Add carrier vessel (#57)

An unarmed hauler with no weapon component - only VesselCargoComponent,
so it structurally cannot fire, the same pattern that already made the
shield vessel weaponless after #35. Its cargo_capacity (120, six
interceptors' worth) makes it the first real payoff for #56's fleet
hold cap.

Wired into the crafter, hangar and ship lab menus, all of which were
already generic over VesselDefinitions.fleet()/.all() - only the
per-vessel UI *nodes* are hand-placed (Main.tscn), not the logic, so
this repacks those three button rows to 4/4/5 columns and extends
BuildController's matching onready arrays. No new signal handlers were
needed.

Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size
(3 -> 4) now that a fourth vessel is fleet-eligible.
This commit is contained in:
Loïc Wisniewski 2026-08-16 16:20:39 +02:00
commit bbb1d4b0c5
13 changed files with 489 additions and 40 deletions

View file

@ -31,11 +31,13 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
@onready var lab_vessel_buttons: Array = [
get_node("../UI/LabMenu/VesselA"), get_node("../UI/LabMenu/VesselB"),
get_node("../UI/LabMenu/VesselC"), get_node("../UI/LabMenu/VesselD"),
get_node("../UI/LabMenu/VesselE"),
]
@onready var lab_vessel_label: Label = get_node("../UI/LabMenu/VesselLabel")
@onready var lab_vessel_labels: Array = [
get_node("../UI/LabMenu/VesselALabel"), get_node("../UI/LabMenu/VesselBLabel"),
get_node("../UI/LabMenu/VesselCLabel"), get_node("../UI/LabMenu/VesselDLabel"),
get_node("../UI/LabMenu/VesselELabel"),
]
@onready var lab_detail: Label = get_node("../UI/LabMenu/DetailLabel")
@onready var lab_status: Label = get_node("../UI/LabMenu/StatusLabel")
@ -63,21 +65,25 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
get_node("../UI/HangarMenu/AvailableInterceptor"),
get_node("../UI/HangarMenu/AvailableShield"),
get_node("../UI/HangarMenu/AvailableGasBomber"),
get_node("../UI/HangarMenu/AvailableCarrier"),
]
@onready var hangar_available_labels: Array = [
get_node("../UI/HangarMenu/AvailableInterceptorLabel"),
get_node("../UI/HangarMenu/AvailableShieldLabel"),
get_node("../UI/HangarMenu/AvailableGasBomberLabel"),
get_node("../UI/HangarMenu/AvailableCarrierLabel"),
]
@onready var hangar_fleet_slots: Array = [
get_node("../UI/HangarMenu/FleetInterceptor"),
get_node("../UI/HangarMenu/FleetShield"),
get_node("../UI/HangarMenu/FleetGasBomber"),
get_node("../UI/HangarMenu/FleetCarrier"),
]
@onready var hangar_fleet_labels: Array = [
get_node("../UI/HangarMenu/FleetInterceptorLabel"),
get_node("../UI/HangarMenu/FleetShieldLabel"),
get_node("../UI/HangarMenu/FleetGasBomberLabel"),
get_node("../UI/HangarMenu/FleetCarrierLabel"),
]
var build_menu_entries: Array = []
@ -103,11 +109,13 @@ var lab_building_id: int = 0
@onready var craft_shield_label: Label = get_node("../UI/CraftMenu/ShieldLabel")
@onready var craft_gas_bomber_button: IconButton = get_node("../UI/CraftMenu/GasBomberButton")
@onready var craft_gas_bomber_label: Label = get_node("../UI/CraftMenu/GasBomberLabel")
@onready var craft_carrier_button: IconButton = get_node("../UI/CraftMenu/CarrierButton")
@onready var craft_carrier_label: Label = get_node("../UI/CraftMenu/CarrierLabel")
@onready var craft_vessel_buttons: Array = [
craft_interceptor_button, craft_shield_button, craft_gas_bomber_button,
craft_interceptor_button, craft_shield_button, craft_gas_bomber_button, craft_carrier_button,
]
@onready var craft_vessel_labels: Array = [
craft_interceptor_label, craft_shield_label, craft_gas_bomber_label,
craft_interceptor_label, craft_shield_label, craft_gas_bomber_label, craft_carrier_label,
]
# --- the transfer panel (#24) ---------------------------------------------

View file

@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://VesselUpgradeDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
upgrade_id = "car_capacity"
display_name = "Reinforced Hold"
description = "+30 cargo capacity per level."
base_cost = 40
max_level = 3
icon = 21
additive_modifiers = {"cargo_capacity": 30.0}

View file

@ -0,0 +1,25 @@
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=4 format=3]
[ext_resource type="Script" path="res://VesselDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://VesselCargoComponent.tscn" id="2"]
[ext_resource type="Resource" path="res://CarrierCapacityUpgrade.tres" id="3"]
[resource]
script = ExtResource("1")
definition_id = "carrier"
display_name = "Carrier"
description = "Unarmed hauler with a much larger hold than any combat vessel. Cannot fire."
build_cost = 24
build_time = 20.0
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
hull_points = PackedVector2Array(-32, -10, -18, -18, 18, -18, 32, -10, 32, 14, -32, 14)
fleet_eligible = true
capabilities = PackedStringArray("cargo")
component_scenes = Array[PackedScene]([ExtResource("2")])
base_stats = {"max_speed": 380.0, "acceleration": 360.0, "delivery_speed": 180.0, "cargo_capacity": 120.0}
upgrades = Array[Resource]([ExtResource("3")])
unlock_id = "unlock_carrier"
unlock_name = "Unlock Carrier"
unlock_description = "Research a dedicated hauler hull that trades weapons for a much larger cargo hold."
unlock_cost = 0
unlock_resource_costs = {"ore": 60}
unlock_icon = -1

View file

@ -463,6 +463,7 @@ const VESSEL_INTERCEPTOR: String = "interceptor"
const VESSEL_SHIELD: String = "shield"
const VESSEL_GAS_BOMBER: String = "gas_bomber"
const VESSEL_TRANSPORTER: String = "transporter"
const VESSEL_CARRIER: String = "carrier"
# Compatibility constants for callers and old tests. Runtime metadata is
# resolved from VesselDefinition below.

View file

@ -35,6 +35,9 @@ enum Icon {
# inserting there would silently renumber every icon int already
# stored in existing scenes (#54).
GAS_BURNER,
# Same append-only rule (#57): a wide hauler hull, distinct from every
# vessel glyph above.
CARRIER_VESSEL,
}
# Size the glyphs were originally drawn against. Every glyph dimension is
@ -227,6 +230,8 @@ func _draw() -> void:
_draw_gas_bomb(center, pulse, s)
Icon.GAS_BURNER:
_draw_gas_burner_icon(center, pulse, s)
Icon.CARRIER_VESSEL:
_draw_carrier(center, pulse, s)
func _draw_close(center: Vector2, pulse: float, s: float) -> void:
@ -251,6 +256,20 @@ func _draw_shield_vessel(center: Vector2, pulse: float, s: float) -> void:
NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color)
func _draw_carrier(center: Vector2, pulse: float, s: float) -> void:
# Wide and flat-bottomed rather than pointed - reads as a hauler, not a
# combat silhouette, matching the ship's own hull_points.
var hull := PackedVector2Array([
center + Vector2(-13, -4) * s,
center + Vector2(-7, -8) * s,
center + Vector2(7, -8) * s,
center + Vector2(13, -4) * s,
center + Vector2(13, 6) * s,
center + Vector2(-13, 6) * s,
])
NeonDraw.draw_glowing_polygon(self, hull, _active_color(), pulse, core_color)
func _draw_gas_bomber(center: Vector2, pulse: float, s: float) -> void:
var hull := PackedVector2Array([
center + Vector2(0, -12) * s,

167
Main.tscn
View file

@ -840,8 +840,8 @@ horizontal_alignment = 1
[node name="AvailableShield" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -56
offset_right = 56
offset_left = -134
offset_right = -22
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
@ -852,8 +852,8 @@ glow_color = Color(0.45, 0.8, 1, 1)
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -96
offset_right = 96
offset_left = -174
offset_right = 18
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
@ -862,8 +862,8 @@ horizontal_alignment = 1
[node name="AvailableGasBomber" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 178
offset_right = 290
offset_left = 22
offset_right = 134
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
@ -874,6 +874,28 @@ glow_color = Color(0.96, 0.32, 0.78, 1)
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -18
offset_right = 174
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="AvailableCarrier" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 178
offset_right = 290
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
[node name="AvailableCarrierLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 138
offset_right = 330
offset_top = 380
@ -914,8 +936,8 @@ horizontal_alignment = 1
[node name="FleetShield" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -56
offset_right = 56
offset_left = -134
offset_right = -22
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
@ -926,8 +948,8 @@ glow_color = Color(0.45, 0.8, 1, 1)
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -96
offset_right = 96
offset_left = -174
offset_right = 18
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
@ -936,8 +958,8 @@ horizontal_alignment = 1
[node name="FleetGasBomber" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 178
offset_right = 290
offset_left = 22
offset_right = 134
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
@ -948,6 +970,28 @@ glow_color = Color(0.96, 0.32, 0.78, 1)
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -18
offset_right = 174
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetCarrier" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 178
offset_right = 290
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
[node name="FleetCarrierLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 138
offset_right = 330
offset_top = 690
@ -1000,7 +1044,7 @@ script = ExtResource("24")
anchor_left = 0.5
anchor_right = 0.5
offset_left = -300
offset_right = -190
offset_right = -212
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
@ -1010,8 +1054,8 @@ glow_color = Color(0.25, 0.85, 1, 1)
[node name="VesselB" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -145
offset_right = -35
offset_left = -172
offset_right = -84
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
@ -1021,8 +1065,8 @@ glow_color = Color(0.45, 0.8, 1, 1)
[node name="VesselC" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 35
offset_right = 145
offset_left = -44
offset_right = 44
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
@ -1032,14 +1076,25 @@ glow_color = Color(0.96, 0.32, 0.78, 1)
[node name="VesselD" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 190
offset_right = 300
offset_left = 84
offset_right = 172
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="VesselE" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 212
offset_right = 300
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
[node name="VesselLabel" type="Label" parent="UI/LabMenu"]
visible = false
mouse_filter = 2
@ -1057,7 +1112,7 @@ mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -330
offset_right = -160
offset_right = -182
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
@ -1068,8 +1123,8 @@ text = "Interceptor"
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -175
offset_right = -5
offset_left = -202
offset_right = -54
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
@ -1080,8 +1135,8 @@ text = "Shield"
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 5
offset_right = 175
offset_left = -74
offset_right = 74
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
@ -1092,14 +1147,26 @@ text = "Gas Bomber"
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 160
offset_right = 330
offset_left = 54
offset_right = 202
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Transporter"
[node name="VesselELabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 182
offset_right = 330
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Carrier"
[node name="VesselUpgradeSeparator" type="ColorRect" parent="UI/LabMenu"]
mouse_filter = 2
anchor_right = 1.0
@ -1345,7 +1412,7 @@ anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -310
offset_right = -182
offset_right = -208
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
@ -1358,7 +1425,7 @@ anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -330
offset_right = -162
offset_right = -188
offset_top = 56
offset_bottom = 136
theme_override_font_sizes/font_size = 24
@ -1370,8 +1437,8 @@ anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -148
offset_right = -20
offset_left = -174
offset_right = -72
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
@ -1384,8 +1451,8 @@ anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -168
offset_right = 0
offset_left = -194
offset_right = -52
offset_top = 56
offset_bottom = 136
theme_override_font_sizes/font_size = 24
@ -1398,8 +1465,8 @@ anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 14
offset_right = 142
offset_left = -38
offset_right = 64
offset_top = -100
offset_bottom = 28
script = ExtResource("10")
@ -1412,8 +1479,8 @@ anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -6
offset_right = 162
offset_left = -58
offset_right = 84
offset_top = 56
offset_bottom = 150
theme_override_font_sizes/font_size = 24
@ -1421,6 +1488,34 @@ autowrap_mode = 2
text = "Gas Bomber"
horizontal_alignment = 1
[node name="CarrierButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 98
offset_right = 200
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
[node name="CarrierLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 78
offset_right = 220
offset_top = 56
offset_bottom = 136
theme_override_font_sizes/font_size = 24
autowrap_mode = 2
text = "Carrier"
horizontal_alignment = 1
[node name="QueueLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 1.0

View file

@ -1,12 +1,13 @@
class_name VesselDefinitions
extends RefCounted
const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter"]
const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter", "carrier"]
const DEFINITIONS: Dictionary = {
"interceptor": preload("res://InterceptorVesselDefinition.tres"),
"shield": preload("res://ShieldVesselDefinition.tres"),
"gas_bomber": preload("res://GasBomberVesselDefinition.tres"),
"transporter": preload("res://TransporterVesselDefinition.tres"),
"carrier": preload("res://CarrierVesselDefinition.tres"),
}
static func get_definition(definition_id: String) -> Resource:

View file

@ -0,0 +1,17 @@
extends Node2D
# Preview, not a test - #57's crafter menu screenshot with all 4 fleet
# vessels researched, carrier included as the new 4th entry.
#
# bash tests/screenshot.sh res://tests/_carrier_crafter_preview.tscn /tmp/crafter.png 20 720x1280
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.rocks = 500
GameState.vessel_levels = {"unlock_shield": 1, "unlock_gas_bomber": 1, "unlock_carrier": 1}
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("UI/CraftMenu").visible = true
main.get_node("BuildController")._refresh_craft_status()

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_carrier_crafter_preview.gd" id="1"]
[node name="CarrierCrafterPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,21 @@
extends Node2D
# Preview, not a test - #57's hangar menu screenshot with all 4 fleet
# vessels researched, one of each stored, and a carrier crewed into the
# fleet so both rows show the new entry.
#
# bash tests/screenshot.sh res://tests/_carrier_hangar_preview.tscn /tmp/hangar.png 20 720x1280
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.rocks = 500
GameState.vessel_levels = {"unlock_shield": 1, "unlock_gas_bomber": 1, "unlock_carrier": 1}
GameState.stored_vessels = ["shield", "gas_bomber", "carrier"]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
var fleet: Node = main.get_node("Fleet")
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray(["interceptor", "carrier"]))
main.get_node("UI/HangarMenu").visible = true
main.get_node("BuildController")._refresh_hangar()

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_carrier_hangar_preview.gd" id="1"]
[node name="CarrierHangarPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,239 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_carrier_vessel.gd
# Forgejo #57: an unarmed hauler that substantially raises how much the
# fleet can carry (#56).
#
# Covers:
# A. crewing a carrier raises GameState.fleet_cargo_capacity() by its stat
# B. a carrier never fires - no weapon component, no projectile ever
# originates from it even with an enemy parked in interceptor fire range
# C. it is unbuildable until researched
# D. it appears in the crafter, hangar and ship lab with correct name,
# cost, icon and colour, and is buildable once researched
var game_state: Node
var scene: Node
var fleet: Node
var controller: Node
var field: Node
var crafter_id: int = 0
var mothership_id: int = 0
var definition: Resource
var capacity_before: int = 0
var enemy: Node
var stage: int = 0
var elapsed: float = 0.0
const MOTHERSHIP_AT: Vector2 = Vector2(0.0, 0.0)
const CRAFTER_AT: Vector2 = Vector2(3000.0, 0.0)
# Same slot the crafter/hangar UI arrays give carrier: VesselDefinitions.ORDER
# appends carrier after transporter, and VesselDefinitions.fleet() filters
# transporter out, so carrier lands last among the 4 fleet-eligible vessels
# (interceptor, shield, gas_bomber, carrier) in both craft_vessel_* and the
# hangar_* arrays.
const FLEET_UI_INDEX: int = 3
# The ship lab shows every vessel including the transporter, so carrier is
# the 5th and last slot there.
const LAB_UI_INDEX: int = 4
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.reset_progression()
game_state.build_time_scale = 0.02
game_state.rocks = 500
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
controller = scene.get_node("BuildController")
func _clear_hazards() -> void:
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
for e in get_nodes_in_group("enemies"):
if is_instance_valid(e):
e.queue_free()
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
_clear_hazards()
# --- structural: unarmed, cargo-capable, fleet-eligible ---------
definition = game_state.vessel_definition(GameState.VESSEL_CARRIER)
if definition == null or not definition.fleet_eligible:
return _fail("carrier is not a fleet-eligible vessel definition")
if definition.capabilities.has("weapon"):
return _fail("carrier declares a weapon capability")
if not definition.capabilities.has("cargo"):
return _fail("carrier does not declare the cargo capability")
# --- A. capacity math, directly -----------------------------------
if game_state.fleet_cargo_capacity(PackedStringArray(["carrier"])) != 120:
return _fail("one carrier's capacity contribution is %d, expected 120" \
% game_state.fleet_cargo_capacity(PackedStringArray(["carrier"])))
print("structural: unarmed, cargo capability, contributes 120 alone")
# --- C. gated until researched --------------------------------
field = scene.get_node("BuildingField")
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
mothership_id = int(game_state.buildings[-1].id)
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
crafter_id = int(game_state.buildings[-1].id)
field.place(GameState.BUILDING_SHIP_LAB, CRAFTER_AT + Vector2(0.0, 400.0))
if game_state.vessel_is_unlocked(GameState.VESSEL_CARRIER):
return _fail("carrier starts unlocked")
if game_state.queue_order(crafter_id, GameState.VESSEL_CARRIER):
return _fail("queue_order accepted an unresearched carrier")
print("unresearched carrier is unbuildable, as expected")
# --- D. locked state in the crafter UI -------------------------
controller.craft_building_id = crafter_id
controller._refresh_craft_status()
if controller.craft_vessel_buttons[FLEET_UI_INDEX].enabled:
return _fail("a locked carrier shows enabled in the crafter menu")
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.1:
return false
# --- C continued: unlocking ------------------------------------
if not game_state.unlock_vessel(GameState.VESSEL_CARRIER):
return _fail("unlock_vessel(carrier) failed with 500 ore in the bank")
if not game_state.vessel_is_unlocked(GameState.VESSEL_CARRIER):
return _fail("carrier still reports locked after unlocking")
if game_state.product_costs(GameState.VESSEL_CARRIER) != {GameState.RESOURCE_ORE: 24}:
return _fail("carrier's build cost is %s, expected 24 ore" \
% game_state.product_costs(GameState.VESSEL_CARRIER))
print("researched: unlocked, costs %s" % game_state.product_costs(GameState.VESSEL_CARRIER))
# --- D. unlocked state in the crafter UI ------------------------
controller._refresh_craft_status()
var craft_button: IconButton = controller.craft_vessel_buttons[FLEET_UI_INDEX]
var craft_label: Label = controller.craft_vessel_labels[FLEET_UI_INDEX]
if not craft_button.enabled:
return _fail("an unlocked carrier still shows disabled in the crafter menu")
if craft_button.icon != definition.icon or craft_button.glow_color != definition.glow_color:
return _fail("crafter carrier button does not match its definition's icon/colour")
if not craft_label.text.begins_with(definition.display_name):
return _fail("crafter carrier label reads '%s', expected to start with '%s'" \
% [craft_label.text, definition.display_name])
if not game_state.queue_order(crafter_id, GameState.VESSEL_CARRIER):
return _fail("queue_order rejected a researched carrier")
print("crafter: enabled, correct icon/colour, correct label, buildable")
# Bypass the build timer/delivery wait - that queue mechanism is
# generic and already covered for every other vessel
# (test_building_stock_queue.gd, test_resources_and_buildings.gd
# etc.); this ticket is about the carrier's OWN behaviour, not
# re-proving crafting works.
game_state.stored_vessels.append(GameState.VESSEL_CARRIER)
# --- D. hangar display -------------------------------------------
controller._refresh_hangar()
var available_slot: IconButton = controller.hangar_available_slots[FLEET_UI_INDEX]
var available_label: Label = controller.hangar_available_labels[FLEET_UI_INDEX]
if available_slot.icon != definition.icon or available_slot.glow_color != definition.glow_color:
return _fail("hangar carrier slot does not match its definition's icon/colour")
var expected_available: String = "%s\n1 available" % definition.display_name
if available_label.text != expected_available:
return _fail("hangar carrier label reads '%s', expected '%s'" \
% [available_label.text, expected_available])
print("hangar: correct icon/colour, shows 1 available")
# --- A continued: crewing it raises capacity ---------------------
# The default fleet (5 interceptors) already sits at
# max_fleet_size() with reset_progression()'s cleared skills, which
# would make _on_hangar_crew_type refuse for being full - shrink
# to 1 ship first so there is room to crew the carrier at all.
fleet.spawn_ships(1, MOTHERSHIP_AT, PackedStringArray([GameState.VESSEL_INTERCEPTOR]))
capacity_before = game_state.fleet_cargo_total_capacity()
controller._on_hangar_crew_type(FLEET_UI_INDEX)
if not fleet.has_vessel_type(GameState.VESSEL_CARRIER):
return _fail("crewing from the hangar did not add a carrier to the fleet")
var capacity_after: int = game_state.fleet_cargo_total_capacity()
if capacity_after != capacity_before + 120:
return _fail("crewing a carrier moved capacity %d -> %d, expected +120" \
% [capacity_before, capacity_after])
print("crewed: capacity %d -> %d (+120)" % [capacity_before, capacity_after])
# --- D. ship lab display -------------------------------------------
controller.lab_vessel = GameState.VESSEL_CARRIER
controller._refresh_lab()
var lab_button: IconButton = controller.lab_vessel_buttons[LAB_UI_INDEX]
var lab_label: Label = controller.lab_vessel_labels[LAB_UI_INDEX]
if lab_button.icon != definition.icon or lab_button.glow_color != definition.glow_color:
return _fail("ship lab carrier slot does not match its definition's icon/colour")
if lab_label.text != definition.display_name:
return _fail("ship lab carrier label reads '%s', expected '%s'" \
% [lab_label.text, definition.display_name])
print("ship lab: correct icon/colour/label")
stage = 2
elapsed = 0.0
return false
2:
# --- B. never fires, even with a target in range -----------------
# Isolate: JUST a carrier in the fleet, nothing else nearby that
# could fire instead and make the check meaningless.
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_CARRIER]))
stage = 3
elapsed = 0.0
return false
3:
# A settling tick before the enemy appears: queue_free() on the
# ships spawn_ships() just replaced does not remove them from the
# tree instantly, so a stale interceptor's weapon could otherwise
# still get one last physics tick against a target added in the
# same frame - a false positive, not the carrier firing.
if elapsed < 0.3:
return false
var enemy_scene: PackedScene = load("res://Enemy.tscn")
enemy = enemy_scene.instantiate()
enemy.position = fleet.get_centroid() + Vector2(220.0, 0.0)
scene.add_child(enemy)
# Frozen in place: a chaser closes distance and kills on contact,
# and an unarmed carrier has nothing to stop that. Letting it
# approach would wipe the fleet, trip the "rebuild at the
# mothership" safety net (a default INTERCEPTOR), and that
# interceptor firing would look like a carrier-firing false
# positive - this test is about whether the carrier fires, not
# whether it can survive unescorted.
enemy.set_physics_process(false)
stage = 4
elapsed = 0.0
return false
4:
if elapsed < 2.0:
return false
var projectiles: Array = get_nodes_in_group("player_projectiles")
if not projectiles.is_empty():
return _fail("%d projectile(s) originated from a fleet made only of a carrier" \
% projectiles.size())
print("no projectiles after %.1fs with an enemy in interceptor fire range" % elapsed)
print("TEST_CARRIER_VESSEL: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_CARRIER_VESSEL: FAIL (%s)" % message)
quit(1)
return true

View file

@ -23,7 +23,7 @@ func _process(delta: float) -> bool:
return false
var definitions: Array = VESSEL_DEFINITIONS.all()
var fleet_definitions: Array = VESSEL_DEFINITIONS.fleet()
if fleet_definitions.size() != 3 \
if fleet_definitions.size() != 4 \
or fleet_definitions.any(func(definition): return definition.has_capability("transport")):
return _fail("logistics transporters leaked into the combat-fleet catalog")
if ships.size() != definitions.size():