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89 commits

Author SHA1 Message Date
Loïc Wisniewski
63d0d6a496 Research lab planet: spawn more often, block extractors, clearer feedback (#74, #75, #76)
#74: RESEARCH_LAB_CHANCE raised from 0.08 to 0.16 - research points
gate mid/late skill-tree nodes and vessel/lab research now (#63), so
0.08 was too scarce for how central they'd become to progression.

#75: an extractor placed on a research_lab planet would sit on an
empty resource id forever, since it yields nothing by design. Refused
in BuildController's placement confirm, with the same "explain the
refusal" idiom every other build gate uses. register_capture_points()
gained an optional definition_id parameter so the refusal/reward logic
can tell a research_lab planet apart without threading an extra
argument through every existing caller.

#76: conquering a research_lab awarded a research point with no
on-screen acknowledgement beyond a HUD number the player has no reason
to be watching at that exact moment. CaptureLabel's existing
"CONQUERED" flash now names the reward directly on a research_lab.

test_extractor_building.gd and test_planet_conquest_gate.gd both use a
"first planet chunk found" scan with no regard for definition_id; in
this world's fixed seed that chunk happens to be a research_lab, so
#75's new gate started refusing their otherwise-unrelated extractor
placement checks. Both now skip a research_lab chunk when picking
their target, same as test_research_lab_extractor_gate.gd does on
purpose for its own dedicated coverage of that refusal.
2026-08-17 19:48:55 +02:00
Loïc Wisniewski
d68aac6444 Fix pivot tap-spam speed exploit (#72)
_finish_pivot_tap() granted a full PIVOT_MIN_STEP rotation on every
button/key release with no rate limit, so tapping fast enough rotated
the formation far beyond PIVOT_SPEED's smooth held-rate cap - well
above what holding the button down can ever produce. Each of those
artificially-frequent re-seats (Fleet.apply_formation()) forced every
ship into a fresh max-speed catch-up dash toward its new slot with no
time to settle between dashes, and since outer-wedge ships swing
further per pivot than inner ones, spamming made them visibly diverge
in speed while each ship's own bounded max_speed made the fleet read
as constantly pinned at its speed ceiling.

Added a per-direction cooldown (the time a genuine hold needs to reach
PIVOT_MIN_STEP on its own) so tap-spam can't out-pace holding the
button. Deliberately NOT shared between CW/CCW: a quick correction tap
the other way right after an overshoot is normal play, and
test_keyboard_input.gd already covers Q and E each independently
producing their own minimum step back-to-back - only repeatedly
re-tapping the SAME direction needed capping.
2026-08-17 19:47:50 +02:00
Loïc Wisniewski
1de66c6fb2 Gate enemies behind a detection range instead of instant omniscient pursuit (#69)
Chasers (EnemyPursuitComponent) and snipers (EnemyStandoffComponent)
used to beeline/close in from anywhere on the map the instant they
spawned - no matter how far the fleet was, which read as omniscient
rather than alert. Both now sit idle until the fleet is within their
own detection_range. Artillery's slow drift is gated the same way, but
reuses its own existing fire_range rather than a new tunable - outside
its firing envelope it has nothing to be drifting toward yet.

The enemy mothership deliberately keeps the opposite behaviour: it is
meant to read as a persistent, unavoidable stalking threat, not a
local sentry, so it gets its own EnemyPursuitComponentMothership.tscn
variant with an effectively unlimited detection_range - the same
scene-variant pattern EnemySpawnerComponentChaser/Artillery already
use for per-definition property overrides on a shared component script.
2026-08-17 19:47:37 +02:00
Loïc Wisniewski
8d089d6f76 Remove the Thrusters upgrade - fleet speed is now global (#73)
int_speed/shd_speed granted +max_speed/+acceleration per level to a
single vessel, which is redundant now that #59/#62 gave the whole
fleet a shared speed fader instead - a per-ship speed stat has nothing
left to meaningfully affect since #59's multiplier is applied at the
point of use in Ship.gd regardless of the ship's own base stats.
Deleted both upgrade resources and their vessel-definition references
outright rather than leaving them unused.

test_ship_lab.gd's per-vessel-type isolation check used int_speed as
an arbitrary interceptor-only upgrade to prove it doesn't leak into
transporter stats - swapped to int_range, which still exists. Its
upgrade-card-count assertion updated for 3 remaining interceptor
upgrades instead of 4.
2026-08-17 19:47:22 +02:00
Loïc Wisniewski
42535c7320 Fix UI overlaps: SpeedFader vs status labels, packed ship lab layout (#67, #71)
SpeedFader was missing anchor_top/anchor_bottom = 1.0 in both Main.tscn
and PlanetSurface.tscn, so it rendered TOP-anchored at a fixed y while
its siblings (LaserStatus, GasBombStatus) are bottom-anchored - on a
720x1280 viewport both landed in the same screen region, directly on
top of each other. Properly bottom-anchored SpeedFader now, positioned
above both status labels instead.

Separately, the ship lab's 7 vessel-name labels (#57-#59 grew the
roster from 4 to 7 without widening their row) were laid out 120px wide
on only a 90px pitch - a fixed 30px overlap between adjacent labels
regardless of text length, worse for genuinely long names like
"Interceptor"/"Transporter". Narrowed each label to fit its own lane
with real gaps, dropped the font size, and enabled word-wrap; shifted
the upgrade-card rows below down to give the now-taller label row room.
2026-08-17 19:47:09 +02:00
Loïc Wisniewski
eaeb6bf7a9 Fix two skill-tree nodes drawn on top of each other (#70)
Squadron Doctrine and Power Systems both sat at depth 3, x=0.50,
landing on the exact same screen position - Squadron's own
prerequisite chain (coordination -> wing -> squadron -> armada) zigzags
x from 0.50 to 0.82 back to 0.50, colliding with Freight's branch at
that depth. Kept the whole fleet-size doctrine branch at x=0.82 (wing's
own lane) instead, so it runs straight.

Added a structural regression test: no two SKILL_TREE nodes may share
the same (skill_depth, x), computed the same way SkillTreeView itself
places nodes.
2026-08-17 19:46:33 +02:00
Loïc Wisniewski
d68f4d4f88 Refactor recent gameplay systems after code review 2026-08-16 21:38:07 +02:00
Loïc Wisniewski
3f3a22227d Add research lab planets and research points (#63) 2026-08-16 20:14:29 +02:00
Loïc Wisniewski
651f8b787e Space-time distorder drains energy while boosting (#62)
GameState._advance_distorder_drain() runs in GameState._process() -
not the distorder component's tick() - alongside extractor mining and
production, so it (and the fleet's travel) keeps working across the
space<->surface scene swap. Drain scales with how far above 1.0 the
multiplier is: (fleet_speed_multiplier - 1.0) / (MAX - 1.0) *
ENERGY_DRAIN_PER_SECOND (2.0 at full boost), accumulated fractionally
the same way extractor mining_progress is so small multipliers still
drain a nonzero amount instead of rounding to zero every frame.

Running the fleet hold's energy to exactly zero force-resets
fleet_speed_multiplier to 1.0 and raises a one-shot
boost_depleted_notice flag, since GameState can't reach into whichever
scene's SpeedFader may or may not currently exist. SpeedFader.gd
consumes the flag on its next _process(), snaps its knob down (it was
already reading the multiplier live, so this falls out for free) and
shows "Out of energy!" - also clearing active_touch_index so a
still-held drag can't immediately re-boost from the position the
finger never moved away from.

test_space_time_distorder.gd (#59) updated to stock fleet energy
first, for the same reason #60/#61 needed it: boosting is no longer
free, and that test's own multi-second boosted phases would otherwise
get cut short mid-measurement by running out.
2026-08-16 19:21:54 +02:00
Loïc Wisniewski
facbd83dd2 Laser shooters consume energy from the fleet hold when firing (#61)
Mirrors #60's gas bomber ammunition exactly: ENERGY_PER_SHOT (8) drawn
from GameState.fleet_inventory before consuming the firing ship's
cooldown, the button's enabled rule requires affordability too, and an
unaffordable-but-otherwise-ready press still explains itself through a
new LaserStatus label rather than silently doing nothing.

Added two small generic GameState helpers this needed:
deposit_fleet_resource()/deposit_bank_resource(), counterparts to
#60's withdraw_fleet_resource() for resources (energy) with no
dedicated fleet_cargo/fleet_gas_cargo-style property. Along the way,
confirmed deposit_resource_to_building() on a "bank" building deposits
into that building's own per-record inventory, NOT bank_inventory
itself - only building_resource()/building_inventory() special-case
the "bank" capability to redirect there.

test_laser_vessel.gd (#58) updated to stock fleet energy first, since
shots are no longer free - same fix #60 required for the gas bomber's
own pre-existing tests. Also fixed test_laser_vessel.gd's own instance
of the bare-ClassName.CONST script-corruption trap (documented in
#60's commit): var skill: LaserController and a bare
LaserController.BEAM_HALF_WIDTH reference, mirrored into a local const
instead.
2026-08-16 19:11:31 +02:00
Loïc Wisniewski
17d0cf7e66 Gas bombers consume gas from the fleet hold when firing (#60)
Shots cost GAS_PER_SHOT (5) from GameState.fleet_inventory, not the
bank - the fleet has to be carrying its own ammunition. The button's
enabled rule now also requires affordability, and a press on a ready-
but-unaffordable bomber still consumes the touch to explain itself via
a new status label (GasBombStatus, IconButton's own "greyed but still
pressable" convention) rather than either silently doing nothing or
consuming the bomber's cooldown for a shot that never fires.

Also documents a real, reproducible GDScript trap hit while writing
tests/test_gas_bomber_ammo.gd: a bare `ClassName.SOME_CONST` reference
anywhere in a -s entry test script can corrupt method resolution for
the WHOLE script, making an unrelated, earlier `some_node._process()`
call fail with "Nonexistent function '_process' in base 'Nil'" despite
the node being valid and the method existing (confirmed via
has_method()). Root cause unconfirmed; fixed by mirroring the constant
's value into a local const instead of referencing the class directly,
in all three gas-bomber tests.

tests/test_gas_bomber.gd and test_gas_bomber_cooldowns.gd updated to
stock fleet gas first, since shots are no longer free.
2026-08-16 18:54:44 +02:00
Loïc Wisniewski
116e0f97d3 Add space-time distorder vessel and fleet speed fader (#59)
GameState.fleet_speed_multiplier (1.0-3.0) is applied at the point of
use - Fleet's cruise anchor and Ship's own max_speed/acceleration -
rather than baked into stored stats, so a stat upgrade researched
mid-boost can't corrupt the base value and the fader takes effect
immediately with no re-apply step.

Ship.arrive_radius is scaled by the same multiplier: at higher speeds
each physics tick covers a proportionally larger step, and once that
step outgrows a fixed arrive_radius the ship can overshoot its
snap-to-target zone every tick while chasing a target that's now also
receding faster - visible as the fleet stretching apart under boost.
Scaling it preserves the same "snaps onto its slot" tightness at any
boost level that 1.0x already has.

SpeedFader.gd is a self-contained vertical drag control (TouchJoystick's
raw-touch idiom, not _gui_input) that writes straight to the autoload
rather than reporting a value for something else to apply. It also
resets the multiplier to 1.0 the instant fleet.has_capability("distorder")
goes false, so a fleet can never be left permanently boosted by a vessel
it no longer has.

VesselDistorderComponent carries no per-shot behaviour (energy drain
while boosted is #62) - its presence is what matters. Registered in
VesselDefinitions, wired into the crafter/hangar/ship-lab menus per
#57's note (5/5/6 -> 6/6/7 columns).
2026-08-16 17:59:04 +02:00
Loïc Wisniewski
ed46cd77e6 Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.

LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.

The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.

Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
Loïc Wisniewski
bbb1d4b0c5 Add carrier vessel (#57)
An unarmed hauler with no weapon component - only VesselCargoComponent,
so it structurally cannot fire, the same pattern that already made the
shield vessel weaponless after #35. Its cargo_capacity (120, six
interceptors' worth) makes it the first real payoff for #56's fleet
hold cap.

Wired into the crafter, hangar and ship lab menus, all of which were
already generic over VesselDefinitions.fleet()/.all() - only the
per-vessel UI *nodes* are hand-placed (Main.tscn), not the logic, so
this repacks those three button rows to 4/4/5 columns and extends
BuildController's matching onready arrays. No new signal handlers were
needed.

Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size
(3 -> 4) now that a fourth vessel is fleet-eligible.
2026-08-16 16:20:39 +02:00
Loïc Wisniewski
f040327523 Cap fleet cargo capacity by composition (#56)
The fleet hold was unbounded - GameState.fleet_inventory had no
total_capacity, so a lone ship could carry unlimited resources. Capacity
is now data-driven: only vessels declaring the "cargo" capability
contribute their cargo_capacity stat (interceptor: 20; shield vessel and
gas bomber: 0, unarmed transporters are never in the fleet at all).
Fleet.gd recomputes it in the one place composition can change
(spawn_ships/add_ship/store_ship/_on_ship_destroyed), which also covers
the space<->surface scene-swap restore since that goes through
spawn_ships().

Rock.gd and GasVentField.gd (the two "fly over it to collect" pickup
paths) now check what collect_cargo()/collect_gas_cargo() actually
accepted before consuming their source, instead of assuming an
unlimited hold. The HUD's FLEET HOLD caption shows the live total/cap.

Also fixes test_resource_transfer.gd, which pushed more ore through a
2-ship fleet than the new cap allows - it now spawns the largest fleet
every unlocked doctrine permits, since that test is about the transfer
UI rather than the cap itself (test_fleet_cargo_limit.gd owns that).
2026-08-16 14:53:26 +02:00
Loïc Wisniewski
cbe07bbb55 Add black hole planet and dark matter resource (#55)
A rare, deterministically-seeded landable body yielding a fourth
resource, dark matter, obtainable only through an extractor - never a
surface pickup. Reuses every existing generic system (resource/planet
definitions, surface profiles, extractor/transporter pipeline) with no
type-switch branching.

Also fixes a latent conquest-gating gap: a surface profile with no
authored PlanetSetup (like the black hole's "void") never registered
capture points at all, permanently blocking extractor placement.
register_capture_points() now treats zero required points as vacuously
conquered, and PlanetSurfaceController registers that zero-point state
explicitly when no setup exists.
2026-08-16 13:13:38 +02:00
Loïc Wisniewski
097e17f7aa Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.

The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.

The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.

Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.

Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.

Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.

Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
  matching target_id, regardless of purpose. Once pickup states shared
  target_id with delivery states (both address a building, not an
  extractor), a transporter delivering gas made the SAME building look
  "busy" to the unrelated energy-pickup dispatch, starving it even
  with a second, genuinely free transporter sitting idle at the hub.
  Split into _transporter_inbound_to() (delivery states only) and a
  new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
  sizing) had no room for a 7th building - despite the ticket's own
  note that no layout changes should be needed. A naive 4th row ran
  off the bottom of a 720x1280 viewport; fitting one meant both adding
  a 4th row top AND shrinking the shared button/label/cost sizing so
  each row's content no longer taller than the compressed row spacing.
  Caught only by actually screenshotting it - a real build menu, not
  headless, since --headless renders nothing.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
Loïc Wisniewski
472de1d93e Enemy mothership (#53)
A large, slow capital enemy that periodically launches chasers and
artillery on their own intervals and fires a heavily telegraphed line
beam capable of killing several player vessels at once.

Spawning reuses #52's EnemySpawnerComponent as-is via two preset
scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser,
EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than
adding multi-type support to the component - two instances of a
single-purpose component is the composition this codebase already
uses everywhere ("enemy bomber" in the original request is read here
as the existing artillery enemy's slow telegraphed AOE, not a new
enemy type - flagged as a judgment call in the ticket).

New EnemyBigLaserComponent.gd ("big_laser") fires a standalone
EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/
fire/flash sequence once launched, so the mothership dying mid-charge
doesn't cancel an already-telegraphed shot, same design as
EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked
once in launch() and never re-read - nothing in the charging phase
touches the fleet's position again, which is what makes it dodgeable.
Damage is a line-segment check (projection + perpendicular distance)
against every player_ships member; Ship.take_damage() already handles
shield absorption per-ship.

MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit
hull, pursuit + two spawners + big_laser, no type switch anywhere -
every stat from the definition, every behaviour from a component.

Tests: new tests/test_enemy_mothership.gd, split into beam mechanics
(tested directly, not through the component's own cooldown timing,
which would make the geometry assertions timing-fragile) and the
composed definition (tested through a real Enemy.tscn instance).
Screenshot of the charge telegraph mid-countdown. Full suite: 80/80.

Found and fixed a real bug along the way, in EnemySpawnerComponent.gd
(#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")`
member-level preload could get permanently baked in as a broken,
empty PackedScene when a definition's component_scenes chain led back
to Enemy.tscn while it was still mid-load - confirmed empirically via
ResourceLoader.has_cached() being true (a good copy existed) while the
preloaded reference's own resource_path was empty. This only
surfaces when a SINGLE definition composes two instances of a script
carrying such a preload (the mothership's chaser/artillery spawner
presets; #52's single-spawner turret never hit it). Fixed by
resolving enemy_scene lazily via load() on first use instead of at
compile time, and additionally made a fresh spawner count down from a
full interval before its first spawn rather than firing on tick one,
which also happens to keep two sibling spawners with different
intervals from ever landing their first attempt on the same frame.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 10:19:02 +02:00
Loïc Wisniewski
1bd25c6d27 Turret vessel spawner enemy (#52)
New EnemySpawnerComponent.gd (capability_id "spawner"): continuously
instantiates another enemy type beside its host at a fixed interval,
capped at max_alive concurrently, refilling as spawns die. Spawned
enemies are parented under the SPAWNER'S OWN PARENT rather than the
spawner itself, so they are siblings, not descendants - killing the
spawner can't free them, and a surface-hosted spawner (under
PlanetSetupHost) keeps its spawns under the same host instead of
leaking them to a hardcoded path, the same hazard #44 already closed
for pursuit/standoff/ranged-weapon components.

TurretSpawnerEnemyDefinition.tres: stationary (speed 0, no pursuit or
standoff component), max_hp 20 (~7x a chaser), a bulky octagon hull,
and its own acid-green glow distinct from chaser/sniper/artillery.
Registered in EnemyDefinitions.ORDER/DEFINITIONS - the map editor
palette (#48) picks it up with no editor code change.

Tests: new tests/test_turret_spawner_enemy.gd covers registration and
real definition defaults, no spawns without a fleet, spawning capped
at max_alive, a dead spawn's slot refilling, never moving, surviving
19 damage and dying on the 20th, and its spawns surviving its death
with their pursuit component intact. Screenshot beside a chaser
confirms the two read as visually distinct enemies. Full suite: 79/79.

Repo notes for the next agent, confirmed empirically this session:
- A node's set_process(false) call made before it has fully finished
  entering the tree doesn't reliably stick (already documented in
  tests/test_planet_atmosphere_transition.gd, and it bit this test
  too): BuildController._check_fleet_wipe() kept rebuilding a ship
  during an intended "empty fleet" test window even after disabling it
  in _initialize(). Do it in _process()'s first real tick instead,
  once _ready() cascades are confirmed complete.
- Overriding an @export interval (like spawn_interval) on an
  already-running component does NOT reset its own in-progress
  countdown timer - only changes what it resets TO on its next expiry.
  If the countdown already started at the OLD value before your
  override lands, reset the timer variable itself too, or the first
  real interval after the override silently uses the stale value.
- A capped spawner's freed-slot refill can land within a couple of
  frames once its interval is short - don't assert on an intermediate
  "just dropped by one" count that a fast interval can blow straight
  through before your next check runs. Assert the net effect instead
  (the specific killed instance is gone AND a replacement filled the
  slot) rather than an exact mid-transition snapshot.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:43:44 +02:00
Loïc Wisniewski
4606c34439 Give the gas planet surface its own background shader (#51)
lunar_surface.gdshader recoloured was the whole gas surface backdrop,
so a landed gas giant read as regolith - the crater field never went
away, just changed colour. New gas_surface.gdshader replaces it for
gas profiles only: a nearest-row-wins horizontal band field (same
single-scalar discipline as lunar's nearest-crater field), with
drifting per-row turbulence so the bands ripple instead of reading as
ruled lines. Keeps the exact same uniform interface as lunar
(camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/
base_color/crater_color/highlight_color), so LunarBackground.gd needs
no changes at all.

PlanetSurfaceProfile gains background_shader (default null = keep the
scene's existing lunar shader); PlanetSurfaceController._compose_surface()
swaps the background material's shader in only when a profile names one.
GasSurfaceProfile.tres points at the new shader and retunes its palette
to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres
is untouched, so the rocky surface renders exactly as before.

Precision: every hash input is either an exact integer cell/row index or
a bounded [0,1) local fraction, same split as lunar_surface.gdshader and
Starfield.gd use for the same reason (world coordinates reach the tens of
thousands, where mobile float precision collapses). TIME-based lateral
drift is folded into the lattice coordinate via the same floor/remainder
trick rather than ever being added to a large cell index directly - see
combine_lattice()'s header note.

Tests: new tests/test_surface_profiles.gd (rocky resolves no
background_shader and keeps the lunar shader; gas resolves and applies
its own, different from lunar's). Full suite: 78/78 passed. Screenshot
of the gas surface confirms drifting bands with no craters, rendered
well inside the softpipe performance budget (20 frames in ~2m40s,
against lunar's "minutes per frame" baseline the ticket warns about).

Repo notes for the next agent, confirmed empirically this session:
- Never reference a plain (non-autoload) class_name class by its bare
  global name from a -s entry-point test script - `load()` it by path
  into a local var instead, same as PlanetSurfaceController.gd and
  PlanetSetups.gd already do for exactly this reason. Doing it the
  unsafe way here didn't fail to compile - it corrupted something in
  the resource-loading state badly enough that an UNRELATED scene's
  Rock.tscn lost its script attachment and RockField's rock-spawning
  loop exhausted the physics server's entire RID pool. If a test's
  crash trace implicates code you never touched, check every bare
  global class_name reference in the test first.
- Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely
  minutes for a crater-shader scene) at the same time as a
  `run_tests.sh` full-suite run starves both for CPU on this device -
  kill one before waiting on the other rather than running them
  concurrently.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
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