Commit graph spaceship/tests/test_lab_research_reward.gd
Author SHA1 Message Date
Loïc Wisniewski
6e13b6397c Take planets by killing what defends them
#211 conquest is the fight now: a planet registers the garrison its setup
authors, each defender's own death counts against it, and the last one takes
the world. The capture points - stand in a ring, wait out a timer, once per
ring - are gone, along with the editor palette that placed them.
#212 conquest opens a dialog on the surface naming the research points
recovered; the award travels with the signal, after it is banked.
#209 the prologue's charted sectors go with the breach, so the map the
survivors keep is of where they now are - and "chart 30 sectors" is no
longer complete before they have flown anywhere.
#218 enemy variety is gated on the FLEET, not on wave strength: a starting
fleet meets chasers only at any wave number, and each vessel past three
opens one more kind.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 13:31:25 +02:00
Loïc Wisniewski
209169206b #108: the prologue - the convoy, the ambush, and the breach
Landed as one piece across #122, #123 and #124: the frame is useless without
a script, and the script has nowhere to run without the frame.

The director drives the REAL scene rather than being a scene of its own. It
wants the real fleet, the real enemies and the real asteroid field, and it
makes "then the game starts" cost nothing - the director stops steering,
clears the flag, and what is left running is the ordinary game.

The script is a list of beats, each with a deadline as well as its own
completion test, so a beat whose condition is never met - a player who
refuses to fly at the ambush - runs out rather than wedging the prologue.
skip() ends the whole thing at any point and lands in exactly the state
playing it through does, so the game has one way to start rather than two
that have to be kept in step. The test pins that equivalence.

"No action button available, only movements" is enforced where the buttons
are decided, not by the director reaching in: the ability controllers set
their own visibility every frame and would have put them straight back, and
the map button belongs to the map. The joystick, the pivot and the fader
stay.

The convoy is ten hulls where a new game's fleet is one, so it needs an
explicit fleet-size override - a plain number rather than a fake doctrine,
because nothing about the player's own progression should be bent to fit a
cutscene. It is carriers rather than transporters: transporters belong to
hubs and are not fleet-eligible, so a convoy of them would be silently
filtered down to its escorts.

The ambush is chasers and only chasers. "Easy enough" is the requirement,
and a sniper against a convoy the player cannot yet fight properly is
neither easy nor a good first impression.

The breach takes the wheel through one check in GameController, covering the
stick, the keyboard and the released-again path together - three separate
gates would be three chances for one of them to keep steering. The shake is
written to camera.offset, never to its position, because GameController owns
where the camera is and would smooth a shake away.

The vessel that survives is chosen as the interceptor rather than whichever
happened to be first in the list, and the prologue ends on exactly a new
game's opening position.

Also: PlanetAtmosphereController no longer spawns the opening fleet while
the prologue is arming, and the tests that are about what the GAME starts
from now say so by turning the prologue off.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 20:59:12 +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
Loïc Wisniewski
7817d1ffc6 Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.

TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.

HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.

LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.

RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.

ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.

Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().

ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".

MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.

Full suite green at 99/99.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00