PlanetField")
if elapsed < planet_field.check_interval + 0.2:
return false
if not planet_field.populated_chunks.has(target_chunk):
return _fail("planet never spawned")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
var planet_field: Node = main_scene.get_node("PlanetField")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
controller._on_build_pressed()
if button.enabled:
return _fail("extractor option enabled over an unconquered planet")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
var explains_capture: bool = popup.visible \
and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
var offered: bool = popup.get_node("Panel/BuildButton").visible
if not explains_capture or offered:
return _fail("unconquered popup did not explain itself, or offered a build")
var rocks_before: int = game_state.rocks
controller._confirm_build() # must do nothing even if somehow pressed
if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
return _fail("build proceeded over an unconquered planet")
popup.visible = false
# Now conquer it and confirm the same flow succeeds.
game_state.register_capture_points(planet.planet_id, 2)
game_state.mark_point_captured(planet.planet_id, 0)
game_state.mark_point_captured(planet.planet_id, 1)
controller._on_build_pressed()
if not button.enabled:
return _fail("extractor option stayed disabled after conquest")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
if not popup.get_node("Panel/BuildButton").visible:
return _fail("conquered planet did not offer a build")
controller._confirm_build()
var built: bool = game_state.has_extractor_at(planet.planet_id)
var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
if not built or not charged:
return _fail("conquered planet did not build/charge correctly")
print("TEST_PLANET_CONQUEST_GATE: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
quit(1)
return true

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@ -0,0 +1 @@
uid://k4l7u3r84jch