Clicking the fader did nothing on a desktop: it fired the guns instead.
Unhandled input reaches the last nodes in the tree first, and the fader's
mouse handling lived in GameController - the script on Main, the ROOT, so
it was served last of all. MouseCombatController is a child of it and marks
every left press handled to fire, so the press never arrived.
The fader asks for its own mouse events now, from the UI layer, which sits
after the combat controllers: the control the pointer is actually on gets
the press ahead of the guns behind it. The handlers themselves are the same
wrappers #118 wrote.
The test for #118 could not see any of this - it handed the event straight
to Main._unhandled_input, which is precisely the delivery the real game
never makes, so it passed against the bug it was written for. It pushes
through the viewport now, with mouse aiming on, and checks the guns stay
quiet. Confirmed it fails without the fix.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QR2Mdk42ghEpeyXPe4UFyn
#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
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>