Fleet Offices sit behind a new Berth Authority doctrine. It costs ore and no
research points, deliberately: points come only from conquering a planet,
conquering needs a fleet, and the fleet caps at its opening hull until an
office exists - so pricing the fleet's own gate in them would lock a player
behind a fight that one vessel has to win first. The research unlocks the
STRUCTURE; capacity is still the built, supplied thing #219 made it.
The tree gains a sixth lane for it, so the branch that fleet size vacated is
occupied again rather than reading as a hole.
Also fixes a shape #216 exposed: a stationed transporter drew a hull written
into its own script while a delivered one drew the definition's, and the
transporter's definition declared none at all - so one in flight was an
empty polygon. Both vessels now draw the definition, and a test pins that
the two paths agree. The repair drone had the same fault, off by two units.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
#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
#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.
#136 - the gas burner drawn on top of the transport hub. The build menu's
rows were a written-down list of tops read with `tops[mini(row, size - 1)]`,
and with every structure researched the menu wanted a fourth row where the
list had three, so the last entry was placed on the third row's centre slot.
A list that silently stacks whatever will not fit in it is not a layout.
Rows are computed now, from a first top and a pitch that tightens to fit and
is floored at the row's own height - so two rows cannot occupy the same
space however far the catalog grows - and the column count widens rather
than adding a row the band cannot hold. Ten structures now sit in four
columns of three rows. The test unlocks the whole tree and checks every pair
of entries for overlap, which is the shape of the bug rather than a
coordinate that happens to be right today.
#137 - the game had three answers to "what does this cost". The build menu
drew a NeonNumber under each option, the craft menu drew glyph strips, and
the ship lab spelled prices out inside the caption. PriceTag is that answer
once: the resource's glyph, then what you HOLD over what it COSTS. It
replaces all three, plus the info popup and the skill panel, and
VesselPriceStrip - which was the same idea for one menu - goes with them.
The build menu also gains the resource bar the other two already had, in the
same place and at the same size, and the craft menu's - the only one not
running the full width of its panel - now matches. The bar drops its LOCAL
column where there is no building to report on, for the same reason #95
dropped it where it only repeated BANKED.
#134 - the skill panel's explanation and its price were both centred in the
same band, so a long description landed on the number. The text is the left
of the band now and the tag is the right. The shortfall it used to spell out
in a sentence - one per case, ore or research points - is the red on the tag
instead, and research points ride along as an entry of their own, so the tag
says WHICH thing is missing without a line of prose per possibility.
One trap worth recording: PriceTag and ResourceBar read the GameState
autoload, and an `extends SceneTree` test script that so much as names such
a class - or preloads the file - fails to compile, because GameState is not
an identifier in that context. GDScript then caches the failure, so the
scene the test instantiates gets a Control with no script where its resource
bar should be. The tests compare script PATHS, as strings.
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>
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>