Commit graph spaceship/surface
Author SHA1 Message Date
Claude
4ebd832a70 #232: stop rebuilding the gas vents every frame
GasVentField called queue_redraw() every frame and its _draw rebuilt six
vents of seven glowing polygons each - 168 antialiased polylines
re-tessellated per frame, since every NeonDraw call expands into four.

Measured first: 40 rasterisations over 30 frames, costing 6.6ms against a
32.4ms floor. For scale, the black hole's cached disc costs 0.1ms.

Both halves are pieces now. The sources never move, never recolour and never
fade, so they are rasterised once. The rising bubbles genuinely change size
and opacity, but size is scale and opacity is modulate - neither needs the
geometry rebuilding. 40 rasterisations over 30 frames became 0.

Two things worth recording.

The static extraction alone measured NOTHING - 7.1ms against 6.6ms, inside
the noise. softpipe is a CPU rasteriser: it prices FILL, and cached geometry
fills the same pixels. It cannot see a tessellation saving at all. After the
full change the frame time read NEGATIVE with the floor drifting 28 to 39ms
between runs, so no millisecond figure is claimed here. The rasterisation
count is the reproducible result; what it is worth on a phone is unmeasured.

And scaling a NeonPiece scales its STROKE with it. The bubbles were first
built as unit circles scaled up by their radius, which multiplied NeonDraw's
widths by five to fourteen - a hundred pixels of glow around a fourteen
pixel bubble. They rendered as bright blobs, the rasterisation count said
40 -> 0, and only the screenshot disagreed. Built at the largest radius and
scaled DOWN now, so the stroke only ever thins. The trap is noted at the
call site: scale is safe for moving and shrinking a piece and quietly wrong
for growing one.

NeonPiece.add_polygon gained a width, which it needed to keep the vents'
authored stroke rather than silently fattening them.

179/179.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-15 23:44:16 -04:00
Loïc Wisniewski
df4d5e35f9 Find the planet setups in an exported build
The registry scanned res://PlanetSetups for names ending ".tres". An export
does not ship those: text resources are converted to binary and the pack
carries "<name>.tres.remap", which ResourceLoader follows when asked for the
original path. So the scan found nothing in the web build, every planet drew
no setup, and since #211 the setup IS the garrison - every world in the
deployed game was deserted, with nothing logged to say why. Confirmed by
reading index.pck, which holds rocky_default.tres.remap and no .tres.

The suite runs from source, where the bug cannot occur, so the name
resolution is its own function and tested against the exact strings the pack
contains.

Also: the planning centre listed transporters and repair drones but
set_vessel_target() still refused anything not fleet-eligible, so both rows
had buttons that did nothing - the worst shape a refusal can take. Listing
and setting read the same rule now, and a standing order is only offered to
a crafter that can actually take it.

And two quests close the chain: the tentacle world, which the scanner will
not offer until the story hands it over, and the Warden itself.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-07 13:55:41 +02:00
Loïc Wisniewski
6e13b6397c Take planets by killing what defends them
#211 conquest is the fight now: a planet registers the garrison its setup
authors, each defender's own death counts against it, and the last one takes
the world. The capture points - stand in a ring, wait out a timer, once per
ring - are gone, along with the editor palette that placed them.
#212 conquest opens a dialog on the surface naming the research points
recovered; the award travels with the signal, after it is banked.
#209 the prologue's charted sectors go with the breach, so the map the
survivors keep is of where they now are - and "chart 30 sectors" is no
longer complete before they have flown anywhere.
#218 enemy variety is gated on the FLEET, not on wave strength: a starting
fleet meets chasers only at any wave number, and each vessel past three
opens one more kind.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 13:31:25 +02:00
Loïc Wisniewski
fd792e8b63 Smooth boosted fleet travel 2026-09-04 20:01:56 +02:00
Loïc Wisniewski
2ecd61de98 Restrict speed boost to space 2026-09-03 23:14:02 +02:00
Loïc Wisniewski
9864e59efc Arrange fleet abilities around fire stick 2026-09-03 23:00:52 +02:00
Loïc Wisniewski
cb6b0b69c6 Make boss encounter more dynamic 2026-09-03 22:31:32 +02:00
Loïc Wisniewski
68985316e5 Tune and optimize boss encounter 2026-09-03 11:49:51 +02:00
Loïc Wisniewski
40f284dcdd Add tentacled boss planet encounter 2026-09-03 10:33:05 +02:00
Loïc Wisniewski
c2ebbfaa2d Resolve pending gameplay tickets 2026-09-02 13:43:56 +02:00
Loïc Wisniewski
ec20778215 Enlarge mobile joystick controls 2026-09-02 11:19:54 +02:00
Loïc Wisniewski
3fcc26c8bc Implement #160, #161, #162, #163, #164 and #165
#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.

What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.

#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.

The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.

#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.

#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.

#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.

#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.

Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.

Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
Loïc Wisniewski
b721760803 #149, #153, #154: dialogs arrive, sit on top, and give the keyboard back
#149 - a line is typed out at about three and a half words a second, with a
scan sweep running down the panel and faint rules across it while it
decodes. The frame carries the charge while it works and settles when the
line lands; the caret is a solid write-head during the decode and only
starts blinking once it is waiting on the reader.

Two implementation notes worth keeping. The full text is set and then
REVEALED with visible_characters rather than the string being grown - a
growing string re-wraps on nearly every frame, so words jump between rows as
they are typed. And a press on a line still arriving FINISHES it instead of
dismissing it: without that, a player clicking at their usual pace skips the
second line having never seen a word of it, which is the exact thing #127
exists to prevent.

#153 - "after a dialog popup the input system is lost on keypress". Nothing
was lost; it was never delivered. A dialog stops the tree (#128), a paused
node receives no input, so a key RELEASED while the line was up never
reached the controller - keys_down kept it and the fleet flew on in that
direction once the game restarted.

NOTIFICATION_UNPAUSED arrives whatever a node's process mode is, which makes
it the one moment the question can be asked, and the physical keyboard is
the authority on what is actually held. That fixes anything that stops the
tree, not only dialogs, and the test checks it that way.

#154 - the banner was the ninth child of the UI layer and every panel came
after it, so all twelve of them drew over the top. It is the last child now,
in both scenes. Input order was never the problem and does not change: the
UI layer already sees unhandled input before the controllers do.
2026-08-29 14:39:07 +02:00
Loïc Wisniewski
970eafc1de #140: the objective moves behind a button next to the map's
The standing tracker #132 put on the HUD sat in the right-hand column, on
top of the dev wave button - and there is no free strip of that edge to move
it to, because everything down it is already something. So the objective
stops living on the HUD: a quest button beside the map's, and a panel when
you press it.

The panel shows the current objective, its progress, and the road behind it.
Deliberately NOT what comes next - the chain is meant to open the game up a
step at a time (#133), and a list of everything still to come is that
discovery given away on the first press.

It owns its own button, the way WorldMap owns the map button rather than
being wired through BuildController, and it hides that button during the
prologue for the same reason and in the same two places (at _ready as well
as in _process, since #128 means a dialog stops the tree before the first
_process frame ever comes).

Both scenes carry it. On a planet surface there is no map button to sit
beside, so it goes under the planet's name.

The test now checks the button is beside the map's and clear of the wave
button by rectangle rather than by eye, which is the bug the ticket reported.
2026-08-28 15:37:13 +02:00
Loïc Wisniewski
397983b611 #129 (#131, #132, #133): a quest chain, and a World Ship out of reach
Sixteen quests that walk a new game through the things it contains: ore,
the mothership, exploration, a yard and a second hull, planetfall and
conquest, extractors, gas, freight, power, the lab, a new vessel type, an
outpost, and a survey.

The chain turns on the second quest. The fleet builds the mothership to
call the World Ship and hears nothing - and the array is not at fault. The
breach put them further out than that signal will carry, so every quest
after it is a search that has to be flown rather than transmitted.

Three pieces:

  Quests.gd  the chain, as data and nothing else. Two rules it obeys:
             nothing may ask for something unreachable - research points
             come only from conquering a planet, so every doctrine that
             costs them sits after the conquest quest - and a quest names
             one goal, with the research it implies said in the brief
             rather than split into an errand of its own.
  GameState  how far along the chain the player is, and the answer to each
             goal kind. Progress latches for free: the chain is walked one
             quest at a time, so collecting five ore and spending it cannot
             un-complete the quest that asked for five - by then nothing is
             asking. It lives here so a quest finished on a planet surface
             is still finished after take-off.
  the HUD    QuestTracker, the standing objective, in the wave alert's
             idiom; QuestDirector, which reads the lines out.

Lines are QUEUED by GameState and drained by the director rather than
emitted at a banner, because quests advance in the autoload, which runs on
a planet surface too - where a line emitted straight at a banner would be
lost. Both scenes now carry a banner, a tracker and a director, so a quest
finished underground is announced underground.

The chain is armed by reset_new_game(), the same gate the prologue uses -
the only door into a real game - so instantiating a scene is not by itself
a reason to start briefing somebody.
2026-08-28 14:41:03 +02:00
Loïc Wisniewski
03b1c85569 #91: keep the gas source behind the fleet
On a gas planet the vents were drawn on top of the player. SurfaceFeatures
is added after Fleet in PlanetSurface.tscn, so at the default z_index of 0
the vent field won the tie purely by being the later sibling, and the fleet
flew under its own gas source.

Same one-line fix, for the same reason, as #50's capture rings and the
rocks on a rocky surface. It goes on the field rather than on children
because this one draws in its own _draw().

The test checks the rule instead of the node that was wrong: every drawing
feature, on every surface profile that has features, must end up behind the
fleet - 22 of them today, and any added later without editing the test.
Enemies are excluded and the test says why; they are combatants and share
the fleet's plane on purpose.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:29:21 +02:00
Loïc Wisniewski
2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00