Commit graph spaceship/tests/_lab_menu_preview.gd
Author SHA1 Message Date
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
b999031e6a Recentre a released stick, slow extractors again, and unbreak the lab layout
Both sticks float - the base jumps to wherever the finger lands, so a player
does not have to hit an exact spot on a screen they cannot feel. Releasing put
only the KNOB back onto the base and left the base parked wherever that touch
had been, so an idle stick sat off-centre in a different place every time and
read as a control still in use. Release now returns base and knob to the
middle of the rect.

Extractors produce at 0.5 ore per second, halved again: at 1.0 they still
outran the rest of the economy. An extractor now pays back its 25-ore cost in
fifty seconds rather than twelve.

The ship lab and the crafter were both overlapping themselves. Enlarging the
shared resource table to 136px (so it could breathe and show bigger type)
pushed its bottom edge 34px into the vessel row beneath it in one and the
status text in the other - my regression, visible immediately on a real
screen and not at all in any test. The lab's second row of upgrade cards was
also already running into the detail text below it, by 13px, before any of
this. Both menus are re-spaced end to end rather than nudged, since moving one
collision into another is how the second one got there.

Two tests carried waits tuned to an extraction rate that has now changed
twice. Both derive them from EXTRACTOR_RATE instead, so the next balance pass
does not report a broken extractor that is working perfectly - the same fix
test_extractor_income already needed one round ago, in the file next to it.

Suite 112/112.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 13:31:46 +02:00
Loïc Wisniewski
42535c7320 Fix UI overlaps: SpeedFader vs status labels, packed ship lab layout (#67, #71)
SpeedFader was missing anchor_top/anchor_bottom = 1.0 in both Main.tscn
and PlanetSurface.tscn, so it rendered TOP-anchored at a fixed y while
its siblings (LaserStatus, GasBombStatus) are bottom-anchored - on a
720x1280 viewport both landed in the same screen region, directly on
top of each other. Properly bottom-anchored SpeedFader now, positioned
above both status labels instead.

Separately, the ship lab's 7 vessel-name labels (#57-#59 grew the
roster from 4 to 7 without widening their row) were laid out 120px wide
on only a 90px pitch - a fixed 30px overlap between adjacent labels
regardless of text length, worse for genuinely long names like
"Interceptor"/"Transporter". Narrowed each label to fit its own lane
with real gaps, dropped the font size, and enabled word-wrap; shifted
the upgrade-card rows below down to give the now-taller label row room.
2026-08-17 19:47:09 +02:00
Loïc Wisniewski
1d9afcbc2e Add gas bomber skill-shot vessel 2026-08-15 04:45:15 +02:00
Loïc Wisniewski
cccdc85c9e Show gas icons in resource displays 2026-08-13 22:33:12 +02:00
Loïc Wisniewski
b6427b080d Remove the one-way ore API superseded by the transfer menu
The loose end from #24. withdraw_to_fleet, unload_into_building and
deliver_cargo were the old one-way moves behind "Load ore" and "Store
ore here"; every one of them is a special case of transfer_to_building /
transfer_to_fleet, and none had a caller left outside tests. The
cargo_delivered signal had no listeners at all.

Not just tidying: unload_into_building routed through
deposit_to_building, which does NOT special-case the mothership - it
writes b.stock, while building_holdings() returns `rocks` for a
mothership and ignores stock entirely. So unload_into_building(
mothership_id) would have parked ore in a field nothing reads, with no
error. Nothing called it that way, but it is a plausibly-named function
sitting there to be reached for later. transfer_to_building handles it.

CARGO_LOAD_BATCH stays - the transfer menu's batch buttons use it; only
its role as withdraw_to_fleet's default argument is gone.

The #24 note expected folding these in to be costly for
test_cargo_readout, which places no buildings. It is not: the transfer
primitives work off GameState records rather than spawned nodes, so a
single add_building() in setup is enough and it stays a display test.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 13:07:52 +02:00
Loïc Wisniewski
1cbae8ff70 Ship Lab: per-vessel research, and the shield vessel
Forgejo #5. A new building gated behind a "Vessel Science" research
node. Its own screen upgrades each vessel type - weapon, movement,
shield and freight - and unlocks the shield vessel, which the ship
crafter can then build.

Vessel research is deliberately NOT more nodes in the mothership tree:
that tree gates what may be built at all and is a strategic spine, while
these are repeatable tuning on vessels already owned. Levels cost
base * (level + 1), so the third point in something is not the price of
the first. Upgrades are read live rather than baked in at build time, so
researching one improves the ships already flying.

The shield is personal, not a bubble: it absorbs a hit that would
destroy the vessel - ships have no health, contact kills - and is then
down until it cycles. Its ring is a NeonPiece child toggled with
`visible` per #10, not a redraw of the hull.

The build menu now holds six entries across three rows, which the #21
repacking already handles.

Enemies still have no weapon, so "blocks shots" has nothing to block
yet; that is filed separately rather than widened into this ticket.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:31:49 +02:00