#157 was already satisfied - second_hull is quest 7 and extractor is quest
11 - so this pins the property rather than adding a quest: nothing costing
more than a single hold may be asked for before the chain has grown the
fleet or taught banking. It fails if either is ever moved behind it.
#158 - a building's local costs may now be paid out of the fleet's hold.
#12 made production cost resources physically DELIVERED rather than money
out of the bank, and that stands: the bank is still not raided here. The
hold is simply the other place resources physically are, and making the
player park, open the transfer menu and move cargo across by hand was
ceremony rather than a decision.
But only WHERE THE FLEET IS, and that qualifier is the whole design. The
first draft had no range on it and test_manual_supply_route caught it
immediately: a crafter three thousand units away reached into the hold and
spent ore the player had just withdrawn to carry somewhere else - which is
exactly the complaint that got automatic banking removed in #24, arriving
from the other direction. The range is Building.interact_radius, the same
distance that decides whether the transfer button appears, so the rule is
not a hidden one: if you could hand the cargo over, the building can take
it.
#159 - the mothership floored at 1hp, so a battered one sat there reading as
dead and never exploded. That exemption existed to prevent a soft-lock, and
the soft-lock turns out not to exist: the bank is GameState.bank_inventory
and the hangar is stored_vessels, both of which outlive any building; the
mothership is the one structure research never gates; it costs exactly what
a single interceptor's hold carries; and ore comes from asteroids, which do
not run out. So the way back is always mine, fly, rebuild - and that is what
test_building_health now asserts, in place of the exemption that used to
stand in for it.
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>
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>
Groundwork for #5. vessels_owed carries the VESSEL TYPE rather than a
bare count, so a shield vessel finishing while the player is on a planet
comes back as a shield vessel. Fleet.add_ship takes a type, and vessels
already flying are re-statted when an upgrade is researched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so
something has to be able to fulfil one. Until transporters exist (#19)
this is the only route, which is why it lands before them rather than
after: otherwise a player with a queued order and no Transport Hub is
stuck forever.
A "Load ore" button at the mothership moves a batch from the bank into
the fleet's hold, and opening a building hands it whatever the fleet is
carrying.
Delivery at the mothership is now EDGE triggered on arrival rather than
running every frame the fleet is parked there. Continuous delivery made
withdrawing impossible - ore loaded into the hold was banked again on the
very next frame, so the button would have looked broken. A batch rather
than the whole bank, because the hold is the part that can be lost and
emptying the bank in one tap would also strand research, which still
spends from it.
Both new logistics tests now clear existing asteroids: disabling
AsteroidField only stops new chunks spawning, and a drifting rock
destroying a parked ship changed the fleet size the tests assert on.
That was a real intermittent failure, seen once in a full run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>