Commit graph spaceship/GasBurnerBuildingVisual.tscn
Author SHA1 Message Date
Loïc Wisniewski
54287d27ea Implement #77, #78 and #79
#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.

Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.

#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.

#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.

Two Godot traps cost real time here and are now written down where the next
person will hit them:

  - a `#` comment inside a .tres [resource] block is not a comment. It parses
    as part of the preceding value and silently blanks the property after it.
    One in DistorderVesselDefinition.tres left definition_id empty, which
    surfaced as "<blank> did not resolve its definition" in a test far from
    the edit. The note lives in VesselDefinition.gd now.
  - a global class_name is not reliably resolvable, INCLUDING a script's own
    inside its own static function. ResourcePickupVFX.new() failed to compile
    when reached through a preview scene, taking Rock and the gas vents with
    it. It has no class_name now and constructs itself by path.

Suite 114/114.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
Loïc Wisniewski
097e17f7aa Gas burner building and the energy resource (#54)
A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.

The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.

The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.

Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.

Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.

Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.

Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
  matching target_id, regardless of purpose. Once pickup states shared
  target_id with delivery states (both address a building, not an
  extractor), a transporter delivering gas made the SAME building look
  "busy" to the unrelated energy-pickup dispatch, starving it even
  with a second, genuinely free transporter sitting idle at the hub.
  Split into _transporter_inbound_to() (delivery states only) and a
  new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
  sizing) had no room for a 7th building - despite the ticket's own
  note that no layout changes should be needed. A naive 4th row ran
  off the bottom of a 720x1280 viewport; fitting one meant both adding
  a 4th row top AND shrinking the shared button/label/cost sizing so
  each row's content no longer taller than the compressed row spacing.
  Caught only by actually screenshotting it - a real build menu, not
  headless, since --headless renders nothing.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00