Commit graph spaceship/BuildController.gd
Author SHA1 Message Date
Loïc Wisniewski
0e071877e2 Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.

Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".

This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00
Loïc Wisniewski
da8f6a81ea Block input behind open panels; keep craft-menu messages on screen
Three play-testing reports.

1. Buttons behind an open panel were still clickable. There are two
   input paths and both leaked. GUI clicks: the research and formation
   panels cannot block with mouse_filter = STOP, because their contents
   are driven from raw _unhandled_input and a Control consuming touches
   through the GUI system swallows them first - so the panels stay
   transparent and IconButton now checks whether it is behind one, via a
   "modal_menus" group. Raw input: a touch landing on the research panel
   but missing a node was left unhandled, so it fell through to
   GameController - which sits on the ROOT node and sees whatever its
   children ignore - and moved the fleet or pinch-zoomed the world.

2. "Store ore here" looked dead. It was working: the confirmation was
   overwritten one frame later by the per-frame status refresh added in
   #16, so it flashed for a single frame. Craft-panel messages now
   outlive a refresh (3s), and the button stays ENABLED with an empty
   hold so pressing it can say why - a greyed button that cannot explain
   itself is the same dead-button problem.

3. The mothership's description could overlap the button below it. The
   description block was positioned from the TOP while the buttons were
   anchored to the BOTTOM, so the gap between them was whatever the
   screen height left over - overlapping at 1280 and separating at 960.
   It is one bottom-anchored stack now, checked at both.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
Loïc Wisniewski
f19807618a 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>
2026-08-11 19:43:55 +02:00
Loïc Wisniewski
d41128bc43 Transporter vessels, an explicit store button, and bottom-anchored menus
Forgejo #19, part 6 of #12. Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.

Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.

Three fixes from play-testing feedback:

- Storing ore into a building is now a deliberate button press, not a
  side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
  screen, so on any viewport shorter than ~1300px the label fell off the
  bottom. They are anchored to the bottom edge now, and the label had no
  explicit font size so it inherited the theme's 78px and wrapped off
  screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
  work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
  so the fleet is at its cap from the first frame and every interceptor
  order was refused. The button is now visibly disabled and says why.
  The underlying balance (crafter useless until Wing Doctrine) is left
  alone - that is a design call, not a bug to quietly change.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
Loïc Wisniewski
823828f3b3 Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.

Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.

Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.

The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
Loïc Wisniewski
ff162faef5 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>
2026-08-11 16:36:11 +02:00
Loïc Wisniewski
3573ccf44f Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.

Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.

Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.

The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.

Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
Loïc Wisniewski
b641fa5891 Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
  grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
  SkillTreeView). Node depth is derived from prerequisites, so the layout
  cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
  and description.
- Ship crafter redrawn as a space factory with an assembly animation;
  mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
  gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
  the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
  fleet_velocity). Ship zeroes its velocity when seated in its slot even
  while the anchor drags that slot forward, so braking from velocity alone
  stopped the fleet dead instead of coasting - and whether it did depended
  on the frame rate.

Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
  Static geometry is rasterised once in _draw(); moving parts are NeonPiece
  children animated through node properties, which reuse the cached
  geometry. Every NeonDraw call expands into four antialiased polylines, so
  redrawing to move something re-tessellated all of it.

Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
  Android's FUSE bridge, read through proot, where load("res://Main.tscn")
  alone cost 8.5s per test against ~2s natively - and nearly every test
  loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
  buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
  result no longer depends on how busy the machine is. Without it,
  parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.

Bundles Carrois Gothic SC (Apache 2.0) with its licence text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
Loïc Wisniewski
85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).

All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.

Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.

Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00