#136, #137, #134: one build grid that cannot stack, one way to show a price

#136 - the gas burner drawn on top of the transport hub. The build menu's
rows were a written-down list of tops read with `tops[mini(row, size - 1)]`,
and with every structure researched the menu wanted a fourth row where the
list had three, so the last entry was placed on the third row's centre slot.
A list that silently stacks whatever will not fit in it is not a layout.
Rows are computed now, from a first top and a pitch that tightens to fit and
is floored at the row's own height - so two rows cannot occupy the same
space however far the catalog grows - and the column count widens rather
than adding a row the band cannot hold. Ten structures now sit in four
columns of three rows. The test unlocks the whole tree and checks every pair
of entries for overlap, which is the shape of the bug rather than a
coordinate that happens to be right today.

#137 - the game had three answers to "what does this cost". The build menu
drew a NeonNumber under each option, the craft menu drew glyph strips, and
the ship lab spelled prices out inside the caption. PriceTag is that answer
once: the resource's glyph, then what you HOLD over what it COSTS. It
replaces all three, plus the info popup and the skill panel, and
VesselPriceStrip - which was the same idea for one menu - goes with them.
The build menu also gains the resource bar the other two already had, in the
same place and at the same size, and the craft menu's - the only one not
running the full width of its panel - now matches. The bar drops its LOCAL
column where there is no building to report on, for the same reason #95
dropped it where it only repeated BANKED.

#134 - the skill panel's explanation and its price were both centred in the
same band, so a long description landed on the number. The text is the left
of the band now and the tag is the right. The shortfall it used to spell out
in a sentence - one per case, ore or research points - is the red on the tag
instead, and research points ride along as an entry of their own, so the tag
says WHICH thing is missing without a line of prose per possibility.

One trap worth recording: PriceTag and ResourceBar read the GameState
autoload, and an `extends SceneTree` test script that so much as names such
a class - or preloads the file - fails to compile, because GameState is not
an identifier in that context. GDScript then caches the failure, so the
scene the test instantiates gets a Control with no script where its resource
bar should be. The tests compare script PATHS, as strings.
This commit is contained in:
Loïc Wisniewski 2026-08-28 15:05:20 +02:00
commit ea25318201
12 changed files with 661 additions and 199 deletions

View file

@ -17,6 +17,9 @@ extends SceneTree
# 4. an entry alone on its row is centred, not hanging in the left column
# 5. researched-but-not-usable is still shown greyed (an extractor with no
# planet under the fleet is "not now", not "not yet")
# 6. #136 - with every structure researched, no two entries overlap. The
# grid used to be a fixed list of row positions read with a clamp, so
# the first row that would not fit was drawn on top of another one
var game_state: Node
var scene: Node
@ -45,6 +48,12 @@ func _shown() -> Array:
return out
func _rect(node: Control) -> Rect2:
return Rect2(Vector2(node.offset_left, node.offset_top),
Vector2(node.offset_right - node.offset_left,
node.offset_bottom - node.offset_top))
func _slots() -> Array:
# (row, x) of every visible button, in menu order.
var out: Array = []
@ -100,21 +109,51 @@ func _process(delta: float) -> bool:
# --- 3. consecutive slots, no holes -------------------------
var slots: Array = _slots()
var rows: Array = controller.MENU_ROW_TOPS
var columns: int = controller.menu_columns(slots.size())
var rows: int = controller.menu_rows(slots.size())
if columns != 2:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (4 entries laid out in %d columns)" % columns)
quit(1)
return true
for i in range(slots.size()):
var want_row: float = rows[i / 2]
var want_row: float = controller.menu_row_top(i / columns, rows, columns)
if absf(slots[i][0] - want_row) > 0.01:
print("slot %d at y=%.1f, expected row %d at y=%.1f" % [i, slots[i][0], i / 2, want_row])
print("slot %d at y=%.1f, expected row %d at y=%.1f" % [i, slots[i][0], i / columns, want_row])
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (a gap was left where a hidden entry used to be)")
quit(1)
return true
var want_x: float = -controller.MENU_COL_X if i % 2 == 0 else controller.MENU_COL_X
var col_x: float = float(controller.MENU_COL_X[columns])
var want_x: float = -col_x if i % 2 == 0 else col_x
if absf(slots[i][1] - want_x) > 0.01:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (entry %d at x=%.1f, expected %.1f)" % [i, slots[i][1], want_x])
quit(1)
return true
print("4 entries packed into consecutive slots, no gaps")
# --- 6. #136: nothing overlaps, with EVERY structure on offer -
# The bug the ticket reported: the row list ran out and the last
# entry was placed on top of one already there.
for node in GameState.SKILL_TREE:
game_state.unlocked.append(String(node.id))
controller._refresh_build_status()
var all_shown: Array = _shown()
if all_shown.size() < 9:
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (only %d structures unlocked - not the crowded case)" % all_shown.size())
quit(1)
return true
for i in range(all_shown.size()):
for j in range(i + 1, all_shown.size()):
for part in [1, 2, 3]:
var a: Control = all_shown[i][part]
var b: Control = all_shown[j][part]
if _rect(a).intersects(_rect(b)):
print("TEST_BUILD_MENU_HIDES_LOCKED: FAIL (%s and %s overlap at %s / %s)" \
% [all_shown[i][0], all_shown[j][0], _rect(a), _rect(b)])
quit(1)
return true
print("%d structures on offer, in %d columns, nothing overlapping" \
% [all_shown.size(), controller.menu_columns(all_shown.size())])
# --- 5. researched but not usable is shown, greyed ----------
var extractor_shown: bool = false
for e in shown2: