Transporter capacity per hub, and research to raise it
Forgejo #20, part 7 of #12 and the last of it. A hub stations BASE_HUB_CAPACITY (2) transporters. Total berths are hubs x per-hub capacity, so building another hub or researching "Freight Yards" both raise it - which is the choice #12 asks the player to make. Capacity follows the same shape as max_fleet_size() (sum a bonus over `unlocked`) rather than being a second mechanism doing the same job, so research applies to hubs already built, not only to ones placed afterwards. A queued-but-unbuilt transporter holds its berth. Without that a player could order ten against two berths and only discover the problem when they refused to appear. Ordering past the cap is refused outright, and the two refusals - no hub at all, versus every berth taken - say which, because "nothing happened" is exactly the bug reported against the craft button. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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143
tests/test_hub_capacity.gd
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tests/test_hub_capacity.gd
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_hub_capacity.gd
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# Forgejo #20 (part 7 of #12): a hub stations a limited number of
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# transporters. More hubs, or research, raise it.
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#
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# Verifies:
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# 1. capacity is per hub, so a second hub raises the total
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# 2. ordering past the cap is REFUSED, not silently swallowed - the ticket
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# is explicit that the player has to be told
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# 3. a queued-but-unbuilt transporter still holds its berth, or ten could
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# be ordered against two and only fail on arrival
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# 4. researching Freight Yards raises capacity for hubs ALREADY BUILT, not
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# just ones placed afterwards
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# 5. the extra berth is immediately usable
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var game_state: Node
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var scene: Node
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var field: Node
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var crafter_id: int = 0
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var stage: int = 0
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var elapsed: float = 0.0
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const CRAFTER_AT: Vector2 = Vector2(400.0, 0.0)
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const HUB_A: Vector2 = Vector2(-500.0, 0.0)
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const HUB_B: Vector2 = Vector2(-500.0, 600.0)
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.rocks = 900
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game_state.fleet_cargo = 0
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game_state.ships_owed = 0
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game_state.unlocked = ["shipyards", "logistics", "freight"]
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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field = scene.get_node("BuildingField")
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func _fill_berths(n: int) -> void:
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# Queue and immediately fund n transporters.
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for i in range(n):
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if game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
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game_state.deposit_to_building(crafter_id, GameState.TRANSPORTER_COST)
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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field.place(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
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crafter_id = int(game_state.buildings[-1].id)
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field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_A)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.3:
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return false
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var per_hub: int = game_state.hub_capacity()
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if game_state.transport_capacity() != per_hub:
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print("TEST_HUB_CAPACITY: FAIL (one hub gives %d berths, per-hub capacity is %d)" % [
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game_state.transport_capacity(), per_hub
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])
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quit(1)
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return true
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print("1 hub -> %d berths (%d per hub)" % [game_state.transport_capacity(), per_hub])
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# --- 2 + 3. fill it, then try to exceed it ------------------
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_fill_berths(per_hub)
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if game_state.transporters_claimed() != per_hub:
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print("TEST_HUB_CAPACITY: FAIL (claimed %d berths after ordering %d)" % [
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game_state.transporters_claimed(), per_hub
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])
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quit(1)
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return true
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# Still only QUEUED at this point - the berth must already count.
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if game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
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print("TEST_HUB_CAPACITY: FAIL (queued a transporter past the %d-berth cap)" % per_hub)
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quit(1)
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return true
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print("cap enforced at %d, including orders not yet built" % per_hub)
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# --- 1. a second hub raises the total -----------------------
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field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_B)
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.3:
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return false
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if game_state.transport_capacity() != game_state.hub_capacity() * 2:
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print("TEST_HUB_CAPACITY: FAIL (2 hubs give %d berths, expected %d)" % [
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game_state.transport_capacity(), game_state.hub_capacity() * 2
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])
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quit(1)
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return true
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print("2 hubs -> %d berths" % game_state.transport_capacity())
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if not game_state.can_station_transporter():
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print("TEST_HUB_CAPACITY: FAIL (second hub did not free a berth)")
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quit(1)
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return true
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# Fill the second hub too, so capacity is exhausted again.
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_fill_berths(game_state.transport_capacity() - game_state.transporters_claimed())
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if game_state.can_station_transporter():
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print("TEST_HUB_CAPACITY: FAIL (still room after filling every berth)")
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quit(1)
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return true
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# --- 4. research raises it for hubs ALREADY built -----------
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var before: int = game_state.transport_capacity()
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game_state.unlocked.append("freight_yards")
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var after: int = game_state.transport_capacity()
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print("researched Freight Yards: %d -> %d berths across %d existing hubs" % [
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before, after, game_state.hub_count()
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])
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if after != before + game_state.hub_count():
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print("TEST_HUB_CAPACITY: FAIL (research gave %d berths, expected +1 per existing hub)" % (after - before))
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quit(1)
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return true
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# --- 5. and the new berth is usable straight away -----------
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if not game_state.can_station_transporter():
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print("TEST_HUB_CAPACITY: FAIL (research raised the number but left no usable berth)")
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quit(1)
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return true
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if not game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
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print("TEST_HUB_CAPACITY: FAIL (could not order into the berth research just added)")
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quit(1)
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return true
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print("ordered into the newly researched berth")
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print("TEST_HUB_CAPACITY: PASS")
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quit(0)
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return true
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return false
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