Commit graph spaceship/buildings
Author SHA1 Message Date
Loïc Wisniewski
b50597b757 Garrison laser vessels and gas bombers, on a shared ability seam
#105 shipped with interceptors as the only garrisonable vessel, and the
reason was a design fault rather than a decision: firing the laser and the
gas bomb lived in the player's fleet controllers, so a stationed laser would
have held its position and never shot.

The shot is now a thing in the world rather than something a controller
draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating
and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam
and ArtilleryShell already had on the enemy side - and they outlive the
vessel that fired them.

Above them sits one seam, on VesselCooldownFillComponent: ability_range(),
ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a
bomb are now the same shape of thing to whoever pulls the trigger, so the
garrison AI never names an ability - the test asserts that literally, by
reading the AI's own source. A third armed vessel needs to implement the
seam and nothing else.

Ammunition is the CALLER's business, deliberately: the fleet spends from its
hold, a garrison from its outpost's store, and neither concern belongs in
the component. A garrison with an empty magazine holds fire rather than
falling back on the fleet's hold.

Outpost storage: 50 gas per stationed bomber and 50 energy per stationed
laser, off the VESSEL definitions, so an outpost never learns which vessel
needs what. It is a capacity, not a stock - hub transporters fill it exactly
as they fill a gas burner's buffer, because building_logistics_deficit now
takes the larger of the definition's static buffer and the garrison's
magazine. Every other resource is capped at zero: an outpost is not a depot,
and ore parked at one has nothing to do there and no transporter coming for
it.

Also restores two properties the Godot editor dropped from
GasBurnerBuildingDefinition.tres when it re-saved the file:
collected_outputs and capabilities. Without the first, nothing ever collects
the burner's energy - test_gas_burner caught it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 19:23:35 +02:00
Loïc Wisniewski
0c595d775d #106/#107 (#98a/#98b): the Planning Center
Landed together: a board of standing orders nothing acts on is a notepad,
and a planner with nowhere to read the plan from has nothing to do.

The targets are GLOBAL, not per building. There is one plan for the whole
game, and a second planning centre is another place to read and edit it
rather than a competing one - per-building targets would let two centres
hold contradictory orders and tell the crafters to satisfy both.

The census is the harder half. Every vessel is counted exactly once wherever
it happens to be: flying in the fleet, parked in the hangar, stationed at an
outpost, or in the air between any two of those. Miss the in-flight ones and
the planner queues a replacement for a vessel that is merely en route. The
fleet is the one place GameState cannot see, so Fleet pushes its composition
on every change, alongside the cargo capacity and distorder count that
already went that way.

Three rules keep the planner from fighting the player. It tops up and never
rewrites, so an order placed by hand stays exactly where it is. Everything
counts, including what is already queued, or it re-queues the same shortfall
every tick and buries the player in hulls. And nothing happens without a
planning centre - though the plan is remembered when one is destroyed, so
rebuilding picks up where it left off.

Vessels on order are counted separately from the census on purpose: they do
not exist yet, so the readout can say "4 of 6, 2 building" rather than
claiming six. The per-row note says where the vessels actually are, because
a plan can look unmet while everything it asked for is sitting at an
outpost.

The build menu goes to three columns past eight entries. #54 already
tightened its rows to 223px to fit a fourth, explicitly to avoid a
scrollable menu, and a ninth structure needs a fifth row that will not fit
at any spacing a button, a label and a cost can share. Three columns take
nine into three rows - fewer than it uses today, not more.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:21:52 +02:00
Loïc Wisniewski
3c632276af #102/#103 (#97d/#97e): the outpost, and the garrison you compose for it
Landed together because an outpost you cannot crew is decoration, and a
garrison menu with no building to hang it off is nothing at all.

#102, the building. Researched at "Forward Bases", two prerequisites deep
and cheaper than any mid-game structure - the ticket asks for early, and the
answer to waves attacking your buildings should arrive at about the time the
waves can hurt them. It is drawn as a watch mast on a tripod with two open
berths, deliberately the least machinery of any structure here: it makes
nothing and refines nothing, it holds a position. 120hp, more than a
crafter, because being shot at is its job.

#103, the garrison. Two separate things live on its record, and conflating
them was the first thing to get wrong: the ORDER, what the player asked for,
and the CREW, who is actually there. This menu edits the order only; #104
fills the crew. Keeping the order as a wish is what lets an outpost ask for
a hull nobody has built yet and wait for it, rather than the request
evaporating - and it is why the panel shows "here / ordered" instead of one
number.

"Only ships that attack can be assigned" is expressed as capabilities rather
than a list of types, so a new armed vessel is eligible the day it is added
and an unarmed one never is by accident. Today that means the interceptor
and the laser vessel; a shield, a hauler and an engine block cannot hold a
position however much one might want them to.

Two berths by default, and Garrison Bays raises it at outposts ALREADY
standing - the same shape as freight_yards for hubs, because a bonus that
only reached new buildings would mean demolishing and rebuilding to collect
it.

The panel builds its own rows from the catalog rather than from nodes placed
in the scene, so adding an armed vessel later needs no scene surgery.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:02:20 +02:00
Loïc Wisniewski
3debcd7edd #101 (#97c): waves attack buildings
Every enemy component used to ask the same question - which player SHIP is
nearest - so a structure was scenery they flew straight through. A Building
is also a plain Node2D, so there was nothing to collide with even if one had
tried.

EnemyTargets answers the question once, for pursuit, standoff, the lancer's
lunge and the ranged weapon together, so they cannot drift into disagreeing
about it. It keeps one thumb on the scale: a vessel inside 520px always
wins, even against a nearer building, or the fleet could not defend anything
by interposing itself and an enemy would fly past the ships shooting it.

Buildings get a hitbox - an Area2D in a group, the same shape as a Ship or
an asteroid, so EnemyProjectile needed one extra branch rather than a new
concept. It applies damage on a tick rather than on area_entered: entry
fires once, which is right for a rammer that dies on the first strike, but
would let a sniper that drifted inside sit there scratch-free for ever. On a
tick, an enemy parked on a structure is besieging it.

What one strike costs is data on the enemy definition, for the same reason
dies_on_contact is - a lancer arriving at 950px/s is not a sniper drifting
into a wall.

Also clears the asteroids in test_enemy_projectile_damage. set_process(false)
only stops NEW asteroids; the ones already placed keep drifting, and one
wandering into the shield vessel parked at (2000, 0) spent its single charge
so the projectile fired next killed it. That failed about one parallel suite
run in thirty and never in isolation. Clearing them is what the other combat
tests already do.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 13:53:17 +02:00
Loïc Wisniewski
c221584848 #99 (#97a): buildings have health, and can be destroyed
Nothing can attack a structure that cannot be hurt, so this is the floor the
rest of #97 stands on.

max_hp is per definition - an extractor bolted to a rock is not the
mothership - and the current value lives on the RECORD in GameState, not on
the Building node. Main.tscn is torn down and rebuilt on every trip to a
planet surface, so damage kept on a node would heal itself the moment the
player landed.

A record written before this carries no hp field at all. That reads as
undamaged rather than as zero, or an existing save would open on a field of
wrecks.

The mothership cannot be destroyed - it floors at 1hp. The bank, the hangar
and research all live there and a wiped fleet rebuilds there, so losing it
would be a soft-lock with no route back. Keyed on the "bank" capability
rather than on the type: whatever building holds the bank is the one that
cannot be lost.

Destroying a hub retires its transporters. Everything else keyed on a
building id already copes with the building being gone - a transporter
mid-delivery puts its cargo back rather than destroying it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 13:37:40 +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