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 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
This commit is contained in:
Loïc Wisniewski 2026-09-05 21:57:53 +02:00
commit cc71811d89
8 changed files with 161 additions and 64 deletions

View file

@ -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:

View file

@ -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):

View file

@ -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)