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69 commits

Author SHA1 Message Date
Loïc Wisniewski
0582181f26 Generalize the resource HUD readouts (#49)
Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
hardcoded node plus one script per resource, times two scenes - with a
single ResourceReadout.gd that builds one banked + one fleet-hold row
per GameState.resource_types() entry at _ready(). A new resource added
to ResourceDefinitions gets a HUD row with no scene edit and no new
script, matching how ResourceBar and ResourceTransferList already
generalize over resources.

Preserves the existing visual layout (BANKED left, FLEET HOLD right),
the ore-on-bright-surface contrast (via a bright_background flag
replacing PlanetSurface's per-node color overrides), and the amber
fleet-in-transit color convention. Reuses the already-generic
ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon.

Uncovered and fixed a second bug along the way: test_cargo_readout.gd
looked up its NeonNumber nodes immediately after add_child() in
_initialize(), but ResourceReadout builds its rows in _ready(), which
for a -s entry-point script does not fire synchronously during that
add_child() - it's deferred to the first frame. Moved the lookup to
after the existing elapsed wait in _process(), which is also what
tests/test_resource_readout.gd's setup does from the start.

Repo notes for the next agent, confirmed empirically this session:
- A -s entry-point script can only reach an autoload's CONSTANTS via
  the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling
  any of its METHODS that way (GameState.resource_types()) fails to
  compile with "Identifier not found: GameState", even from
  _initialize(). Route method calls through the actual instance
  (root.get_node("GameState")) instead, as the rest of the suite already
  does.
- `git status --short | awk '{print $2}' | xargs touch` recreates
  deleted files as empty stubs, since touch on a missing path creates
  it. Filter out D-status paths before touching, or touch only the
  paths you know still exist.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
Loïc Wisniewski
5b2dd77e47 Draw capture points behind fleet vessels (#50)
CapturePoint.gd left z_index at its default 0, the same layer Ship
draws on, so a ship parked inside a ring was partly swallowed by the
ring fill - exactly where the player most needs to see their own
vessels. Set z_index = -1, matching the convention every other world
object already follows (Planet, Rock, Building, Hauler, Transporter,
VesselDelivery).

Verified with a ship placed directly on a capture point in the
preview screenshot, and asserted in test_capture_points.gd.
2026-08-15 22:47:44 +02:00
Loïc Wisniewski
df2f252970 Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.

Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.

Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
Loïc Wisniewski
def224667d Add artillery enemy with telegraphed AOE (#46)
EnemyArtilleryComponent is a stationary siege piece (slow drift toward
the fleet, deliberately no pursuit component) that fires at the fleet
centroid on a long cooldown via a standalone ArtilleryShell -
telegraph ring (~1.8s, growing radius plus a filling countdown arc) ->
slow visible travel -> AOE explosion via Ship.take_damage() on every
player_ships node inside, same all-or-nothing shield absorption as
every other damage source. The shell is independent of the enemy that
fired it (added to the tree root, like EnemyProjectile/Projectile) so
the shooter dying mid-flight doesn't cancel an already-telegraphed
shot, and the impact point is fixed at fire time - never re-aimed at
where the fleet moves to afterward.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 21:23:43 +02:00
Loïc Wisniewski
fc2b5ca74a Add standoff sniper enemy (#45)
EnemyStandoffComponent holds a preferred distance from the nearest
player ship instead of ramming (advance beyond it, retreat inside
retreat_range_factor of it, drift laterally in the comfortable band
between) - never paired with a pursuit component. EnemyRangedWeaponComponent
mirrors VesselWeaponComponent for an enemy: fires an EnemyProjectile
aimed at the target's CURRENT position rather than led, so a moving
ship can dodge it (projectile_speed 260 vs the interceptor's 460
max_speed). Registered in EnemyDefinitions so it's placeable from a
planet setup by enemy_id.

test_sniper_enemy.gd went through a few iterations to get its own
timing right: physics ticks can run ahead of a SceneTree test's own
_process() clock under this device's load, so the cooldown-violation
check reads the component's own fire_timer directly (a rising value
means it refired) instead of comparing projectile counts against a
wall-clock wait, and manually repositioned ships need their
move_target re-pinned or Ship's own steering silently drives them back
to the stale target.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 21:23:01 +02:00
Loïc Wisniewski
c4e2ee7178 Add capture points and the planet conquest loop (#43)
CapturePoint tracks neutral/blocked/capturing/captured state by polling
proximity each frame (a ship in capture_radius, no enemy within
enemy_clear_radius), draining gradually rather than resetting when
interrupted, and calling GameState.mark_point_captured() on completion.
PlanetSetupHost now instantiates the real CapturePoint scene per
authored point (restoring already-captured state immediately on
re-landing) and spawns each setup's authored enemies, replacing the
placeholder markers from #42. CaptureLabel is a small self-polling HUD
(same convention as ResourceCounter) showing "CAPTURED n/m" or
"CONQUERED" with a one-shot fade on completion, themed per surface
profile alongside the existing bank/fleet captions.

test_planet_atmosphere_transition.gd's "no enemies on a landed
surface" assumption no longer holds now that setups can place guard
enemies by design - narrowed the check to what it actually needs to
prove: no space-side EnemySpawner/AsteroidField node leaks across the
scene swap.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 21:22:10 +02:00
Loïc Wisniewski
65fe19aeb6 Backfill missing script UID sidecar files
Unrelated pre-existing gap: 11 scripts never got a committed .uid,
exposed by running a full --headless --import pass while working on
#40's sub-tickets. Godot generates these deterministically from the
script path, so this is a no-op for behavior.
2026-08-15 14:44:02 +02:00
Loïc Wisniewski
a1fb239a50 Add a main menu scene (#47)
MainMenu.tscn is now project.godot's entry point: Play / Map Editor
(disabled, explains itself - #48 wires it up) / Quit (hidden in web
builds), styled like the rest of the game's menus and reusing the
starfield shader for its background.

Play calls GameState.reset_new_game(), so a second playthrough in the
same process starts fresh instead of inheriting whatever the previous
run left in the autoload - existing tests still load Main.tscn
directly and are unaffected.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:43:46 +02:00
Loïc Wisniewski
f14ee656ea Add enemy foundation: definitions, components, ranged damage (#44)
Enemy.gd now resolves stats/hull/color from EnemyDefinition resources
and composes behaviour from capability components (EnemyPursuitComponent
holds today's chase-the-nearest-ship logic), the same shape Ship.gd
already uses for vessels. Fleet lookups go through a "player_fleet"
group instead of a hardcoded ../Fleet sibling path, so an enemy parented
anywhere (e.g. under a planet surface's SurfaceFeatures) still finds it.

Also closes a real gap: enemies previously had no way to damage the
fleet at range at all (Ship only reacted to physical contact,
Projectile.gd was player-only). Ship.take_damage() is now a proper
entry point - contact damage routes through it unchanged - and
EnemyProjectile lets an enemy component fire at player_ships. Both
ranged enemy archetypes in #45/#46 build on this.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:43:29 +02:00
Loïc Wisniewski
5326852807 Add planet setups as authored resources (#42)
PlanetSetup/PlanetSetupSpawn define a curated capture-point/enemy
layout for a surface profile; PlanetSetups scans res://PlanetSetups/
at first use (not a hardcoded preload table) so dropping in a new
.tres is the only step needed to add one, and resolves the same
setup for the same planet deterministically, same pattern as
WorldGen.planet_data_at_chunk. PlanetSurfaceController composes a
PlanetSetupHost onto the landed surface alongside the existing
resource-provider feature scene.

Ships two starter setups (rocky_default, gas_default) with
placeholder capture-point markers; #43 replaces the markers with the
real CapturePoint scene through the same apply_setup() entry point.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:41:37 +02:00
Loïc Wisniewski
a1ad6cc844 Add planet conquest state and gate extractor placement (#41)
Planets now need every capture point held before an extractor can go
up there: GameState tracks per-planet capture progress keyed by the
same stable planet_id as extractors, and BuildController's four
extractor placement checks (menu enable, status text, info popup,
confirm) all re-check conquest, not just proximity/duplication.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:41:19 +02:00
Loïc Wisniewski
7da4531f25 Fill bomber hull during cooldown 2026-08-15 10:41:24 +02:00
Loïc Wisniewski
f5c60f8805 Prioritize queued logistics deliveries 2026-08-15 10:41:18 +02:00
Loïc Wisniewski
eb79efdafe Track gas bomb cooldowns per bomber 2026-08-15 10:12:33 +02:00
Loïc Wisniewski
1d9afcbc2e Add gas bomber skill-shot vessel 2026-08-15 04:45:15 +02:00
Loïc Wisniewski
d0a9f5b971 Provision transporters with hubs 2026-08-15 00:09:10 +02:00
Loïc Wisniewski
663648d949 Refine context actions and preserve fleet landings 2026-08-14 23:15:12 +02:00
Loïc Wisniewski
18a7d44db4 Make shield vessels unarmed hexagons 2026-08-14 22:46:30 +02:00
Loïc Wisniewski
3fc04f816a Supply lab research with transporters 2026-08-14 22:46:25 +02:00
Loïc Wisniewski
20ba0011fa Slow logistics vessel travel 2026-08-14 22:30:19 +02:00
Loïc Wisniewski
db0e6a0ec2 Add manual extractor resource transfers 2026-08-14 22:21:01 +02:00
Loïc Wisniewski
e2d4297ee5 Key extractors by stable planet identity 2026-08-14 22:16:40 +02:00
Loïc Wisniewski
14081ad230 Compose vessels from definitions and capabilities 2026-08-14 22:12:57 +02:00
Loïc Wisniewski
0504b24d8d Compose buildings from definitions and capabilities 2026-08-14 21:44:28 +02:00
Loïc Wisniewski
1721edd123 Store resources in generic inventories 2026-08-14 20:32:58 +02:00
Loïc Wisniewski
02643c76c4 Drive planets from definitions 2026-08-14 16:13:24 +02:00
Loïc Wisniewski
2f68515f33 Compose planet surfaces from profiles 2026-08-14 16:05:32 +02:00
Loïc Wisniewski
bcbf1b6515 Scale transfer UI for phones 2026-08-14 15:45:08 +02:00
Loïc Wisniewski
98fd654e3f Enlarge transfer amount controls 2026-08-14 14:01:14 +02:00
Loïc Wisniewski
e4df9bc41a Add transfer amounts and active gas vents 2026-08-14 13:44:10 +02:00
Loïc Wisniewski
31ebfa905e Guarantee a nearby gas giant 2026-08-14 12:07:50 +02:00
Loïc Wisniewski
8231e165ff Refactor multi-resource UI and transfers 2026-08-14 11:54:31 +02:00
Loïc Wisniewski
af5e08e5a1 Use gas glyph in HUD counter 2026-08-13 23:28:57 +02:00
Loïc Wisniewski
ac5b5415f5 Correct gas HUD and transfer rows 2026-08-13 23:25:46 +02:00
Loïc Wisniewski
7d05042f51 Redesign resource transfer interface 2026-08-13 23:02:09 +02:00
Loïc Wisniewski
cccdc85c9e Show gas icons in resource displays 2026-08-13 22:33:12 +02:00
Loïc Wisniewski
4c82155cf3 Support gas cargo transfers 2026-08-13 22:17:24 +02:00
Loïc Wisniewski
e9acca569e Queue lab research from local stock 2026-08-13 22:04:21 +02:00
Loïc Wisniewski
798deb48a1 Animate ship crafter deliveries 2026-08-13 21:39:05 +02:00
Loïc Wisniewski
fc68c4e8cf Add gas giant resource system 2026-08-13 21:07:35 +02:00
Loïc Wisniewski
8f7b58f2a8 Highlight selected ship lab cards 2026-08-13 20:56:24 +02:00
Loïc Wisniewski
d20a62a26f Expand contextual actions horizontally 2026-08-13 20:54:22 +02:00
Loïc Wisniewski
d79c756d5b Collapse contextual building actions 2026-08-13 20:49:15 +02:00
Loïc Wisniewski
1c9ac62e8c Differentiate ship lab upgrade icons 2026-08-13 20:13:32 +02:00
Loïc Wisniewski
8219893cda Improve ship lab upgrade selection 2026-08-13 16:45:08 +02:00
Loïc Wisniewski
5755568346 Route extractor ore through transporters 2026-08-13 16:38:41 +02:00
Loïc Wisniewski
13492a52e2 Make research tree vertically scrollable 2026-08-13 16:25:41 +02:00
Loïc Wisniewski
06081c41b0 Improve ship crafter and hangar controls 2026-08-12 23:08:43 +02:00
Loïc Wisniewski
82552464d2 Add timed craft queue and hangar 2026-08-12 22:47:46 +02:00
Loïc Wisniewski
b6427b080d Remove the one-way ore API superseded by the transfer menu
The loose end from #24. withdraw_to_fleet, unload_into_building and
deliver_cargo were the old one-way moves behind "Load ore" and "Store
ore here"; every one of them is a special case of transfer_to_building /
transfer_to_fleet, and none had a caller left outside tests. The
cargo_delivered signal had no listeners at all.

Not just tidying: unload_into_building routed through
deposit_to_building, which does NOT special-case the mothership - it
writes b.stock, while building_holdings() returns `rocks` for a
mothership and ignores stock entirely. So unload_into_building(
mothership_id) would have parked ore in a field nothing reads, with no
error. Nothing called it that way, but it is a plausibly-named function
sitting there to be reached for later. transfer_to_building handles it.

CARGO_LOAD_BATCH stays - the transfer menu's batch buttons use it; only
its role as withdraw_to_fleet's default argument is gone.

The #24 note expected folding these in to be costly for
test_cargo_readout, which places no buildings. It is not: the transfer
primitives work off GameState records rather than spawned nodes, so a
single add_building() in setup is enough and it stays a display test.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 13:07:52 +02:00