Commit graph spaceship/tests/_skill_menu_preview.gd
Author SHA1 Message Date
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
Loïc Wisniewski
8ba2cca6b6 Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.

The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.

Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.

The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.

Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".

Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.

Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
Loïc Wisniewski
3f3a22227d Add research lab planets and research points (#63) 2026-08-16 20:14:29 +02:00
Loïc Wisniewski
8231e165ff Refactor multi-resource UI and transfers 2026-08-14 11:54:31 +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
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
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
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