Commit graph spaceship/BuildingField.gd
Author SHA1 Message Date
Loïc Wisniewski
ff162faef5 Supply a building by hand: withdraw at the mothership, unload on arrival
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>
2026-08-11 16:36:11 +02:00
Loïc Wisniewski
3573ccf44f Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the
bank at the moment of purchase and refused outright with "Not enough
rocks", so nothing ever had to be delivered anywhere. Each building now
carries its own stock, and an order it cannot pay for yet is QUEUED and
completes by itself once ore arrives.

Records get an `id` because a building has to be referable across the
space <-> planet-surface scene swap, when every Building NODE has been
destroyed and rebuilt. Position would nearly work and then fail on two
buildings placed on the same spot.

Production advances in the GameState autoload, the same way extractor
haulers already do, so an order can complete while the player is down a
gravity well. A finished vessel becomes `ships_owed` rather than being
handed straight to a Fleet that may not exist, and the fleet claims what
it is owed when it next has room.

The craft menu remembers which crafter it was opened for: _process()
clears current_building while any menu is open, so by the next frame the
menu would no longer know. It shows the ore delivered HERE rather than
the bank, since showing the bank would promise something the crafter
cannot actually build.

Ship crafting cannot be supplied until #17 lands - nothing yet moves ore
into a building.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:18:44 +02:00
Loïc Wisniewski
fc32e26d1b Fleet carries mined ore until it delivers it to the mothership
Forgejo #14, part 1 of #12. Rock.gd credited GameState.rocks on pickup,
so ore was banked instantly from anywhere on the map and a mining run
had nothing at stake. Ore now goes into GameState.fleet_cargo and only
becomes spendable when the fleet reaches the mothership.

Delivery lives in BuildingField because that node already knows where
the buildings are and already answers "is the fleet standing on one?",
using the fleet CENTROID - the same stable single-number test Planet
and Building use, rather than per-ship collision that flickers as ships
jostle in formation.

Cargo lives in the GameState autoload so it survives Main.tscn being
torn down on every trip to a planet's surface - cargo mined ON a
surface would otherwise be dropped the moment the player took off.

test_resources_and_buildings asserted the old behaviour (gathering a
rock raises `rocks`) and now asserts the new one. That is a spec
change, not a weakened test - the gathering assertion itself is intact.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:55:45 +02:00
Loïc Wisniewski
85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).

All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.

Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.

Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00