Supply a building by hand: withdraw at the mothership, unload on arrival

Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.

A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.

Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.

Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-11 16:36:11 +02:00
commit ff162faef5
6 changed files with 296 additions and 3 deletions

View file

@ -11,6 +11,9 @@ extends Node2D
var building_scene: PackedScene = preload("res://Building.tscn")
var spawned: Array = []
# Whether the fleet was already standing on the mothership last frame - see
# the edge-triggered delivery in _process().
var _was_on_mothership: bool = false
func _ready() -> void:
@ -23,11 +26,16 @@ func _process(_delta: float) -> void:
# fleet standing on one?" - and it uses the fleet CENTROID, the same
# stable single-number test Planet and Building already use, rather than
# per-ship collision that flickers as ships jostle in formation.
if GameState.fleet_cargo <= 0:
return
# EDGE-triggered on arrival, not continuous. Delivering every frame the
# fleet is parked on the mothership would make withdrawing impossible:
# ore loaded into the hold at the mothership (#17) would be banked again
# the very next frame, and the button would look broken.
var under: Node2D = get_building_fleet_is_on()
if under != null and under.building_type == GameState.BUILDING_MOTHERSHIP:
var on_mothership: bool = under != null \
and under.building_type == GameState.BUILDING_MOTHERSHIP
if on_mothership and not _was_on_mothership and GameState.fleet_cargo > 0:
GameState.deliver_cargo()
_was_on_mothership = on_mothership
func rebuild_all() -> void: