Commit graph spaceship/tests/test_quest_chain.gd
Author SHA1 Message Date
Loïc Wisniewski
0f7edff15a Complete lab, quest, garrison, and energy tickets 2026-09-03 00:12:08 +02:00
Loïc Wisniewski
0fad1dd155 #166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken
Eight tickets. The last one is the interesting one.

#166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and
all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into
sentences and dropping the literary register ("hulls" -> "ships", "That is our
hands back" -> "That frees us for other work"). Same meaning, same voice.

#167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the
twenty have it, and they are the search for the World Ship. A quest handed out
with its goal ALREADY met is now credited in silence unless it is one of those
- no brief, no answer, both signals still fired and the index still moved, so
it appears ticked in the objectives panel. The chain used to stop the game to
set a task the player had already done, then stop it again to congratulate
them on it.

#168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still
arriving, show it all; already whole, move on) was already the rule for a
click since #149, but a key press reached the banner and did nothing - and
this game is played with WASD and a mouse. Touch, click and key now go through
one door. Modifiers alone and auto-repeat echoes are not presses.

#169 - A LOADING SCREEN. A press raises a cover, and the load happens after it
has been on screen for a frame, so the wait is something the player is
watching. Deliberately still a blocking load: load_threaded_request() comes
back FAILED for these scenes, reporting text-parse errors that load() does not
produce, because the global class names and preloads they reach each other
through are not resolvable off the loading thread. A progress bar is not worth
a menu that sometimes refuses to start the game, and the web build ships with
thread support off anyway. Further presses while loading are ignored - on the
web a button fires on PRESS, so an impatient double tap costs nothing to make
and used to build the world twice.

#170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before
the scene had finished arriving, so the game opened STOPPED (#128) over a
convoy nobody had seen yet. It flies for three seconds first.

#171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks
whether a touch COULD arrive, and in a browser that is yes on any laptop whose
panel reports touch support - so the web build put thumb sticks over a screen
being played with a mouse, and switched mouse aiming off on the machine it
exists for. The reading is now the last input actually used, it lives in
GameState so the sticks and the guns cannot disagree, and it is two-way:
nothing can strand a tablet, because the gesture that needs the controls is
the gesture that brings them back. A touch suppresses mouse evidence for a
second, so the click Godot manufactures out of a tap is not mistaken for a
mouse.

#172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet
firing at something threw a sheet of parallel bolts past either side of it and
only the middle hull could hit - worse the wider the formation. Guns now take
a POINT and each hull works out its own heading to it, so the fleet's fire
converges. The mouse already had a place and was flattening it into a bearing;
a pushed stick names the point at the guns' reach along it, so touch loses
nothing. The assist (#89) still bends a shot onto an enemy, now per hull and
around that hull's own heading. The aim guide stops at the point and marks it.

#173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet
can not store any resources" is not a web bug. It is the third time the Godot
editor's .tres writer has quietly dropped a property it thought was
default-valued: InterceptorVesselDefinition losing `capabilities` leaves
cargo_capacity at 20 and takes away the "cargo" claim that
fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can
be mined or carried. That is the symptom, word for word.

test_definitions_intact caught it in the suite. What it could not do is catch
it in a BUILD - an export is taken from the working tree at whatever moment
the editor last touched it, which is exactly when the damage is done and
exactly where nobody is running tests. The checks move to core/CatalogCheck.gd
and now run at startup in every build as well as in the test, from the same
function. On the web push_error lands in the on-page log web_shell.html
mirrors, which is the only error a phone can read.

The tree is intact today, so a fresh export should restore the hold. The point
of the change is that the next time it is not, the build says so.

Full suite green at 154/154.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
Loïc Wisniewski
4c920f10b0 #157, #158, #159: pay from the hold you flew in, and nothing is exempt from coming down
#157 was already satisfied - second_hull is quest 7 and extractor is quest
11 - so this pins the property rather than adding a quest: nothing costing
more than a single hold may be asked for before the chain has grown the
fleet or taught banking. It fails if either is ever moved behind it.

#158 - a building's local costs may now be paid out of the fleet's hold.
#12 made production cost resources physically DELIVERED rather than money
out of the bank, and that stands: the bank is still not raided here. The
hold is simply the other place resources physically are, and making the
player park, open the transfer menu and move cargo across by hand was
ceremony rather than a decision.

But only WHERE THE FLEET IS, and that qualifier is the whole design. The
first draft had no range on it and test_manual_supply_route caught it
immediately: a crafter three thousand units away reached into the hold and
spent ore the player had just withdrawn to carry somewhere else - which is
exactly the complaint that got automatic banking removed in #24, arriving
from the other direction. The range is Building.interact_radius, the same
distance that decides whether the transfer button appears, so the rule is
not a hidden one: if you could hand the cargo over, the building can take
it.

#159 - the mothership floored at 1hp, so a battered one sat there reading as
dead and never exploded. That exemption existed to prevent a soft-lock, and
the soft-lock turns out not to exist: the bank is GameState.bank_inventory
and the hangar is stored_vessels, both of which outlive any building; the
mothership is the one structure research never gates; it costs exactly what
a single interceptor's hold carries; and ore comes from asteroids, which do
not run out. So the way back is always mine, fly, rebuild - and that is what
test_building_health now asserts, in place of the exemption that used to
stand in for it.
2026-08-29 15:51:34 +02:00
Loïc Wisniewski
2206b55873 #145, #144, #143: a quest that could not be finished, and two boxes that overhung
#145 - the extractor quest could never be completed. Extractors are placed
onto a planet from space and live in GameState.extractors, with their own
position, stock and id; they are not in `buildings`. So the goal asked
has_building_of_type("extractor"), which is false however many the player
builds. Not the death the reporter guessed at - the quest was simply asking
a question that had no yes.

structure_exists() is the question anything wanting "does the player have
one of these" should ask, and the quest model asks it now. The regression
test builds every structure quest's target THE WAY THE GAME BUILDS IT and
watches the goal flip, rather than knowing which array each one lands in -
the knowing is what got this wrong in the first place.

#144 - the build menu's status line is anchored to the top of the panel and
its grid to the panel's centre, so the gap between the two is half the panel
height. It was a written-down constant, correct only at 1280 tall; at 1080
the grid started four pixels ABOVE the status line and drew through it.

Nothing about that geometry is written against a screen size any more. The
band is measured from the header that is actually there, the pitch closes up
to fit it (never below a row's own height, which is what makes overlap
impossible rather than unlikely), and the column count rises until the rows
fit - so a short window gets a wide grid instead of one running off the
bottom. Ten structures now lay out as 5 columns at 900px tall, 4 at 1080, 3
at 1280 and 2 at 1600, clearing the header at every one, which is what the
test walks.

#143 - a hangar caption is "Gas Bomber\n2 available": two lines before
autowrap and three after it in a narrow column, at a size fixed in the
scene. Labels do not clip by default, so the third line was drawn over the
icon of the row below. The size is fitted to the box the layout works out,
and the box clips - the first keeps it legible, the second keeps it correct
however the vessel names grow.

Its box also overhung by exactly HANGAR_LABEL_GAP: the layout subtracted one
gap where it needed two, above the caption and below it. Two pixels, but two
pixels inside the next row's icon.
2026-08-29 12:51:09 +02:00
Loïc Wisniewski
90c34f6c74 #141, #142: the chain teaches research, and asks for the pile before the build
Two gaps between the first quests, both of the same kind: a step the chain
assumed rather than asked for.

#142 - "collect 5 ore" was followed straight by "build the mothership",
which costs twenty. The first thing the chain ever asked for was four times
what it had just taught, with nothing in between saying so. A stockpile
quest sits between them now.

#141 - the crafter quest's brief said "spend ore on the Shipyards doctrine,
then put a ship crafter down", which is two unrelated things off one line:
open a menu the player has never opened, and place a structure. Researching
Shipyards is its own quest now, and it is the one that says where the
research tree lives. Every later quest that needs a doctrine still only
mentions it in passing - once is enough.

That needed a goal kind for researching a doctrine, which the model did not
have.

Both are pinned as properties rather than as positions in a list. The chain
must ask for at least as much ore as the first structure it wants costs; and
the first structure that is gated behind a doctrine must have that doctrine
as a quest of its own. Only the first - demanding one per building would
double the chain for no teaching.

One thing that fell out of writing those: the pile is exactly the starting
fleet's hold. An interceptor carries 20 and the mothership costs 20, and
before the mothership exists there is nowhere to bank anything, so the hold
is the only store there is. It fits with no slack at all, so there is now an
assertion saying so - a pile larger than the hold would be a quest that
cannot be finished, and nothing else would have caught it.
2026-08-28 15:47:38 +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