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Author SHA1 Message Date
Loïc Wisniewski
d0a9f5b971 Provision transporters with hubs 2026-08-15 00:09:10 +02:00
Loïc Wisniewski
663648d949 Refine context actions and preserve fleet landings 2026-08-14 23:15:12 +02:00
35 changed files with 503 additions and 688 deletions

View file

@ -6,10 +6,8 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
# Space-side building UI. Owns:
# - the build menu (place a mothership, ship crafter or command centre)
# - the shared ACTION button, which adapts to whatever the fleet is
# standing on (craft ships at a crafter, configure formation at a
# command centre). The enter-atmosphere prompt uses the same slot, and
# PlanetAtmosphereController suppresses itself while a building prompt
# is showing so the two can never fight over it.
# standing on (craft ships, configure formation, or land). One action
# fires directly; multiple actions unfold horizontally.
# - rebuilding a wiped-out fleet at the mothership
#
# Buildings themselves live in GameState (they must outlive the trip to a
@ -23,6 +21,8 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
@onready var build_button: IconButton = get_node("../UI/BuildButton")
@onready var action_button: IconButton = get_node("../UI/BuildActionButton")
@onready var building_action_button: IconButton = get_node("../UI/BuildingActionButton")
@onready var landing_button: IconButton = get_node("../UI/EnterAtmosphereButton")
@onready var landing_controller: Node2D = get_node("../LandingController")
@onready var build_menu: Control = get_node("../UI/BuildMenu")
@onready var build_close_button: IconButton = get_node("../UI/BuildMenu/CloseButton")
@ -62,22 +62,18 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
@onready var hangar_available_slots: Array = [
get_node("../UI/HangarMenu/AvailableInterceptor"),
get_node("../UI/HangarMenu/AvailableShield"),
get_node("../UI/HangarMenu/AvailableTransporter"),
]
@onready var hangar_available_labels: Array = [
get_node("../UI/HangarMenu/AvailableInterceptorLabel"),
get_node("../UI/HangarMenu/AvailableShieldLabel"),
get_node("../UI/HangarMenu/AvailableTransporterLabel"),
]
@onready var hangar_fleet_slots: Array = [
get_node("../UI/HangarMenu/FleetInterceptor"),
get_node("../UI/HangarMenu/FleetShield"),
get_node("../UI/HangarMenu/FleetTransporter"),
]
@onready var hangar_fleet_labels: Array = [
get_node("../UI/HangarMenu/FleetInterceptorLabel"),
get_node("../UI/HangarMenu/FleetShieldLabel"),
get_node("../UI/HangarMenu/FleetTransporterLabel"),
]
var build_menu_entries: Array = []
@ -97,24 +93,23 @@ var lab_building_id: int = 0
@onready var craft_menu: Control = get_node("../UI/CraftMenu")
@onready var craft_interceptor_button: IconButton = get_node("../UI/CraftMenu/InterceptorButton")
@onready var craft_transporter_button: IconButton = get_node("../UI/CraftMenu/TransporterButton")
@onready var craft_close_button: IconButton = get_node("../UI/CraftMenu/CloseButton")
@onready var craft_status: Label = get_node("../UI/CraftMenu/StatusLabel")
@onready var craft_interceptor_label: Label = get_node("../UI/CraftMenu/InterceptorLabel")
@onready var craft_transporter_label: Label = get_node("../UI/CraftMenu/TransporterLabel")
@onready var craft_shield_label: Label = get_node("../UI/CraftMenu/ShieldLabel")
@onready var craft_vessel_buttons: Array = [
craft_interceptor_button, craft_shield_button, craft_transporter_button,
craft_interceptor_button, craft_shield_button,
]
@onready var craft_vessel_labels: Array = [
craft_interceptor_label, craft_shield_label, craft_transporter_label,
craft_interceptor_label, craft_shield_label,
]
# --- the transfer panel (#24) ---------------------------------------------
# Ore used to be moved from inside whichever panel happened to be open: "load
# ore" lived in the research screen, "store ore here" in the ship crafter.
# Both are now one top-level button that works at every building and in both
# directions, so moving ore is never buried under an unrelated menu.
# Both are now one top-level shortcut beside Build at resource-bearing
# locations and work in both directions, so moving cargo is never buried
# under an unrelated action foldout.
@onready var transfer_button: IconButton = get_node("../UI/TransferButton")
@onready var transfer_menu: Control = get_node("../UI/TransferMenu")
@onready var transfer_status: Label = get_node("../UI/TransferMenu/StatusLabel")
@ -165,6 +160,7 @@ var current_building: Node2D = null
var pending_building: Node2D = null
var current_extractor_index: int = -1
var pending_extractor_index: int = -1
var current_landing_planet: Node2D = null
var pending_time: float = 0.0
var context_actions_expanded: bool = false
@ -185,8 +181,8 @@ func _ready() -> void:
action_button.pressed.connect(_on_context_action_pressed)
building_action_button.pressed.connect(_on_action_pressed)
for i in range(mini(craft_vessel_buttons.size(), VESSEL_DEFINITIONS.all().size())):
var definition: Resource = VESSEL_DEFINITIONS.all()[i]
for i in range(mini(craft_vessel_buttons.size(), VESSEL_DEFINITIONS.fleet().size())):
var definition: Resource = VESSEL_DEFINITIONS.fleet()[i]
craft_vessel_buttons[i].pressed.connect(_on_craft_vessel.bind(definition.definition_id))
craft_close_button.pressed.connect(func(): craft_menu.visible = false)
@ -218,6 +214,7 @@ func _ready() -> void:
transfer_menu.visible = false
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
hangar_menu.visible = false
@ -239,10 +236,10 @@ func _configure_build_menu_entries() -> void:
build_menu_entries.append([definition.definition_id, button, label, cost_number, definition])
# True while a building prompt or panel owns the shared action slot, so the
# enter-atmosphere prompt knows to stay out of the way.
# True while a modal panel owns the shared context controls. A plain building
# prompt is not modal: landing can coexist with its actions in the same foldout.
func is_showing_building_prompt() -> bool:
return current_building != null or build_menu.visible or craft_menu.visible \
return build_menu.visible or craft_menu.visible \
or formation_menu.visible or skill_menu.visible or transfer_menu.visible \
or hangar_menu.visible
@ -309,8 +306,10 @@ func _process(delta: float) -> void:
pending_building = null
current_extractor_index = -1
pending_extractor_index = -1
current_landing_planet = null
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
context_actions_expanded = false
@ -332,28 +331,27 @@ func _process(delta: float) -> void:
else:
pending_time += delta
var detected_landing_planet: Node2D = landing_controller.current_planet
if pending_time < prompt_debounce_time or (pending_building == current_building \
and pending_extractor_index == current_extractor_index):
and pending_extractor_index == current_extractor_index \
and detected_landing_planet == current_landing_planet):
return
current_building = pending_building
current_extractor_index = pending_extractor_index
current_landing_planet = detected_landing_planet
context_actions_expanded = false
hangar_button.visible = false
# Every building can hold ore, so the transfer button rides alongside the
# action button rather than being one of the things the action button
# turns into - the two are independent choices at the same structure.
transfer_button.visible = false
building_action_button.visible = false
action_button.visible = current_building != null or current_extractor_index >= 0
landing_button.visible = false
transfer_button.visible = _has_transfer_context()
var actions: Array = _context_action_buttons()
action_button.visible = not actions.is_empty()
if current_building != null:
var actions: Array = _context_action_buttons()
building_action_button.icon = int(current_building.definition.action_icon)
building_action_button.queue_redraw()
action_button.icon = building_action_button.icon if actions.size() == 1 else IconButton.Icon.ACTION_MENU
action_button.queue_redraw()
elif current_extractor_index >= 0:
action_button.icon = IconButton.Icon.TRANSFER
if not actions.is_empty():
action_button.icon = int(actions[0].icon) if actions.size() == 1 else IconButton.Icon.ACTION_MENU
action_button.queue_redraw()
_layout_context_buttons()
@ -381,33 +379,41 @@ func _layout_context_buttons() -> void:
func _context_action_buttons() -> Array:
if current_extractor_index >= 0:
return [transfer_button]
if current_building == null:
return []
var buttons: Array = []
for action in current_building.available_actions():
var button: IconButton = _button_for_building_action(action)
if button != null and button not in buttons:
buttons.append(button)
if current_building != null:
for action in current_building.available_actions():
var button: IconButton = _button_for_building_action(action)
if button != null and button not in buttons:
buttons.append(button)
if current_landing_planet != null:
buttons.append(landing_button)
return buttons
func _has_transfer_context() -> bool:
if current_extractor_index >= 0:
return true
return current_building != null and current_building.available_actions().has("transfer")
func _button_for_building_action(action: String) -> IconButton:
if action == "transfer":
return transfer_button
return null
if action == "hangar":
return hangar_button
return building_action_button
func _on_context_action_pressed() -> void:
if current_building == null and current_extractor_index < 0:
if current_building == null and current_extractor_index < 0 \
and current_landing_planet == null:
return
var actions: Array = _context_action_buttons()
if actions.size() == 1:
if actions[0] == transfer_button:
_on_transfer_pressed()
if actions[0] == landing_button:
landing_controller._on_enter_pressed()
elif actions[0] == hangar_button:
_on_hangar_pressed()
else:
_on_action_pressed()
return
@ -722,7 +728,7 @@ func _refresh_craft_status() -> void:
# intentionally reserved for the shared resource bar and a short action
# message; repeating fleet, queue and transport counts here buried the UI.
craft_status.text = ""
var definitions: Array = VESSEL_DEFINITIONS.all()
var definitions: Array = VESSEL_DEFINITIONS.fleet()
for i in range(mini(definitions.size(), craft_vessel_buttons.size())):
var definition: Resource = definitions[i]
var button: IconButton = craft_vessel_buttons[i]
@ -730,9 +736,6 @@ func _refresh_craft_status() -> void:
button.icon = definition.icon
button.glow_color = definition.glow_color
button.enabled = GameState.vessel_is_unlocked(definition.definition_id)
if definition.has_capability("transport"):
button.enabled = button.enabled and GameState.has_transport_hub() \
and GameState.can_station_transporter()
button.queue_redraw()
_refresh_queue()
if craft_message != "":
@ -756,11 +759,6 @@ func _on_craft_vessel(vessel: String) -> void:
if not GameState.queue_order(craft_building_id, vessel):
if not GameState.vessel_is_unlocked(vessel):
_say("%s must be unlocked at a ship lab first" % definition.display_name)
elif definition.has_capability("transport") and not GameState.has_transport_hub():
_say("Build a Transport Hub first - a transporter needs somewhere to be stationed")
elif definition.has_capability("transport"):
_say("All %d berths are taken - build another hub, or research Freight Yards" %
GameState.transport_capacity())
return
_report_order(vessel)
@ -775,10 +773,6 @@ func _report_order(product: String) -> void:
_say("%s ordered - building now" % GameState.vessel_name(product))
func _on_craft_transporter() -> void:
_on_craft_vessel(GameState.VESSEL_TRANSPORTER)
# --- ship lab (#5) --------------------------------------------------------
func _lab_options() -> Array:
@ -1063,7 +1057,7 @@ func _on_hangar_store_type(index: int) -> void:
func _hangar_types() -> Array:
var types: Array = []
for definition in VESSEL_DEFINITIONS.all():
for definition in VESSEL_DEFINITIONS.fleet():
types.append(definition.definition_id)
return types

View file

@ -4,10 +4,9 @@ extends Node2D
# centre) rather than being fixed here, so a layout the player arranged
# survives scene swaps and fleet rebuilds. Ships are always
# spawned programmatically (spawn_ships), using however many of these
# offsets are needed - both for a fresh start (5 ships) and for restoring
# a possibly-smaller surviving fleet after returning from a planet's
# surface, so both cases share one code path instead of two that could
# drift out of sync.
# offsets are needed. The optional vessel-type list preserves the exact
# mixed fleet through scene swaps; a fresh start still defaults each slot
# to an interceptor.
# The fleet's cruise speed. This is the speed of the FLEET as a whole: the
# anchor below advances at exactly this rate, and individual ships are
# allowed to fly faster than it (Ship.max_speed) so they can close on their
@ -44,17 +43,29 @@ func _on_vessel_upgraded(_id: String) -> void:
ship.apply_vessel_stats()
func spawn_ships(count: int, center: Vector2 = Vector2.ZERO) -> void:
func spawn_ships(count: int, center: Vector2 = Vector2.ZERO,
vessel_types: PackedStringArray = PackedStringArray()) -> void:
for ship in ships:
if is_instance_valid(ship):
ship.queue_free()
ships.clear()
formation_offsets.clear()
var n: int = clamp(count, 1, GameState.max_fleet_size())
var spawn_types: PackedStringArray = PackedStringArray()
if vessel_types.is_empty():
for i in range(count):
spawn_types.append(GameState.VESSEL_INTERCEPTOR)
else:
for vessel_type in vessel_types:
if GameState.vessel_is_fleet_eligible(vessel_type):
spawn_types.append(vessel_type)
if spawn_types.is_empty():
spawn_types.append(GameState.VESSEL_INTERCEPTOR)
var n: int = clamp(spawn_types.size(), 1, GameState.max_fleet_size())
for i in range(n):
var offset: Vector2 = GameState.formation[i]
var ship: Area2D = ship_scene.instantiate()
ship.vessel_type = spawn_types[i]
ship.position = center + offset
ship.glow_color = ship_glow_color
ship.core_color = ship_core_color
@ -67,10 +78,19 @@ func spawn_ships(count: int, center: Vector2 = Vector2.ZERO) -> void:
fleet_target = center
func vessel_types() -> PackedStringArray:
var result: PackedStringArray = PackedStringArray()
for ship in ships:
if is_instance_valid(ship):
result.append(String(ship.vessel_type))
return result
func add_ship(vessel_type: String = GameState.VESSEL_INTERCEPTOR) -> bool:
# Adds one vessel in the next free formation slot (bought from a ship
# crafter). Returns false when the wedge is already full.
if ships.size() >= GameState.max_fleet_size():
if not GameState.vessel_is_fleet_eligible(vessel_type) \
or ships.size() >= GameState.max_fleet_size():
return false
var offset: Vector2 = GameState.formation[ships.size()]
var ship: Area2D = ship_scene.instantiate()

View file

@ -14,6 +14,7 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
var has_return_position: bool = false
var surviving_ship_count: int = 5
var surviving_vessel_types: PackedStringArray = PackedStringArray()
var return_world_position: Vector2 = Vector2.ZERO
var return_camera_zoom: float = 1.0
@ -229,7 +230,7 @@ const SKILL_TREE: Array = [
{
"id": "freight", "name": "Freight Handling", "cost": 40, "requires": "logistics",
"x": 0.18, "unlocks": BUILDING_TRANSPORT_HUB,
"desc": "Build transport hubs, which supply your other buildings with ore.",
"desc": "Build transport hubs. Each hub includes its own automatic transporters.",
},
{
"id": "vessel_science", "name": "Vessel Science", "cost": 35, "requires": "shipyards",
@ -312,6 +313,8 @@ func unlock(id: String) -> bool:
if not spend(int(skill_node(id).cost)):
return false
unlocked.append(id)
if int(skill_node(id).get("hub_bonus", 0)) > 0:
_sync_hub_transporters()
return true
@ -380,6 +383,9 @@ func add_building(type: String, at_position: Vector2) -> int:
"id": id, "type": type, "position": at_position,
"inventory": INVENTORY.new(), "orders": [],
})
var building: Dictionary = buildings[-1]
if building_has_capability(building, "transport_hub"):
_provision_hub_transporters(building)
return id
@ -399,9 +405,9 @@ func building_has_capability(building: Dictionary, capability: String) -> bool:
# --- vessel types and their upgrades (#5) ---------------------------------
# The three things that can be flying around. The first and last double as
# production order ids, so a vessel type and the order that builds it are the
# same string rather than two that have to be kept in step.
# Combat vessels can join the player fleet. Transporter metadata lives in the
# same definition catalog so the lab can upgrade its cargo and travel stats,
# but transporters themselves belong to hubs and are never production orders.
const VESSEL_INTERCEPTOR: String = "interceptor"
const VESSEL_SHIELD: String = "shield"
const VESSEL_TRANSPORTER: String = "transporter"
@ -409,7 +415,6 @@ const VESSEL_TRANSPORTER: String = "transporter"
# Compatibility constants for callers and old tests. Runtime metadata is
# resolved from VesselDefinition below.
const SHIELD_COST: int = 14
const TRANSPORTER_COST: int = 10
const LAB_RESEARCH_TIME: float = 8.0
@ -435,9 +440,6 @@ const SHIP_BASE_SPEED: float = 460.0
const SHIP_BASE_ACCEL: float = 450.0
const SHIELD_BASE_CHARGES: int = 1
const SHIELD_BASE_RECHARGE: float = 6.0
const TRANSPORTER_BASE_LOAD: int = 20
const TRANSPORTER_BASE_SPEED: float = 150.0
var vessel_levels: Dictionary = {}
signal vessel_upgraded(upgrade_id: String)
@ -476,6 +478,11 @@ func vessel_has_capability(vessel: String, capability: String) -> bool:
return definition != null and definition.has_capability(capability)
func vessel_is_fleet_eligible(vessel: String) -> bool:
var definition: Resource = vessel_definition(vessel)
return definition != null and definition.fleet_eligible
func vessel_is_unlocked(vessel: String) -> bool:
var definition: Resource = vessel_definition(vessel)
if definition == null:
@ -594,7 +601,6 @@ func transporter_speed() -> float:
const PRODUCT_SHIP: String = "interceptor"
const PRODUCT_TRANSPORTER: String = "transporter"
func product_cost(product: String) -> int:
@ -690,14 +696,8 @@ func queue_order(id: int, product: String = PRODUCT_SHIP) -> bool:
if b.is_empty() or not can_produce(b.type):
return false
var definition: Resource = vessel_definition(product)
if definition == null or not vessel_is_unlocked(product):
return false
if definition.has_capability("transport") and not has_transport_hub():
# Nowhere to station it. Refused rather than queued, so the player is
# told now instead of watching an order sit forever.
return false
if definition.has_capability("transport") and not can_station_transporter():
# Every berth is taken or spoken for (#20).
if definition == null or not definition.fleet_eligible \
or not vessel_is_unlocked(product):
return false
(b.orders as Array).append({"product": product, "elapsed": 0.0, "started": false})
return true
@ -724,12 +724,6 @@ func _advance_production(delta: float) -> void:
if not bool(order.started):
if inventory.amount(RESOURCE_ORE) < cost:
continue
if definition.has_capability("transport") and transporters.size() >= transport_capacity():
# A hub was demolished after this was ordered, so the berth it
# was going to use is gone. Hold rather than overfill.
continue
if definition.has_capability("transport") and nearest_hub_to(b.position).is_empty():
continue
inventory.withdraw(RESOURCE_ORE, cost)
order.started = true
@ -738,20 +732,15 @@ func _advance_production(delta: float) -> void:
continue
orders.pop_front()
if definition.has_capability("transport"):
# Transporters are unchanged: they take themselves to the nearest
# hub and wait for work (#19).
_station_transporter(b.position)
# A finished combat hull launches from the crafter and physically flies
# to the mothership hangar. Hub transporters are provisioned by hubs and
# never enter this production path.
var mothership: Variant = get_mothership_position()
if mothership == null:
stored_vessels.append(product)
else:
# A finished hull launches from the crafter and physically flies to
# the mothership hangar. With no mothership there is nowhere to fly,
# so preserve the old safe fallback of holding it immediately.
var mothership: Variant = get_mothership_position()
if mothership == null:
stored_vessels.append(product)
else:
vessel_deliveries.append({"type": product, "from": b.position,
"to": mothership, "progress": 0.0})
vessel_deliveries.append({"type": product, "from": b.position,
"to": mothership, "progress": 0.0})
order_completed.emit(int(b.id), product)
@ -837,13 +826,21 @@ func has_building_of_type(type: String) -> bool:
func remove_buildings_of_type(type: String) -> int:
var kept: Array = []
var removed_ids: Array = []
var removed: int = 0
for b in buildings:
if b.type == type:
removed += 1
removed_ids.append(int(b.id))
else:
kept.append(b)
buildings = kept
if type == BUILDING_TRANSPORT_HUB and not removed_ids.is_empty():
var kept_transporters: Array = []
for transporter in transporters:
if int(transporter.get("hub_id", 0)) not in removed_ids:
kept_transporters.append(transporter)
transporters = kept_transporters
return removed
@ -1016,11 +1013,8 @@ func _advance_vessel_deliveries(delta: float) -> void:
#
# Entries are {"hub_id", "state", "target_id", "carrying", "progress",
# "from", "to"}.
const TRANSPORTER_SPEED: float = 340.0
# How many transporters one hub can station. Raised for EVERY hub - built
# already or not - by research, which is the same shape as max_fleet_size()
# rather than a second mechanism doing the same job.
# How many transporters each hub owns. Raised for EVERY hub - built already
# or not - by research, and provisioned automatically rather than crafted.
const BASE_HUB_CAPACITY: int = 2
const TRANSPORTER_IDLE: String = "idle"
@ -1049,61 +1043,30 @@ func hub_count() -> int:
return n
func transport_capacity() -> int:
# Total berths: more hubs, or more capacity per hub. Either raises it,
# which is exactly the choice #12 asks the player to make.
return hub_count() * hub_capacity()
func pending_transporter_orders() -> int:
var n: int = 0
for b in buildings:
for o in b.get("orders", []):
if vessel_has_capability(String(o.product), "transport"):
n += 1
return n
func transporters_claimed() -> int:
# Built plus already ordered: an order in the queue has a berth reserved,
# or a player could queue ten of them against two berths and only find out
# when they refused to appear.
return transporters.size() + pending_transporter_orders()
func can_station_transporter() -> bool:
return transporters_claimed() < transport_capacity()
func has_transport_hub() -> bool:
return not nearest_hub_to(Vector2.ZERO).is_empty()
func nearest_hub_to(at: Vector2) -> Dictionary:
var best: Dictionary = {}
var best_d: float = INF
for b in buildings:
if not building_has_capability(b, "transport_hub"):
continue
var d: float = at.distance_squared_to(b.position)
if d < best_d:
best_d = d
best = b
return best
func _station_transporter(built_at: Vector2) -> void:
# Built at the crafter, then it flies itself to the nearest hub and waits
# there for orders (#12).
var hub: Dictionary = nearest_hub_to(built_at)
if hub.is_empty():
return
func _add_hub_transporter(hub: Dictionary) -> void:
transporters.append({
"hub_id": int(hub.id), "state": TRANSPORTER_RETURNING, "target_id": 0,
"carrying": 0, "resource_type": "ore", "progress": 0.0, "from": built_at, "to": hub.position,
"hub_id": int(hub.id), "state": TRANSPORTER_IDLE, "target_id": 0,
"extractor_index": -1, "carrying": 0, "resource_type": RESOURCE_ORE,
"progress": 1.0, "from": hub.position, "to": hub.position,
})
func _provision_hub_transporters(hub: Dictionary) -> void:
var stationed: int = 0
for transporter in transporters:
if int(transporter.get("hub_id", 0)) == int(hub.id):
stationed += 1
while stationed < hub_capacity():
_add_hub_transporter(hub)
stationed += 1
func _sync_hub_transporters() -> void:
for hub in buildings:
if building_has_capability(hub, "transport_hub"):
_provision_hub_transporters(hub)
func transporter_position(t: Dictionary) -> Vector2:
return (t.from as Vector2).lerp(t.to as Vector2, clampf(t.progress, 0.0, 1.0))
@ -1190,6 +1153,7 @@ func _dispatch_transporters() -> void:
func _advance_transporters(delta: float) -> void:
_sync_hub_transporters()
if transporters.is_empty():
return
_dispatch_transporters()

View file

@ -14,6 +14,7 @@ build_cost = 6
build_time = 10.0
icon = 2
glow_color = Color(0.25, 0.85, 1, 1)
fleet_eligible = true
capabilities = PackedStringArray("weapon")
component_scenes = Array[PackedScene]([ExtResource("2")])
base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 320.0, "max_speed": 460.0, "acceleration": 450.0, "delivery_speed": 180.0}

155
Main.tscn
View file

@ -148,20 +148,19 @@ digit_height = 38.0
[node name="PlanetNameLabel" type="Label" parent="UI"]
visible = false
offset_left = 24
offset_top = 156
offset_top = 480
offset_right = 696
offset_bottom = 282
offset_bottom = 532
text = ""
horizontal_alignment = 1
theme_override_font_sizes/font_size = 32
[node name="EnterAtmosphereButton" type="Control" parent="UI"]
visible = false
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 24
offset_right = 172
offset_top = -720
offset_bottom = -572
offset_left = 188
offset_top = 324
offset_right = 336
offset_bottom = 472
script = ExtResource("10")
icon = 3
@ -203,10 +202,10 @@ glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="TransferButton" type="Control" parent="UI"]
visible = false
offset_left = 24
offset_right = 172
offset_top = 488
offset_bottom = 636
offset_left = 188
offset_top = 160
offset_right = 336
offset_bottom = 308
script = ExtResource("10")
icon = 14
glow_color = Color(1, 0.78, 0.25, 1)
@ -789,8 +788,8 @@ horizontal_alignment = 1
[node name="AvailableInterceptor" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -250
offset_right = -130
offset_left = -180
offset_right = -60
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
@ -800,8 +799,8 @@ icon = 2
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -300
offset_right = -80
offset_left = -250
offset_right = 10
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
@ -810,8 +809,8 @@ horizontal_alignment = 1
[node name="AvailableShield" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -60
offset_right = 60
offset_left = 60
offset_right = 180
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
@ -822,30 +821,8 @@ glow_color = Color(0.45, 0.8, 1, 1)
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -110
offset_right = 110
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="AvailableTransporter" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 130
offset_left = -10
offset_right = 250
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="AvailableTransporterLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 80
offset_right = 300
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
@ -863,8 +840,8 @@ horizontal_alignment = 1
[node name="FleetInterceptor" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -250
offset_right = -130
offset_left = -180
offset_right = -60
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
@ -874,8 +851,8 @@ icon = 2
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -300
offset_right = -80
offset_left = -250
offset_right = 10
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
@ -884,8 +861,8 @@ horizontal_alignment = 1
[node name="FleetShield" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -60
offset_right = 60
offset_left = 60
offset_right = 180
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
@ -896,30 +873,8 @@ glow_color = Color(0.45, 0.8, 1, 1)
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -110
offset_right = 110
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetTransporter" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 130
offset_left = -10
offset_right = 250
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="FleetTransporterLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 80
offset_right = 300
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
@ -1291,10 +1246,10 @@ anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -234
offset_right = -86
offset_top = 60
offset_bottom = 208
offset_left = -220
offset_right = -72
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
icon = 2
@ -1304,51 +1259,23 @@ anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -300
offset_right = -20
offset_top = 216
offset_bottom = 296
offset_left = -290
offset_right = -2
offset_top = 56
offset_bottom = 136
theme_override_font_sizes/font_size = 32
text = "Interceptor"
horizontal_alignment = 1
[node name="TransporterButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 86
offset_right = 234
offset_top = 60
offset_bottom = 208
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="TransporterLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 20
offset_right = 300
offset_top = 216
offset_bottom = 296
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Transporter"
horizontal_alignment = 1
[node name="ShieldButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -74
offset_right = 74
offset_top = -200
offset_bottom = -52
offset_left = 72
offset_right = 220
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
icon = 2
glow_color = Color(0.45, 0.8, 1, 1)
@ -1359,10 +1286,10 @@ anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -160
offset_right = 160
offset_top = -44
offset_bottom = 16
offset_left = 2
offset_right = 290
offset_top = 56
offset_bottom = 136
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Shield Vessel"

View file

@ -34,7 +34,8 @@ func _ready() -> void:
enter_button.pressed.connect(_on_enter_pressed)
if GameState.has_return_position:
fleet.spawn_ships(GameState.surviving_ship_count, GameState.return_world_position)
fleet.spawn_ships(GameState.surviving_ship_count, GameState.return_world_position,
GameState.surviving_vessel_types)
camera.position = GameState.return_world_position
camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
GameState.has_return_position = false
@ -57,16 +58,12 @@ func _process(delta: float) -> void:
return
if world_map.visible or build_controller.is_showing_building_prompt():
# EnterAtmosphereButton shares one "action" slot with the map's
# RecenterButton and with BuildController's building prompt - it doesn't make sense to enter
# a planet's atmosphere while looking at the star map anyway, so
# suppress the prompt entirely rather than let it sit hidden
# behind the map's backdrop only to pop back in the instant the
# map closes.
# Context actions belong to BuildController. This controller owns the
# debounced planet selection and label, and suppresses both while a modal
# screen is open.
current_planet = null
pending_planet = null
planet_name_label.visible = false
enter_button.visible = false
return
# Debounced: only commit a visible/hidden change once the raw
@ -90,10 +87,8 @@ func _process(delta: float) -> void:
if current_planet != null:
planet_name_label.text = current_planet.planet_name
planet_name_label.visible = true
enter_button.visible = true
else:
planet_name_label.visible = false
enter_button.visible = false
func _on_enter_pressed() -> void:
@ -105,6 +100,7 @@ func _on_enter_pressed() -> void:
GameState.has_return_position = true
GameState.surviving_ship_count = fleet.ships.size()
GameState.surviving_vessel_types = fleet.vessel_types()
# The planet's own position, not fleet.get_centroid() - the fleet only
# needs to be somewhere within the planet's landing radius (not
# centered exactly on it) for the prompt to show, so the centroid can

View file

@ -3,9 +3,9 @@ extends Node2D
const SURFACE_PROFILES = preload("res://PlanetSurfaceProfiles.gd")
const PLANET_DEFINITIONS = preload("res://PlanetDefinitions.gd")
# Bootstraps the surviving fleet on this scene's own startup (from
# GameState, since this is a fresh scene tree - nothing here carries
# over automatically) and handles the always-available exit prompt that
# Bootstraps the surviving fleet, including each vessel type, on this scene's
# own startup (from GameState, since this is a fresh scene tree - nothing here
# carries over automatically) and handles the always-available exit prompt that
# fades back out to Main.tscn, restoring the fleet at wherever it left
# space from.
@ -25,7 +25,8 @@ var transitioning: bool = false
func _ready() -> void:
var planet_definition: Resource = PLANET_DEFINITIONS.get_definition(GameState.planet_definition_id)
_compose_surface(SURFACE_PROFILES.get_profile(planet_definition.surface_profile_id))
fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO)
fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO,
GameState.surviving_vessel_types)
camera.position = Vector2.ZERO
camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
planet_name_label.text = GameState.planet_name
@ -57,6 +58,7 @@ func _on_exit_pressed() -> void:
transitioning = true
GameState.surviving_ship_count = fleet.ships.size()
GameState.surviving_vessel_types = fleet.vessel_types()
var tween: Tween = create_tween()
tween.tween_property(fade_rect, "color:a", 1.0, fade_duration)

View file

@ -13,6 +13,7 @@ build_cost = 14
build_time = 16.0
icon = 30
glow_color = Color(0.45, 0.8, 1, 1)
fleet_eligible = true
capabilities = PackedStringArray("shield")
component_scenes = Array[PackedScene]([ExtResource("3")])
hull_points = PackedVector2Array(0, -24, 20.7846, -12, 20.7846, 12, 0, 24, -20.7846, 12, -20.7846, -12)

View file

@ -1,11 +1,6 @@
[gd_scene load_steps=3 format=3]
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://TransportHubBuildingVisual.gd" id="1"]
[ext_resource type="Script" path="res://BuildingActionProvider.gd" id="2"]
[node name="Visual" type="Node2D"]
script = ExtResource("1")
[node name="ActionProvider" type="Node" parent="."]
script = ExtResource("2")
actions = PackedStringArray("transfer")

View file

@ -8,9 +8,9 @@
script = ExtResource("1")
definition_id = "transporter"
display_name = "Transporter"
description = "Unarmed cargo vessel stationed at a transport hub to move resources."
build_cost = 10
build_time = 8.0
description = "Hub-owned logistics vessel that moves resources automatically."
build_cost = 0
build_time = 0.0
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
capabilities = PackedStringArray("cargo", "transport")

View file

@ -11,6 +11,7 @@ extends Resource
@export var hull_points: PackedVector2Array = PackedVector2Array([
Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
])
@export var fleet_eligible: bool = false
@export var capabilities: PackedStringArray = []
@export var component_scenes: Array[PackedScene] = []
@export var base_stats: Dictionary = {}

View file

@ -17,6 +17,14 @@ static func all() -> Array:
result.append(DEFINITIONS[definition_id])
return result
static func fleet() -> Array:
var result: Array = []
for definition in all():
if definition.fleet_eligible:
result.append(definition)
return result
static func with_capability(capability: String) -> Resource:
for definition in all():
if definition.has_capability(capability):

View file

@ -0,0 +1,37 @@
extends Node
# Visual-only phone preview for the top-level context controls. It composes a
# mothership action set with a landing action so the horizontal foldout and
# the independent Transfer shortcut can be inspected in one screenshot.
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
var main: Node2D = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("AsteroidField").set_process(false)
main.get_node("EnemySpawner").set_process(false)
main.get_node("LandingController").set_process(false)
var building: Node2D = load("res://Building.tscn").instantiate()
building.definition_id = GameState.BUILDING_MOTHERSHIP
building.position = Vector2(0, 420)
main.add_child(building)
var controller: Node2D = main.get_node("BuildController")
controller.set_process(false)
controller.current_building = building
var planet: Node2D = Node2D.new()
main.add_child(planet)
controller.current_landing_planet = planet
controller.building_action_button.icon = int(building.definition.action_icon)
controller.transfer_button.visible = controller._has_transfer_context()
controller.action_button.visible = true
controller.action_button.icon = IconButton.Icon.ACTION_MENU
controller.context_actions_expanded = true
controller._layout_context_buttons()
var label: Label = main.get_node("UI/PlanetNameLabel")
label.text = "PLANET ACTIONS"
label.visible = true

View file

@ -0,0 +1 @@
uid://r4kyx6d4s60i

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_context_actions_preview.gd" id="1"]
[node name="ContextActionsPreview" type="Node"]
script = ExtResource("1")

View file

@ -0,0 +1,23 @@
extends Node
# Visual-only phone preview for the combat-fleet hangar. Logistics
# transporters deliberately have no card here.
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
GameState.stored_vessels = [
GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_SHIELD, GameState.VESSEL_SHIELD,
]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("AsteroidField").set_process(false)
main.get_node("EnemySpawner").set_process(false)
main.get_node("Fleet").spawn_ships(3, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_SHIELD,
]))
main.get_node("BuildController")._on_hangar_pressed()

View file

@ -0,0 +1 @@
uid://grp4nm3xvngn

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_hangar_menu_preview.gd" id="1"]
[node name="HangarMenuPreview" type="Node"]
script = ExtResource("1")

View file

@ -15,17 +15,20 @@ func _ready() -> void:
GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(-420.0, 0.0))
GameState.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(420.0, 0.0))
# One laden, mid-leg, and one running home empty, so both states show.
GameState.transporters.append({
"hub_id": 2, "state": GameState.TRANSPORTER_TO_BUILDING, "target_id": 2,
"carrying": 8, "progress": 0.45,
"from": Vector2(-420.0, 0.0), "to": Vector2(420.0, 0.0),
})
GameState.transporters.append({
"hub_id": 2, "state": GameState.TRANSPORTER_RETURNING, "target_id": 0,
"carrying": 0, "progress": 0.5,
"from": Vector2(-380.0, 150.0), "to": Vector2(420.0, 150.0),
})
# The hub already provisioned these two. Put one laden mid-leg and one on
# its way home empty so both visual states show.
var laden: Dictionary = GameState.transporters[0]
laden.state = GameState.TRANSPORTER_TO_BUILDING
laden.target_id = 2
laden.carrying = 8
laden.progress = 0.45
laden.from = Vector2(-420.0, 0.0)
laden.to = Vector2(420.0, 0.0)
var returning: Dictionary = GameState.transporters[1]
returning.state = GameState.TRANSPORTER_RETURNING
returning.progress = 0.5
returning.from = Vector2(-380.0, 150.0)
returning.to = Vector2(420.0, 150.0)
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)

View file

@ -21,8 +21,12 @@ func _initialize() -> void:
])
return
var provider: Node = building.visual.get_node_or_null("ActionProvider")
if provider == null or not provider.actions.has("transfer"):
_fail("%s has no composed action provider" % definition.definition_id)
if definition.definition_id == GameState.BUILDING_TRANSPORT_HUB:
if provider != null or not building.available_actions().is_empty():
_fail("transport hub composed a manual action")
return
elif provider == null or not provider.actions.has("transfer"):
_fail("%s has no composed transfer action" % definition.definition_id)
return
building.free()

View file

@ -96,10 +96,9 @@ func _process(delta: float) -> bool:
print("TEST_CRAFTER_FEEDBACK: FAIL (fleet parked on the crafter never registered)")
quit(1)
return true
# A crafter now has both Craft and Transfer, so the shared action
# button unfolds those choices before the craft action is selected.
# Transfer has its own shortcut beside Build, leaving Craft as the
# single contextual action that fires directly.
_tap(controller.action_button)
_tap(controller.building_action_button)
if not controller.craft_menu.visible:
print("TEST_CRAFTER_FEEDBACK: FAIL (the action button did not open the crafter panel)")
quit(1)

View file

@ -39,12 +39,10 @@ func _process(delta: float) -> bool:
print("extractor mined locally: stock=%d bank=%d" % [
game_state.extractor_stock(extractor_index), game_state.rocks])
game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
var hub_id: int = game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
# A manually seeded idle transporter is enough to exercise the same
# simulation used by a produced one.
game_state.transporters.append({"hub_id": hub_id, "state": GameState.TRANSPORTER_IDLE,
"target_id": 0, "extractor_index": -1, "carrying": 0, "progress": 1.0,
"from": HUB_AT, "to": HUB_AT})
game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
if game_state.transporters.size() != game_state.hub_capacity():
_fail("hub did not provision its transporters")
return true
base_load = game_state.transporter_load_limit()
game_state.extractors[extractor_index].stock = base_load - 1
elapsed = 0.0

View file

@ -48,11 +48,13 @@ func _process(delta: float) -> bool:
1:
if elapsed < 1.2:
return false
if controller.current_extractor_index != extractor_index or not controller.action_button.visible:
return _fail("extractor did not expose a contextual action")
if not scene.get_node("UI/EnterAtmosphereButton").visible:
return _fail("extractor action hid the separate landing action")
controller._on_context_action_pressed()
if controller.current_extractor_index != extractor_index or not controller.transfer_button.visible:
return _fail("extractor did not expose the transfer shortcut")
if not controller.action_button.visible \
or controller.action_button.icon != controller.landing_button.icon \
or controller.landing_button.visible:
return _fail("landing was not folded into the shared action control")
controller._on_transfer_pressed()
if not controller.transfer_menu.visible or controller.transfer_list.extractor_index != extractor_index:
return _fail("transfer panel did not bind to the extractor")
var before: int = state.fleet_resource(resource_type)
@ -61,7 +63,7 @@ func _process(delta: float) -> bool:
return _fail("fleet did not fetch five resources from extractor")
if state.extractor_resource(extractor_index, resource_type) < 7:
return _fail("extractor transfer removed too much stock")
print("fleet fetched %s from extractor while landing remained available" % resource_type)
print("fleet fetched %s while landing remained the contextual action" % resource_type)
print("TEST_EXTRACTOR_TRANSFER: PASS")
quit(0)
return true

View file

@ -86,13 +86,19 @@ func _process(delta: float) -> bool:
game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(100, 0))
game_state.add_extractor("Aurelia", Vector2(400, 0), "gas")
game_state.extractors[0].stock = game_state.transporter_load_limit()
game_state.transporters.append({"hub_id": 2, "state": GameState.TRANSPORTER_TO_EXTRACTOR,
"target_id": 0, "extractor_index": 0, "carrying": 0, "resource_type": "gas",
"progress": 1.0, "from": Vector2(100, 0), "to": Vector2(400, 0)})
game_state._arrive(game_state.transporters[0])
var transporter: Dictionary = game_state.transporters[0]
transporter.state = GameState.TRANSPORTER_TO_EXTRACTOR
transporter.target_id = 0
transporter.extractor_index = 0
transporter.carrying = 0
transporter.resource_type = "gas"
transporter.progress = 1.0
transporter.from = Vector2(100, 0)
transporter.to = Vector2(400, 0)
game_state._arrive(transporter)
if game_state.transporters[0].state != GameState.TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR:
return _fail("transporter did not collect gas from the extractor")
game_state._arrive(game_state.transporters[0])
game_state._arrive(transporter)
if game_state.gas != game_state.transporter_load_limit() or game_state.rocks != 0:
return _fail("gas delivery banked gas=%d ore=%d" % [game_state.gas, game_state.rocks])
var mothership_id: int = int(game_state.buildings[0].id)

View file

@ -35,7 +35,8 @@ func _process(delta: float) -> bool:
a.queue_free()
fleet.spawn_ships(1, Vector2.ZERO)
fleet.add_ship(GameState.VESSEL_SHIELD)
game_state.stored_vessels = [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD]
game_state.stored_vessels = [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_TRANSPORTER]
controller._on_hangar_pressed()
elapsed = 0.0
stage = 1
@ -48,6 +49,10 @@ func _process(delta: float) -> bool:
if "Interceptor" not in available_label.text or "1 available" not in available_label.text:
_fail("available interceptor card says '%s'" % available_label.text)
return true
if controller._hangar_types().has(GameState.VESSEL_TRANSPORTER) \
or fleet.add_ship(GameState.VESSEL_TRANSPORTER):
_fail("a logistics transporter was exposed as a fleet vessel")
return true
controller._on_hangar_crew_type(0)
if fleet.ships.size() != 3 or game_state.stored_vessels.has(GameState.VESSEL_INTERCEPTOR):
_fail("tapping an available interceptor did not crew it")
@ -63,24 +68,30 @@ func _process(delta: float) -> bool:
_fail("hangar allowed the last deployed ship to be stored")
return true
# Context actions are compact until expanded. A mothership has three
# choices: research, transfer cargo and hangar, which unfold in their
# own non-overlapping berths to the right only after expansion.
# Context actions are compact until expanded. A mothership unfolds
# research and hangar; transfer stays as a persistent shortcut beside
# Build and is not duplicated in the foldout.
var mothership: Node2D = load("res://Building.tscn").instantiate()
mothership.set("building_type", GameState.BUILDING_MOTHERSHIP)
mothership._ready()
controller.current_building = mothership
controller.context_actions_expanded = true
controller.transfer_button.visible = controller._has_transfer_context()
controller._layout_context_buttons()
var buttons: Array = [controller.building_action_button, controller.transfer_button, controller.hangar_button]
var buttons: Array = [controller.building_action_button, controller.hangar_button]
for i in range(buttons.size() - 1):
if buttons[i].offset_right > buttons[i + 1].offset_left:
_fail("context buttons %d and %d overlap" % [i, i + 1])
return true
controller._collapse_context_actions()
if controller.building_action_button.visible or controller.transfer_button.visible or controller.hangar_button.visible:
if controller.building_action_button.visible or controller.hangar_button.visible:
_fail("collapsing the context button left an action visible")
return true
if not controller.transfer_button.visible \
or controller.transfer_button.offset_top != controller.build_button.offset_top \
or controller.transfer_button.offset_left <= controller.build_button.offset_left:
_fail("transfer shortcut is not beside Build")
return true
mothership.free()
print("hangar crews and stores typed vessels; contextual actions expand and collapse")
print("TEST_HANGAR_MANAGEMENT: PASS")

View file

@ -1,144 +1,56 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_hub_capacity.gd
# Forgejo #20 (part 7 of #12): a hub stations a limited number of
# transporters. More hubs, or research, raise it.
#
# Verifies:
# 1. capacity is per hub, so a second hub raises the total
# 2. ordering past the cap is REFUSED, not silently swallowed - the ticket
# is explicit that the player has to be told
# 3. a queued-but-unbuilt transporter still holds its berth, or ten could
# be ordered against two and only fail on arrival
# 4. researching Freight Yards raises capacity for hubs ALREADY BUILT, not
# just ones placed afterwards
# 5. the extra berth is immediately usable
var game_state: Node
var scene: Node
var field: Node
var crafter_id: int = 0
var stage: int = 0
var elapsed: float = 0.0
const CRAFTER_AT: Vector2 = Vector2(400.0, 0.0)
const HUB_A: Vector2 = Vector2(-500.0, 0.0)
const HUB_B: Vector2 = Vector2(-500.0, 600.0)
# A transport hub owns its logistics vessels directly. Building a hub
# provisions every researched slot immediately; Freight Yards provisions its
# extra slot on hubs that already exist.
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.rocks = 900
game_state.fleet_cargo = 0
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.unlocked = ["shipyards", "logistics", "freight"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
field = scene.get_node("BuildingField")
var state: Node = root.get_node("GameState")
state.buildings.clear()
state.extractors.clear()
state.transporters.clear()
state.reset_progression()
state.rocks = 900
state.unlocked = ["shipyards", "logistics", "freight"]
var hub_a: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 0))
var per_hub: int = state.hub_capacity()
if state.transporters.size() != per_hub or _at_hub(state, hub_a) != per_hub:
return _fail("first hub did not immediately provision %d transporters" % per_hub)
print("first hub provisioned %d transporters" % per_hub)
var hub_b: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 600))
if state.transporters.size() != per_hub * 2 or _at_hub(state, hub_b) != per_hub:
return _fail("second hub did not bring its own transporters")
print("second hub raised logistics fleet to %d" % state.transporters.size())
var before: int = state.transporters.size()
if not state.unlock("freight_yards"):
return _fail("could not research Freight Yards")
var expected: int = state.hub_capacity() * state.hub_count()
if state.transporters.size() != expected or state.transporters.size() != before + 2:
return _fail("Freight Yards did not provision one transporter per existing hub")
if _at_hub(state, hub_a) != state.hub_capacity() \
or _at_hub(state, hub_b) != state.hub_capacity():
return _fail("researched transporters were assigned to the wrong hubs")
print("Freight Yards provisioned existing hubs: %d -> %d" % [before, expected])
if state.remove_buildings_of_type(state.BUILDING_TRANSPORT_HUB) != 2 \
or not state.transporters.is_empty():
return _fail("removing hubs left orphaned logistics transporters")
print("TEST_HUB_CAPACITY: PASS")
quit(0)
func _fill_berths(n: int) -> void:
# Queue and immediately fund n transporters.
for i in range(n):
if game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
game_state.deposit_to_building(crafter_id, GameState.TRANSPORTER_COST)
func _at_hub(state: Node, hub_id: int) -> int:
var count: int = 0
for transporter in state.transporters:
if int(transporter.hub_id) == hub_id:
count += 1
return count
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
field.place(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
crafter_id = int(game_state.buildings[-1].id)
field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_A)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
var per_hub: int = game_state.hub_capacity()
if game_state.transport_capacity() != per_hub:
print("TEST_HUB_CAPACITY: FAIL (one hub gives %d berths, per-hub capacity is %d)" % [
game_state.transport_capacity(), per_hub
])
quit(1)
return true
print("1 hub -> %d berths (%d per hub)" % [game_state.transport_capacity(), per_hub])
# --- 2 + 3. fill it, then try to exceed it ------------------
_fill_berths(per_hub)
if game_state.transporters_claimed() != per_hub:
print("TEST_HUB_CAPACITY: FAIL (claimed %d berths after ordering %d)" % [
game_state.transporters_claimed(), per_hub
])
quit(1)
return true
# Still only QUEUED at this point - the berth must already count.
if game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
print("TEST_HUB_CAPACITY: FAIL (queued a transporter past the %d-berth cap)" % per_hub)
quit(1)
return true
print("cap enforced at %d, including orders not yet built" % per_hub)
# --- 1. a second hub raises the total -----------------------
field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_B)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
if game_state.transport_capacity() != game_state.hub_capacity() * 2:
print("TEST_HUB_CAPACITY: FAIL (2 hubs give %d berths, expected %d)" % [
game_state.transport_capacity(), game_state.hub_capacity() * 2
])
quit(1)
return true
print("2 hubs -> %d berths" % game_state.transport_capacity())
if not game_state.can_station_transporter():
print("TEST_HUB_CAPACITY: FAIL (second hub did not free a berth)")
quit(1)
return true
# Fill the second hub too, so capacity is exhausted again.
_fill_berths(game_state.transport_capacity() - game_state.transporters_claimed())
if game_state.can_station_transporter():
print("TEST_HUB_CAPACITY: FAIL (still room after filling every berth)")
quit(1)
return true
# --- 4. research raises it for hubs ALREADY built -----------
var before: int = game_state.transport_capacity()
game_state.unlocked.append("freight_yards")
var after: int = game_state.transport_capacity()
print("researched Freight Yards: %d -> %d berths across %d existing hubs" % [
before, after, game_state.hub_count()
])
if after != before + game_state.hub_count():
print("TEST_HUB_CAPACITY: FAIL (research gave %d berths, expected +1 per existing hub)" % (after - before))
quit(1)
return true
# --- 5. and the new berth is usable straight away -----------
if not game_state.can_station_transporter():
print("TEST_HUB_CAPACITY: FAIL (research raised the number but left no usable berth)")
quit(1)
return true
if not game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
print("TEST_HUB_CAPACITY: FAIL (could not order into the berth research just added)")
quit(1)
return true
print("ordered into the newly researched berth")
print("TEST_HUB_CAPACITY: PASS")
quit(0)
return true
return false
func _fail(message: String) -> void:
print("TEST_HUB_CAPACITY: FAIL (%s)" % message)
quit(1)

View file

@ -14,11 +14,8 @@ func _initialize() -> void:
state.rocks = 100
state.build_time_scale = 0.02
state.add_building(state.BUILDING_MOTHERSHIP, Vector2.ZERO)
var hub_id: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(50, 0))
state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(50, 0))
lab_id = state.add_building(state.BUILDING_SHIP_LAB, Vector2(100, 0))
state.transporters.append({"hub_id": hub_id, "state": state.TRANSPORTER_IDLE,
"target_id": 0, "extractor_index": -1, "carrying": 0, "progress": 1.0,
"from": Vector2(50, 0), "to": Vector2(50, 0)})
if not state.queue_lab_research(lab_id, "int_damage"):
return _fail("could not queue lab research")
if state.outstanding_cost(lab_id) != state.upgrade_cost("int_damage"):

View file

@ -24,7 +24,13 @@ var target_chunk: Vector2i
var position_before_leaving: Vector2
var cached_fade_duration: float = 0.4
var returned_ship_count: int = -1
var returned_vessel_types: PackedStringArray = PackedStringArray()
var game_state: Node
var expected_vessel_types: PackedStringArray = PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_INTERCEPTOR,
])
func _initialize() -> void:
@ -58,7 +64,7 @@ func _initialize() -> void:
landing_controller = main_scene.get_node("LandingController")
asteroid_field_ref = main_scene.get_node("AsteroidField")
planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:
@ -85,6 +91,10 @@ func _process(delta: float) -> bool:
# collide with a ship mid-test. Clear the existing ones too.
for a in get_nodes_in_group("asteroids"):
a.queue_free()
# A mixed fleet proves the handoff preserves composition rather
# than merely reconstructing the same number of interceptors.
fleet.spawn_ships(expected_vessel_types.size(), fleet.get_centroid(),
expected_vessel_types)
# Get the fleet into the target chunk's vicinity first so
# PlanetField's spawn radius covers it - the planet's own exact
@ -151,12 +161,13 @@ func _process(delta: float) -> bool:
var surface_fleet: Node = current_scene.get_node("Fleet")
var ship_count_ok: bool = surface_fleet.ships.size() == 5
var composition_ok: bool = surface_fleet.vessel_types() == expected_vessel_types
var no_asteroids: bool = get_nodes_in_group("asteroids").is_empty()
var no_enemies: bool = get_nodes_in_group("enemies").is_empty()
print("ship_count_ok=%s (count=%d) no_asteroids=%s no_enemies=%s" % [
ship_count_ok, surface_fleet.ships.size(), no_asteroids, no_enemies
])
if not (ship_count_ok and no_asteroids and no_enemies):
if not (ship_count_ok and composition_ok and no_asteroids and no_enemies):
print("TEST_PLANET_ATMOSPHERE_TRANSITION: FAIL (surface scene contents wrong)")
quit(1)
return true
@ -217,6 +228,7 @@ func _process(delta: float) -> bool:
for a in get_nodes_in_group("asteroids"):
a.queue_free()
returned_ship_count = space_fleet.ships.size()
returned_vessel_types = space_fleet.vessel_types()
# Ships respawn in a wedge and then steer into formation, so the
# centroid only means anything once they have actually stopped.
@ -236,12 +248,13 @@ func _process(delta: float) -> bool:
# across correctly and a fleet came back.
var handoff_ok: bool = game_state.surviving_ship_count == 5
var ship_count_ok: bool = handoff_ok and returned_ship_count >= 1
var composition_ok: bool = returned_vessel_types == expected_vessel_types
var position_ok: bool = space_fleet.get_centroid().distance_to(position_before_leaving) < 50.0
print("handoff=%d returned_ships=%d ship_count_ok=%s position_ok=%s centroid=%s expected=%s" % [
game_state.surviving_ship_count, returned_ship_count,
ship_count_ok, position_ok, space_fleet.get_centroid(), position_before_leaving
])
if ship_count_ok and position_ok:
if ship_count_ok and composition_ok and position_ok:
print("TEST_PLANET_ATMOSPHERE_TRANSITION: PASS")
quit(0)
else:

View file

@ -2,14 +2,8 @@ extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_prompt_map_interaction.gd
# Regression test for a real bug: EnterAtmosphereButton (shown while
# standing on a planet, bottom-center) and the world map's own
# RecenterButton (also bottom-center) occupy the exact same screen
# position. Opening the map while standing on a planet must suppress the
# enter-atmosphere prompt entirely - not just let it sit hidden behind
# the map's backdrop, since closing the map would then abruptly reveal it
# at the same instant RecenterButton disappears (which is what most
# plausibly explains "buttons blinking/disappearing").
# Opening the map while standing on a planet must suppress the shared
# contextual action and planet label, then restore them after closing.
var main_scene: Node
var fleet: Node
@ -48,7 +42,7 @@ func _initialize() -> void:
world_map = main_scene.get_node("UI/WorldMap")
map_button = main_scene.get_node("UI/MapButton")
planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:

View file

@ -47,7 +47,7 @@ func _initialize() -> void:
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)

View file

@ -7,8 +7,8 @@ extends SceneTree
# research screen.
#
# Verifies:
# 1. the transfer button appears alongside the action button whenever the
# fleet is standing on a building, and opens the transfer panel bound to
# 1. the transfer shortcut appears beside Build whenever the fleet is
# standing on a transferable building, and opens the panel bound to
# THAT building - the `== 0` guard failure that made every crafter
# button look dead is the same trap here
# 2. ore moves both ways at an ordinary building, capped by what is
@ -73,8 +73,6 @@ func _tap(button: Control) -> void:
func _open_transfer() -> void:
# Contextual choices collapse into one button until it is opened.
_tap(controller.action_button)
_tap(controller.transfer_button)
@ -108,6 +106,8 @@ func _process(delta: float) -> bool:
return false
_expect(controller.current_building != null,
"parking on the crafter never registered")
_expect(controller.transfer_button.visible,
"transfer shortcut did not appear beside Build")
_open_transfer()
_expect(controller.transfer_menu.visible,
"tapping the transfer button did not open the panel")

View file

@ -44,7 +44,7 @@ func _initialize() -> void:
fleet = main_scene.get_node("Fleet")
planet_field = main_scene.get_node("PlanetField")
landing_controller = main_scene.get_node("LandingController")
enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
enter_button = main_scene.get_node("UI/BuildActionButton")
func _process(delta: float) -> bool:

View file

@ -24,6 +24,7 @@ var scene: Node
var field: Node
var controller: Node
var map_content: Node2D
var hub_building: Node2D
var hub: Node2D
var stage: int = 0
var elapsed: float = 0.0
@ -101,11 +102,19 @@ func _process(delta: float) -> bool:
return false
for b in field.spawned:
if is_instance_valid(b) and b.building_type == GameState.BUILDING_TRANSPORT_HUB:
hub_building = b
hub = b.visual
if hub == null:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (never spawned)")
quit(1)
return true
if not hub_building.available_actions().is_empty():
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (offers a manual resource transfer)")
quit(1)
return true
for ship in scene.get_node("Fleet").ships:
ship.position = HUB_AT
scene.get_node("Fleet").move_to(HUB_AT)
# --- 3. drawn as itself, not via the crafter catch-all -------
# _hub_traffic only exists if _ready() took the transport-hub
@ -142,6 +151,14 @@ func _process(delta: float) -> bool:
# --- 4. animates without ever redrawing (#10) ----------------
if elapsed < 2.0:
return false
if controller.current_building != hub_building \
or controller.action_button.visible or controller.transfer_button.visible:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (actionless hub context current=%s expected=%s action=%s transfer=%s)" % [
controller.current_building, hub_building, controller.action_button.visible,
controller.transfer_button.visible,
])
quit(1)
return true
print("rasterisations after %.1fs: %d" % [elapsed, hub.draw_count])
if hub.draw_count != 1:
print("TEST_TRANSPORT_HUB_BUILDING: FAIL (redrew its geometry %d times to animate)" % hub.draw_count)

View file

@ -1,217 +1,89 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_transporter_supply.gd
# Forgejo #19 (part 6 of #12): transporters stationed at a hub fetch ore from
# the mothership and deliver it to whichever building is waiting on it, with
# no player input at all.
#
# Verifies:
# 1. a transporter is built at the CRAFTER and takes itself to the nearest
# hub, rather than appearing at the hub out of nowhere
# 2. a queued order the crafter cannot pay for is fulfilled end to end
# automatically - the whole point of the ticket
# 3. ore is conserved across the entire route (bank + hold + every
# building's stock), at every step, not just at the end
# 4. ore leaves the bank when it is LOADED, not when the order is placed -
# the vessel is carrying something real
# 5. transporters are not ordered when there is no hub to station them at
# 6. no unbounded node accumulation: the fleet of transporters is exactly
# what was built, however many runs they make
# Hub-owned transporters supply an unfunded combat-vessel order without ever
# being crafted, stored at the mothership, or added to the player fleet.
var game_state: Node
var scene: Node
var fleet: Node
var field: Node
var crafter_id: int = 0
var hub_id: int = 0
var stage: int = 0
var elapsed: float = 0.0
var total_at_start: int = 0
var bank_when_ordered: int = 0
var conservation_broken: bool = false
# Ore legitimately consumed by completed production. Conservation means
# "nothing vanishes in TRANSIT", not "the total never falls" - building a
# vessel spends ore, and that is the one way it is allowed to leave.
var state: Node
var crafter_id: int
var initial_transporters: int
var total_at_start: int
var consumed: int = 0
const MOTHERSHIP_AT: Vector2 = Vector2(0.0, 0.0)
const HUB_AT: Vector2 = Vector2(600.0, 200.0)
const CRAFTER_AT: Vector2 = Vector2(900.0, -300.0)
func _total() -> int:
var sum: int = game_state.rocks + game_state.fleet_cargo
for b in game_state.buildings:
if b.type != GameState.BUILDING_MOTHERSHIP:
sum += game_state.building_resource(int(b.id), GameState.RESOURCE_ORE)
for t in game_state.transporters:
sum += int(t.get("carrying", 0))
# Ore inside a build that has STARTED but not finished (#23). It has left
# the building's stock and has not yet been consumed by a completed
# vessel, so without counting it the total dips for the length of every
# build - which is a gap in this sum, not a leak in the game.
for b in game_state.buildings:
for o in b.get("orders", []):
if bool(o.started):
sum += game_state.product_cost(String(o.product))
return sum
var elapsed: float = 0.0
var conservation_broken: bool = false
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.rocks = 200
game_state.fleet_cargo = 0
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.unlocked = ["shipyards", "logistics", "freight", "coordination", "wing", "squadron", "armada"]
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
field = scene.get_node("BuildingField")
game_state.order_completed.connect(_on_order_completed)
state = root.get_node("GameState")
state.buildings.clear()
state.extractors.clear()
state.transporters.clear()
state.stored_vessels.clear()
state.vessel_deliveries.clear()
state.reset_progression()
state.rocks = 200
state.build_time_scale = 0.02
state.unlocked = ["shipyards", "logistics", "freight"]
state.add_building(state.BUILDING_MOTHERSHIP, Vector2.ZERO)
crafter_id = state.add_building(state.BUILDING_SHIP_CRAFTER, Vector2(900, -300))
if state.queue_order(crafter_id, state.VESSEL_TRANSPORTER):
return _fail("the crafter accepted a logistics transporter order")
var hub_id: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(600, 200))
initial_transporters = state.hub_capacity()
if state.transporters.size() != initial_transporters:
return _fail("hub provisioned %d transporters, expected %d" % [
state.transporters.size(), initial_transporters])
for transporter in state.transporters:
if int(transporter.hub_id) != hub_id or transporter.state != state.TRANSPORTER_IDLE:
return _fail("a provisioned transporter was not idle at its hub")
func _on_order_completed(_building_id: int, product: String) -> void:
consumed += game_state.product_cost(product)
var bank_before: int = state.rocks
if not state.queue_order(crafter_id, state.PRODUCT_SHIP):
return _fail("crafter refused the combat-vessel order")
if state.rocks != bank_before:
return _fail("placing the order changed the bank before a transporter loaded")
state.order_completed.connect(_on_order_completed)
total_at_start = _total()
func _process(delta: float) -> bool:
elapsed += delta
# --- 3. conservation, checked EVERY tick ------------------------------
# Ore in flight is the easy thing to lose: a leg that loads without
# debiting, or delivers without crediting, would show up here and nowhere
# else. Checked continuously rather than at the end, so it cannot be
# masked by a later correction.
if stage >= 2 and _total() + consumed != total_at_start:
if _total() + consumed != total_at_start:
conservation_broken = true
if state.pending_orders(crafter_id) > 0:
if elapsed > 25.0:
return _fail("hub transporters never supplied the queued order")
return false
if conservation_broken:
return _fail("ore was created or destroyed on the automatic route")
if state.transporters.size() != initial_transporters:
return _fail("transporters accumulated during delivery")
if state.stored_vessels.has(state.VESSEL_TRANSPORTER):
return _fail("a transporter appeared in the mothership hangar")
print("%d hub-owned transporters supplied the crafter automatically" % initial_transporters)
print("TEST_TRANSPORTER_SUPPLY: PASS")
quit(0)
return true
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
for a in get_nodes_in_group("asteroids"):
if is_instance_valid(a):
a.queue_free()
field.place(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
field.place(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
crafter_id = int(game_state.buildings[-1].id)
func _on_order_completed(_building_id: int, product: String) -> void:
consumed += state.product_cost(product)
# --- 5. no hub yet: a transporter cannot be ordered ----------
if game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
print("TEST_TRANSPORTER_SUPPLY: FAIL (ordered a transporter with no hub to station it at)")
quit(1)
return true
print("no hub -> transporter order refused")
field.place(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
hub_id = int(game_state.buildings[-1].id)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
# --- 1. build a transporter at the crafter ------------------
if not game_state.queue_order(crafter_id, GameState.PRODUCT_TRANSPORTER):
print("TEST_TRANSPORTER_SUPPLY: FAIL (could not order a transporter with a hub built)")
quit(1)
return true
game_state.deposit_to_building(crafter_id, GameState.TRANSPORTER_COST)
elapsed = 0.0
stage = 2
total_at_start = _total()
return false
2:
if elapsed < game_state.build_time(GameState.PRODUCT_TRANSPORTER) * 3.0:
return false
if game_state.transporters.size() != 1:
print("TEST_TRANSPORTER_SUPPLY: FAIL (built %d transporters from one order)" % game_state.transporters.size())
quit(1)
return true
var t: Dictionary = game_state.transporters[0]
if int(t.hub_id) != hub_id:
print("TEST_TRANSPORTER_SUPPLY: FAIL (transporter did not take the nearest hub)")
quit(1)
return true
# It must fly FROM the crafter TO the hub, not appear at the hub.
# Checked on the leg's endpoints rather than its current position,
# which is already partway there by now - and being partway is
# the correct behaviour.
if (t.from as Vector2).distance_to(CRAFTER_AT) > 1.0:
print("TEST_TRANSPORTER_SUPPLY: FAIL (transporter's first leg starts at %s, not at the crafter that built it)" % t.from)
quit(1)
return true
if (t.to as Vector2).distance_to(HUB_AT) > 1.0:
print("TEST_TRANSPORTER_SUPPLY: FAIL (transporter's first leg does not end at the hub: %s)" % t.to)
quit(1)
return true
print("transporter built at the crafter, heading for hub %d" % hub_id)
elapsed = 0.0
stage = 3
return false
3:
# Give it time to reach the hub and go idle.
if elapsed < 4.0:
return false
if game_state.transporters[0].state != GameState.TRANSPORTER_IDLE:
print("TEST_TRANSPORTER_SUPPLY: FAIL (never settled at its hub: state=%s)" % game_state.transporters[0].state)
quit(1)
return true
print("stationed at the hub, idle")
func _total() -> int:
var sum: int = state.rocks + state.fleet_cargo
for building in state.buildings:
if building.type != state.BUILDING_MOTHERSHIP:
sum += state.building_resource(int(building.id), state.RESOURCE_ORE)
for order in building.get("orders", []):
if bool(order.started):
sum += state.product_cost(String(order.product))
for transporter in state.transporters:
sum += int(transporter.get("carrying", 0))
return sum
# --- 2 + 4. an order it cannot pay for ----------------------
game_state.queue_order(crafter_id, GameState.PRODUCT_SHIP)
bank_when_ordered = game_state.rocks
elapsed = 0.0
stage = 4
return false
4:
# One tick: placing the order must not touch the bank.
if elapsed < 0.1:
return false
if game_state.rocks != bank_when_ordered:
print("TEST_TRANSPORTER_SUPPLY: FAIL (bank moved on placing the order, before anything was loaded)")
quit(1)
return true
print("order placed, bank untouched at %d" % game_state.rocks)
elapsed = 0.0
stage = 5
return false
5:
# --- 2. the whole run, with no player input -----------------
if game_state.pending_orders(crafter_id) > 0:
if elapsed > 25.0:
print("TEST_TRANSPORTER_SUPPLY: FAIL (order never fulfilled: transporter state=%s carrying=%d crafter stock=%d)" % [
game_state.transporters[0].state,
int(game_state.transporters[0].carrying),
game_state.building_stock(crafter_id),
])
quit(1)
return true
return false
if conservation_broken:
print("TEST_TRANSPORTER_SUPPLY: FAIL (ore created or destroyed somewhere along the route)")
quit(1)
return true
print("order fulfilled automatically in %.1fs, no player input" % elapsed)
# --- 6. no vessel accumulation ------------------------------
if game_state.transporters.size() != 1:
print("TEST_TRANSPORTER_SUPPLY: FAIL (%d transporters exist after the run, one was built)" % game_state.transporters.size())
quit(1)
return true
print("still exactly 1 transporter after a full round trip")
print("bank=%d crafter stock=%d total=%d + %d consumed = %d (started %d)" % [
game_state.rocks, game_state.building_stock(crafter_id), _total(),
consumed, _total() + consumed, total_at_start
])
print("TEST_TRANSPORTER_SUPPLY: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_TRANSPORTER_SUPPLY: FAIL (%s)" % message)
quit(1)
return true

View file

@ -22,6 +22,10 @@ func _process(delta: float) -> bool:
if elapsed < 0.1:
return false
var definitions: Array = VESSEL_DEFINITIONS.all()
var fleet_definitions: Array = VESSEL_DEFINITIONS.fleet()
if fleet_definitions.size() != 2 \
or fleet_definitions.any(func(definition): return definition.has_capability("transport")):
return _fail("logistics transporters leaked into the combat-fleet catalog")
if ships.size() != definitions.size():
return _fail("catalog and composed fleet differ in size")
for i in range(definitions.size()):