Commit graph spaceship/tests/test_hangar_management.gd
Author SHA1 Message Date
Claude
f1292db40a #228: shrink the HUD on a screen the canvas is short on
The layout is authored in CANVAS units. With stretch "canvas_items" and
aspect "expand" over a 1920x1080 base, a 720x1280 phone scales by 0.375 and
gets 1920x3413 canvas units - while ANY 16:9-or-wider screen lands on
1920x1080 units however many pixels it really has. The canvas is three times
shorter, so a 148-unit button went from 4.3% of the screen's height to
13.7%. Measured at 3.16x, and confirmed twice: once by hand off the scene
file, once by the test failing with the rule disabled.

Nothing collided. That was checked pair by pair on both canvases and the
same six pairs overlap on each, all of them same-slot alternatives. The
fault was only that everything was enormous.

HudScale captures each HUD control's authored offsets once, then moves it
toward the edge it hangs off and scales the NODE. Scaling the rect alone was
tried first and was wrong: half the HUD draws its own contents at fixed
sizes - ResourceReadout lays its rows out in code, Labels carry their own
font size - so shrunken boxes kept full-size content and the build button
slid up underneath the resource list. Scaling the node takes content and
children with it.

The cost is that position (parent space) and size (local space) now differ
by that scale, and a lot of code here assumed they did not. Five places:

  ResourceReadout.content_bottom() added a scaled position to an unscaled
  height, overstating itself by more than a button - so _seat_hud_columns
  pushed the whole column down to clear space nothing occupied. A live bug,
  not just a bad measurement.
  HUD_COLUMN_MARGIN would have been the one gap still phone-sized.
  _layout_context_buttons wrote its stride and pitch unscaled, landing the
  action row on the building-action row - which is the second of the two
  regressions test_hud_layout was written for, in a new disguise.
  test_hud_layout and test_hangar_management compared authored rects.

And HudScale reapplies on resize, which wiped the two layouts BuildController
writes at runtime - so dragging a desktop window left the context row where
it was. Both re-run on size_changed now, deferred, because which of two
siblings connected first is not a thing to depend on.

test_hud_layout ran at one window shape, which happened to be the desktop
canvas. It now runs every check at both, so this cannot hide at whichever
shape was not being exercised.

Rejected: scaling the UI CanvasLayer does not work at all - Control anchors
resolve against the viewport rect, so bottom-anchored elements land
mid-screen. A single scaled wrapper Control with the HUD reparented under it
is the genuinely clean shape and would need no scale-aware arithmetic
anywhere, but it changes every node path and would break every get_node in
the controllers and tests.

MIN_SCALE floors the shrink at 0.45 rather than the proportional 0.316: a
landscape phone gets the same short canvas as a desktop, and there the
sticks are still thumb targets. That leaves the HUD at 1.42x its phone share
on a PC rather than 1.0x.

177/177 at JOBS=3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-12 18:04:00 +02:00
Loïc Wisniewski
1f5fecd371 Buy fleet berths with Fleet Offices
#219: fleet capacity is a built, supplied thing rather than a researched
one. The eight fleet-size doctrines are gone; capacity is one berth free
plus one per Fleet Office standing. An office charges every 25s for the
vessel in its berth, priced off that vessel's own build cost so an expensive
hull is expensive to keep, and drawn from its own store the way a gas burner
draws gas. An office that cannot pay goes dark, its vessel is scuttled, and
the player is told through the same queue quest lines use - which reaches
them on a planet surface too.

An empty berth is idle rather than starved: an office is only failing while
there is something in it to fail, and holding it disabled would leave a
berth that could never be crewed and so could never be paid for again.

Ships have no hit points and a shield absorbs a hit wholesale, so the lost
vessel is scuttled rather than damaged - otherwise a shielded hull would
survive its own eviction.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 17:09:27 +02:00
Loïc Wisniewski
a17fe88197 Refactor gameplay menus into owned scenes 2026-08-31 02:18:08 +02:00
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
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
14081ad230 Compose vessels from definitions and capabilities 2026-08-14 22:12:57 +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
06081c41b0 Improve ship crafter and hangar controls 2026-08-12 23:08:43 +02:00