From cc71811d897797c85b6874e84aed1e3016c3ea63 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Wisniewski?= Date: Sat, 5 Sep 2026 21:57:53 +0200 Subject: [PATCH] Research the Fleet Office, and give it one hull Fleet Offices sit behind a new Berth Authority doctrine. It costs ore and no research points, deliberately: points come only from conquering a planet, conquering needs a fleet, and the fleet caps at its opening hull until an office exists - so pricing the fleet's own gate in them would lock a player behind a fight that one vessel has to win first. The research unlocks the STRUCTURE; capacity is still the built, supplied thing #219 made it. The tree gains a sixth lane for it, so the branch that fleet size vacated is occupied again rather than reading as a hole. Also fixes a shape #216 exposed: a stationed transporter drew a hull written into its own script while a delivered one drew the definition's, and the transporter's definition declared none at all - so one in flight was an empty polygon. Both vessels now draw the definition, and a test pins that the two paths agree. The repair drone had the same fault, off by two units. Co-Authored-By: Claude Opus 5 Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD --- core/GameState.gd | 52 +++++++++++-------- logistics/RepairDrone.gd | 14 +++-- logistics/Transporter.gd | 17 +++++-- tests/test_build_menu_hides_locked.gd | 46 ++++++----------- tests/test_fleet_growth.gd | 28 ++++++++-- tests/test_logistics_hull_identity.gd | 65 ++++++++++++++++++++++++ vessels/RepairDroneVesselDefinition.tres | 2 +- vessels/TransporterVesselDefinition.tres | 1 + 8 files changed, 161 insertions(+), 64 deletions(-) create mode 100644 tests/test_logistics_hull_identity.gd diff --git a/core/GameState.gd b/core/GameState.gd index b08e752..6c92972 100644 --- a/core/GameState.gd +++ b/core/GameState.gd @@ -508,28 +508,38 @@ var buildings: Array = [] # leaving the ship-lab branch zigzagging between 0.82 and 0.94 with nothing # beside it. # -# 0.10 supply logistics -> freight -> freight_yards -# 0.30 industry power_systems -> field_engineering -> drone_bays -# 0.50 spine shipyards -> coordination -> deep_space_scanning -# 0.70 ground forward_bases -> garrison_bays -# 0.90 vessels vessel_science -> logistics_command -# -# Fleet size is deliberately absent: #219 moved it out of research entirely -# and onto the Fleet Office, which is why the widest lane is now empty. +# 0.08 supply logistics -> freight -> freight_yards +# 0.25 industry power_systems -> field_engineering -> drone_bays +# 0.42 spine shipyards -> coordination -> deep_space_scanning +# 0.58 fleet berth_authority +# 0.75 ground forward_bases -> garrison_bays +# 0.92 vessels vessel_science -> logistics_command const SKILL_TREE: Array = [ { "id": "shipyards", "name": "Shipyards", "cost": 15, "requires": "", - "x": 0.50, "unlocks": BUILDING_SHIP_CRAFTER, + "x": 0.42, "unlocks": BUILDING_SHIP_CRAFTER, "desc": "Build ship crafters, and buy extra vessels at them.", }, + { + # Fleet size is a researched thing again, but only the STRUCTURE is: + # the office still has to be built and supplied, which is what #219 + # moved it to. Ore only, and no research points: points come solely + # from conquering a planet, and conquering one needs a fleet, so + # pricing this in them would lock the fleet at its opening hull + # behind a fight that hull has to win first. + "id": "berth_authority", "name": "Berth Authority", "cost": 20, + "requires": "shipyards", + "x": 0.58, "unlocks": BUILDING_FLEET_OFFICE, + "desc": "Build Fleet Offices. Each holds one more berth in the fleet, and has to be kept supplied or the vessel in it is lost.", + }, { "id": "logistics", "name": "Logistics", "cost": 25, "requires": "shipyards", - "x": 0.10, "unlocks": BUILDING_EXTRACTOR, + "x": 0.08, "unlocks": BUILDING_EXTRACTOR, "desc": "Build extractors on planets. They mine ore whether or not you are nearby.", }, { "id": "coordination", "name": "Coordination", "cost": 20, "requires": "shipyards", - "x": 0.50, "unlocks": BUILDING_COMMAND_CENTER, "research_points": 1, + "x": 0.42, "unlocks": BUILDING_COMMAND_CENTER, "research_points": 1, "desc": "Build command centers, where the fleet formation is arranged.", }, { @@ -539,7 +549,7 @@ const SKILL_TREE: Array = [ # start being able to hurt them. "id": "forward_bases", "name": "Forward Bases", "cost": 30, "requires": "coordination", "costs": {"ore": 30, "gas": 12}, - "x": 0.70, "unlocks": BUILDING_OUTPOST, "research_points": 1, + "x": 0.75, "unlocks": BUILDING_OUTPOST, "research_points": 1, "desc": "Build outposts: forward positions vessels can be stationed at, to hold ground you are not standing on.", }, { @@ -548,7 +558,7 @@ const SKILL_TREE: Array = [ # researching it never means demolishing and rebuilding. "id": "garrison_bays", "name": "Garrison Bays", "cost": 110, "requires": "forward_bases", "costs": {"ore": 110, "gas": 35}, - "x": 0.70, "outpost_bonus": 1, "research_points": 2, + "x": 0.75, "outpost_bonus": 1, "research_points": 2, "icon": 40, "desc": "Permanent: +1 berth at every outpost, including ones already built.", }, @@ -559,7 +569,7 @@ const SKILL_TREE: Array = [ # manages what shipyards do. "id": "logistics_command", "name": "Logistics Command", "cost": 140, "costs": {"ore": 140, "gas": 40}, - "requires": "vessel_science", "x": 0.90, + "requires": "vessel_science", "x": 0.92, "unlocks": BUILDING_PLANNING_CENTER, "research_points": 3, "desc": "Build a planning center: set how many of each vessel should always exist, and the crafters are kept working until they do.", }, @@ -569,7 +579,7 @@ const SKILL_TREE: Array = [ # arrive after the player has some worth looking after. "id": "field_engineering", "name": "Field Engineering", "cost": 95, "costs": {"ore": 95, "gas": 35, "energy": 20}, - "requires": "power_systems", "x": 0.30, + "requires": "power_systems", "x": 0.25, "unlocks": BUILDING_WORKSHOP, "research_points": 2, "desc": "Build spacial workshops. Their drones fly out and repair damaged structures, spending ore delivered to the workshop.", }, @@ -578,40 +588,40 @@ const SKILL_TREE: Array = [ # that reaches workshops already standing. "id": "drone_bays", "name": "Drone Bays", "cost": 150, "costs": {"ore": 150, "gas": 50, "energy": 35}, - "requires": "field_engineering", "x": 0.30, + "requires": "field_engineering", "x": 0.25, "workshop_bonus": 1, "research_points": 2, "icon": 43, "desc": "Permanent: +1 berth at every spacial workshop, including ones already built. The drone to fill it is still yours to build.", }, { "id": "freight", "name": "Freight Handling", "cost": 40, "requires": "logistics", "costs": {"ore": 40, "gas": 15}, - "x": 0.10, "unlocks": BUILDING_TRANSPORT_HUB, "research_points": 1, + "x": 0.08, "unlocks": BUILDING_TRANSPORT_HUB, "research_points": 1, "desc": "Build transport hubs. Transporters are built at a ship crafter and assigned to a hub, which then runs its routes without you.", }, { "id": "vessel_science", "name": "Vessel Science", "cost": 35, "requires": "shipyards", "costs": {"ore": 35, "gas": 10}, - "x": 0.90, "unlocks": BUILDING_SHIP_LAB, "research_points": 1, + "x": 0.92, "unlocks": BUILDING_SHIP_LAB, "research_points": 1, "desc": "Build ship labs, where each vessel type is upgraded and new ones unlocked.", }, { "id": "deep_space_scanning", "name": "Deep-Space Scanning", "cost": 50, "costs": {"ore": 50, "gas": 15}, - "requires": "coordination", "x": 0.50, + "requires": "coordination", "x": 0.42, "unlocks": BUILDING_PLANET_SCANNER, "research_points": 1, "desc": "Build a planet scanner and reveal the nearest world of a chosen type.", }, { "id": "freight_yards", "name": "Freight Yards", "cost": 80, "requires": "freight", "costs": {"ore": 80, "gas": 30}, - "x": 0.10, "hub_bonus": 1, "research_points": 2, + "x": 0.08, "hub_bonus": 1, "research_points": 2, "icon": 12, "desc": "Permanent: +1 berth at every hub, including ones already built. The transporter to fill it is still yours to build.", }, { "id": "power_systems", "name": "Power Systems", "cost": 45, "requires": "freight", "costs": {"ore": 45, "gas": 35}, - "x": 0.30, "unlocks": BUILDING_GAS_BURNER, "research_points": 2, + "x": 0.25, "unlocks": BUILDING_GAS_BURNER, "research_points": 2, "desc": "Build gas burners. Each converts gas into energy at its own site - hub transporters keep it stocked and collect what it makes.", }, ] diff --git a/logistics/RepairDrone.gd b/logistics/RepairDrone.gd index 81c0e7d..fd01ade 100644 --- a/logistics/RepairDrone.gd +++ b/logistics/RepairDrone.gd @@ -4,6 +4,7 @@ extends Node2D # or back to its workshop. Carries no state of its own; GameState owns the # simulation and RepairDroneField creates, positions and frees this to match. +const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd") const HULL_COLOR: Color = Color(0.5, 0.95, 0.8) var laden: bool = false @@ -27,10 +28,10 @@ func _draw() -> void: # Small and blunt, with a tool arm out front, in the workshop's own # green-teal: it should read as a tender belonging to a building rather # than as a fleet vessel or a hub's magenta hauler. - var hull: PackedVector2Array = PackedVector2Array([ - Vector2(0, -11), Vector2(8, -3), Vector2(6, 10), Vector2(-6, 10), Vector2(-8, -3), - ]) - NeonDraw.draw_glowing_polygon(self, hull, HULL_COLOR, 1.0) + # From the DEFINITION, for the reason Transporter.gd records: #216 made + # these fly out as ordinary deliveries, and a delivery draws the + # definition's hull. Two copies meant two shapes for one vessel. + NeonDraw.draw_glowing_polygon(self, _hull(), HULL_COLOR, 1.0) NeonDraw.draw_glowing_line(self, Vector2(0, -11), Vector2(0, -18), HULL_COLOR, 0.9, 0.35) NeonDraw.draw_glowing_line(self, Vector2(-5, -18), Vector2(5, -18), HULL_COLOR, 0.9, 0.35) if laden: @@ -38,3 +39,8 @@ func _draw() -> void: # material rather than as a light on the hull. NeonDraw.draw_glowing_circle(self, Vector2(0, 3), 5.0, GameState.resource_color(GameState.RESOURCE_ORE), 1.0) + + +func _hull() -> PackedVector2Array: + var definition: Resource = VESSEL_DEFINITIONS.get_definition(GameState.REPAIR_DRONE) + return PackedVector2Array() if definition == null else definition.hull_points diff --git a/logistics/Transporter.gd b/logistics/Transporter.gd index 07b5103..aabbf89 100644 --- a/logistics/Transporter.gd +++ b/logistics/Transporter.gd @@ -4,6 +4,7 @@ extends Node2D # supply route. Carries no state of its own; GameState owns the simulation # and TransporterField creates, positions and frees this to match. +const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd") const HULL_COLOR: Color = Color(0.95, 0.55, 0.85) var laden: bool = false @@ -26,13 +27,21 @@ func _draw() -> void: # Squat and boxy, in the transport hub's own magenta, so it reads as # "belongs to the hub" and not as an extractor hauler (green) or a fleet # vessel (sharp cyan triangle). - var hull: PackedVector2Array = PackedVector2Array([ - Vector2(0, -16), Vector2(10, -4), Vector2(10, 14), Vector2(-10, 14), Vector2(-10, -4), - ]) - NeonDraw.draw_glowing_polygon(self, hull, HULL_COLOR, 1.0) + # + # Taken from the DEFINITION rather than written out here. #216 made these + # fly out from the mothership as ordinary deliveries, and a delivery draws + # the definition's hull - so a second copy of the shape here meant a + # transporter changed shape the moment it was assigned. One shape, one + # place, whichever node is drawing it. + NeonDraw.draw_glowing_polygon(self, _hull(), HULL_COLOR, 1.0) if laden: # A visible payload, so a loaded run is distinguishable from a # deadhead back to the hub at a glance. NeonDraw.draw_glowing_polygon(self, PackedVector2Array([ Vector2(-5, 0), Vector2(5, 0), Vector2(5, 9), Vector2(-5, 9), ]), HULL_COLOR, 0.85) + + +func _hull() -> PackedVector2Array: + var definition: Resource = VESSEL_DEFINITIONS.get_definition(GameState.VESSEL_TRANSPORTER) + return PackedVector2Array() if definition == null else definition.hull_points diff --git a/tests/test_build_menu_hides_locked.gd b/tests/test_build_menu_hides_locked.gd index d2f1a5a..44d52d7 100644 --- a/tests/test_build_menu_hides_locked.gd +++ b/tests/test_build_menu_hides_locked.gd @@ -9,8 +9,7 @@ extends SceneTree # holes where they used to be - it is repacked from whatever is researched. # # Verifies: -# 1. with nothing researched only the mothership and the Fleet Office are -# offered (the mothership is +# 1. with nothing researched only the mothership is offered (it is # deliberately never gated - it is where research happens) # 2. researching a structure adds it, and it is placed, not left at # whatever offsets it happened to have in the scene file @@ -80,36 +79,23 @@ func _process(delta: float) -> bool: # --- 1. nothing researched ---------------------------------- controller._refresh_build_status() - # #219 put the Fleet Office beside the mothership at the opening: - # it is the only way the fleet grows now, so gating it behind - # research would gate fleet size behind research again - which is - # the thing that ticket removed. - var opening: Array = [GameState.BUILDING_MOTHERSHIP, - GameState.BUILDING_FLEET_OFFICE] + # The Fleet Office sits behind Berth Authority, so the opening is + # the mothership alone again - the fallback that is always there. var shown: Array = _shown() - var shown_ids: Array = [] - for e in shown: - shown_ids.append(e[0]) - shown_ids.sort() - opening.sort() - if shown_ids != opening: - print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (opening offer was %s, expected %s)" \ - % [shown_ids, opening]) + if shown.size() != 1 or shown[0][0] != GameState.BUILDING_MOTHERSHIP: + var names: Array = [] + for e in shown: + names.append(e[0]) + print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (unresearched structures on offer: %s)" % [names]) quit(1) return true - # --- 4. and the row is centred as a whole ------------------- - # Two entries now, so "centred" is the pair straddling the middle - # rather than one sitting on it. The rule being checked is the - # same one: a short row is not left hanging off to one side. - var slots: Array = _slots() - var spread: float = 0.0 - for slot in slots: - spread += float(slot[1]) - if absf(spread) > 0.01: - print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the opening row is off-centre by %.1f)" % spread) + # --- 4. and it is centred, being alone on its row ----------- + var only: Array = _slots()[0] + if absf(only[1]) > 0.01: + print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (the only entry sits at x=%.1f instead of centred)" % only[1]) quit(1) return true - print("nothing researched -> the mothership and a Fleet Office, centred") + print("nothing researched -> only the mothership, centred") # --- 2. research three more --------------------------------- game_state.unlocked = ["shipyards", "logistics", "coordination"] @@ -117,11 +103,9 @@ func _process(delta: float) -> bool: stage = 1 return false 1: - # Three doctrines add three structures to the two the opening - # already offers (#219's Fleet Office is one of those two). var shown2: Array = _shown() - if shown2.size() != 5: - print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched 3, expected 5 entries, got %d)" % shown2.size()) + if shown2.size() != 4: + print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (researched 3, expected 4 entries, got %d)" % shown2.size()) quit(1) return true for e in shown2: diff --git a/tests/test_fleet_growth.gd b/tests/test_fleet_growth.gd index 5a04f32..0aa3fcc 100644 --- a/tests/test_fleet_growth.gd +++ b/tests/test_fleet_growth.gd @@ -62,16 +62,38 @@ func _process(delta: float) -> bool: if game_state.max_fleet_size() != 1: return _fail("an unbuilt fleet caps at %d, expected 1" % game_state.max_fleet_size()) - # The whole tree, researched, must not add a single berth: #219 - # moved fleet size out of research entirely. + # --- the gate on the office ---------------------------------- + # Fleet Offices are researched (Berth Authority), but the research + # only unlocks the STRUCTURE - it grants no capacity by itself. + if game_state.is_building_unlocked(GameState.BUILDING_FLEET_OFFICE): + return _fail("Fleet Offices are buildable with nothing researched") + var gate: Dictionary = game_state.skill_node("berth_authority") + if gate.is_empty(): + return _fail("no skill node unlocks the Fleet Office") + # Ore only, deliberately: research points come solely from + # conquering a planet, and conquering one needs a fleet. Pricing + # the fleet's own gate in them would lock the player at their + # opening hull behind a fight that hull has to win first. + if int(gate.get("research_points", 0)) != 0: + return _fail("Berth Authority costs %d research points - unreachable with one vessel" \ + % int(gate.get("research_points", 0))) + for cost_resource in game_state.skill_costs("berth_authority"): + if String(cost_resource) != GameState.RESOURCE_ORE: + return _fail("Berth Authority asks for %s, which needs a built economy first" \ + % cost_resource) + + # The whole tree, researched, must still not add a single berth: + # #219 moved fleet SIZE out of research and onto the structure. for node in GameState.SKILL_TREE: if int(node.get("fleet_bonus", 0)) != 0: return _fail("skill node '%s' still grants fleet capacity" % node.id) game_state.unlocked.append(String(node.id)) + if not game_state.is_building_unlocked(GameState.BUILDING_FLEET_OFFICE): + return _fail("researching Berth Authority did not unlock the Fleet Office") if game_state.max_fleet_size() != 1: return _fail("researching the entire tree raised the fleet cap to %d" \ % game_state.max_fleet_size()) - print("a new game: 1 vessel, 1 berth, and no research anywhere raises it") + print("a new game: 1 vessel, 1 berth; research unlocks the office, not the berth") # --- B. offices are the berths ------------------------------- for i in range(3): diff --git a/tests/test_logistics_hull_identity.gd b/tests/test_logistics_hull_identity.gd new file mode 100644 index 0000000..e248aa8 --- /dev/null +++ b/tests/test_logistics_hull_identity.gd @@ -0,0 +1,65 @@ +extends SceneTree + +# A logistics vessel is ONE vessel, so it looks the same wherever it is drawn. +# +# #216 made transporters and repair drones fly out from the mothership as +# ordinary vessel deliveries. A delivery draws the hull off the vessel +# DEFINITION; the stationed nodes each drew a copy written into their own +# script. The copies had drifted - the transporter's definition declared no +# hull at all, so one in flight was an empty polygon, and the drone's two +# shapes differed by a couple of units - which is why a transporter changed +# shape the moment it was assigned. +# +# Covers: +# A. every vessel that can be delivered declares a hull to be drawn by +# B. the stationed node draws that same hull, not a second copy +# C. and the colours agree, so it does not change livery either + +const DELIVERABLE: Array = ["transporter", "repair_drone"] + + +func _initialize() -> void: + var definitions: Script = load("res://vessels/VesselDefinitions.gd") + var nodes: Dictionary = { + "transporter": load("res://logistics/Transporter.gd"), + "repair_drone": load("res://logistics/RepairDrone.gd"), + } + + for vessel_type in DELIVERABLE: + var definition: Resource = definitions.get_definition(vessel_type) + if definition == null: + return _fail("no definition for '%s'" % vessel_type) + + # --- A. there is a hull at all ------------------------------- + # An empty one is not a small bug: VesselDelivery draws exactly this, + # so a vessel with no hull is invisible for the whole flight. + if definition.hull_points.is_empty(): + return _fail("'%s' declares no hull, so it is invisible in flight" % vessel_type) + + # --- B. and the stationed node draws that one ---------------- + var node: Node2D = nodes[vessel_type].new() + root.add_child(node) + var drawn: PackedVector2Array = node._hull() + node.free() + if drawn != definition.hull_points: + return _fail("'%s' is drawn as %s at its post and %s in flight" \ + % [vessel_type, drawn, definition.hull_points]) + + # --- C. same livery too --------------------------------------- + var node_colour: Color = nodes[vessel_type].HULL_COLOR + var definition_colour: Color = definition.glow_color + if not is_equal_approx(node_colour.r, definition_colour.r) \ + or not is_equal_approx(node_colour.g, definition_colour.g) \ + or not is_equal_approx(node_colour.b, definition_colour.b): + return _fail("'%s' is %s at its post and %s in flight" \ + % [vessel_type, node_colour, definition_colour]) + print("%s: one hull of %d points, one colour, both places" \ + % [vessel_type, definition.hull_points.size()]) + + print("TEST_LOGISTICS_HULL_IDENTITY: PASS") + quit(0) + + +func _fail(message: String) -> void: + print("TEST_LOGISTICS_HULL_IDENTITY: FAIL (%s)" % message) + quit(1) diff --git a/vessels/RepairDroneVesselDefinition.tres b/vessels/RepairDroneVesselDefinition.tres index cbe1598..26dbc6d 100644 --- a/vessels/RepairDroneVesselDefinition.tres +++ b/vessels/RepairDroneVesselDefinition.tres @@ -15,6 +15,6 @@ support_craftable = true build_time = 11.0 icon = 43 glow_color = Color(0.5, 0.95, 0.8, 1) -hull_points = PackedVector2Array(0, -14, 9, -4, 7, 10, -7, 10, -9, -4) +hull_points = PackedVector2Array(0, -11, 8, -3, 6, 10, -6, 10, -8, -3) base_stats = {"max_speed": 620.0, "acceleration": 1800.0, "transport_speed": 190.0, "repair_amount": 25.0, "delivery_speed": 180.0} upgrades = Array[Resource]([ExtResource("2"), ExtResource("3")]) diff --git a/vessels/TransporterVesselDefinition.tres b/vessels/TransporterVesselDefinition.tres index 9b68460..5e28a8c 100644 --- a/vessels/TransporterVesselDefinition.tres +++ b/vessels/TransporterVesselDefinition.tres @@ -18,6 +18,7 @@ build_time = 9.0 support_craftable = true icon = 12 glow_color = Color(0.95, 0.55, 0.85, 1) +hull_points = PackedVector2Array(0, -16, 10, -4, 10, 14, -10, 14, -10, -4) capabilities = PackedStringArray("cargo", "transport") component_scenes = Array[PackedScene]([ExtResource("2"), ExtResource("3")]) base_stats = {"max_speed": 690.0, "acceleration": 2025.0, "cargo_capacity": 20.0, "fuel_capacity": 6.0, "fuel_boost": 1.0, "transport_speed": 120.0, "delivery_speed": 180.0}