diff --git a/GameState.gd b/GameState.gd index db77793..03c35e4 100644 --- a/GameState.gd +++ b/GameState.gd @@ -670,6 +670,9 @@ func outstanding_cost(id: int) -> int: # A started build has already paid, so it is not still owed. if not bool(o.started): need += product_cost(String(o.product)) + for order in b.get("research_orders", []): + if not bool(order.started): + need += research_cost(String(order.id)) return maxi(need - _inventory_for_record(b).amount(RESOURCE_ORE), 0) @@ -771,6 +774,11 @@ func lab_research_order(lab_id: int) -> Dictionary: return {} if orders.is_empty() else orders[0] +func research_cost(id: String) -> int: + var unlock_definition: Resource = vessel_for_unlock(id) + return unlock_definition.unlock_cost if unlock_definition != null else upgrade_cost(id) + + func _advance_lab_research(delta: float) -> void: for lab in buildings: if not building_has_capability(lab, "vessel_research"): @@ -781,7 +789,7 @@ func _advance_lab_research(delta: float) -> void: var order: Dictionary = orders[0] var id: String = String(order.id) var unlock_definition: Resource = vessel_for_unlock(id) - var cost: int = unlock_definition.unlock_cost if unlock_definition != null else upgrade_cost(id) + var cost: int = research_cost(id) var inventory: RefCounted = _inventory_for_record(lab) if not bool(order.started): if inventory.amount(RESOURCE_ORE) < cost: diff --git a/IconButton.gd b/IconButton.gd index ace39c6..ef5b378 100644 --- a/IconButton.gd +++ b/IconButton.gd @@ -29,6 +29,7 @@ enum Icon { GAS, LEFT_ARROW, RIGHT_ARROW, MINUS, PLUS, + SHIELD_VESSEL, } # Size the glyphs were originally drawn against. Every glyph dimension is @@ -213,6 +214,8 @@ func _draw() -> void: _draw_minus(center, pulse, s) Icon.PLUS: _draw_plus(center, pulse, s) + Icon.SHIELD_VESSEL: + _draw_shield_vessel(center, pulse, s) func _draw_close(center: Vector2, pulse: float, s: float) -> void: @@ -229,6 +232,14 @@ func _draw_ship(center: Vector2, pulse: float, s: float) -> void: NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color) +func _draw_shield_vessel(center: Vector2, pulse: float, s: float) -> void: + var points: PackedVector2Array = PackedVector2Array() + for i in range(6): + var angle: float = -PI / 2.0 + float(i) * TAU / 6.0 + points.append(center + Vector2(cos(angle), sin(angle)) * 11.0 * s) + NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color) + + func _draw_arrow(center: Vector2, pulse: float, direction: float, s: float) -> void: var r: float = 9.0 * s var tip: Vector2 = center + Vector2(0, r * direction) diff --git a/ShieldVesselDefinition.tres b/ShieldVesselDefinition.tres index c2d04a9..26db397 100644 --- a/ShieldVesselDefinition.tres +++ b/ShieldVesselDefinition.tres @@ -1,6 +1,5 @@ -[gd_resource type="Resource" script_class="VesselDefinition" load_steps=7 format=3] +[gd_resource type="Resource" script_class="VesselDefinition" load_steps=6 format=3] [ext_resource type="Script" path="res://VesselDefinition.gd" id="1"] -[ext_resource type="PackedScene" path="res://VesselWeaponComponent.tscn" id="2"] [ext_resource type="PackedScene" path="res://VesselShieldComponent.tscn" id="3"] [ext_resource type="Resource" path="res://ShieldHitsUpgrade.tres" id="4"] [ext_resource type="Resource" path="res://ShieldRechargeUpgrade.tres" id="5"] @@ -12,10 +11,11 @@ display_name = "Shield Vessel" description = "Combat vessel whose rechargeable personal shield absorbs lethal impacts." build_cost = 14 build_time = 16.0 -icon = 2 +icon = 30 glow_color = Color(0.45, 0.8, 1, 1) -capabilities = PackedStringArray("weapon", "shield") -component_scenes = Array[PackedScene]([ExtResource("2"), ExtResource("3")]) +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) base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 320.0, "max_speed": 460.0, "acceleration": 450.0, "shield_charges": 1.0, "shield_recharge": 6.0, "delivery_speed": 180.0} minimum_stats = {"shield_recharge": 2.0} upgrades = Array[Resource]([ExtResource("4"), ExtResource("5"), ExtResource("6")]) diff --git a/tests/test_lab_transporter_delivery.gd b/tests/test_lab_transporter_delivery.gd new file mode 100644 index 0000000..0096fe7 --- /dev/null +++ b/tests/test_lab_transporter_delivery.gd @@ -0,0 +1,46 @@ +extends SceneTree + +var state: Node +var lab_id: int +var elapsed: float = 0.0 + + +func _initialize() -> void: + state = root.get_node("GameState") + state.buildings.clear() + state.extractors.clear() + state.transporters.clear() + state.reset_progression() + 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)) + 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"): + return _fail("queued research did not expose its ore demand") + + +func _process(delta: float) -> bool: + elapsed += delta + if state.upgrade_level("int_damage") == 1: + if state.lab_research_order(lab_id).is_empty(): + print("transporter supplied queued lab research end to end") + print("TEST_LAB_TRANSPORTER_DELIVERY: PASS") + quit(0) + return true + if elapsed > 5.0: + return _fail("lab still waiting: demand=%d transporter=%s stock=%d" % [ + state.outstanding_cost(lab_id), state.transporters[0].state, + state.building_stock(lab_id)]) + return false + + +func _fail(message: String) -> bool: + print("TEST_LAB_TRANSPORTER_DELIVERY: FAIL (%s)" % message) + quit(1) + return true diff --git a/tests/test_lab_transporter_delivery.gd.uid b/tests/test_lab_transporter_delivery.gd.uid new file mode 100644 index 0000000..ecf12ff --- /dev/null +++ b/tests/test_lab_transporter_delivery.gd.uid @@ -0,0 +1 @@ +uid://dmw83vfmot52d diff --git a/tests/test_vessel_composition.gd b/tests/test_vessel_composition.gd index f25f447..f70f99c 100644 --- a/tests/test_vessel_composition.gd +++ b/tests/test_vessel_composition.gd @@ -37,6 +37,10 @@ func _process(delta: float) -> bool: return _fail("%s metadata did not come from its definition" % definition.definition_id) if ships[0].has_capability("shield") or not ships[1].has_capability("shield"): return _fail("shield behavior is not controlled by component presence") + if (ships[1].has_capability("weapon") + or definitions[1].hull_points.size() != 6 + or definitions[1].icon != IconButton.Icon.SHIELD_VESSEL): + return _fail("shield vessel is not an unarmed hexagon") if ships[2].has_capability("weapon") or not ships[2].has_capability("transport"): return _fail("transporter capabilities were composed incorrectly") print("TEST_VESSEL_COMPOSITION: PASS")