power system research in tech tree overlap another upgrade #70

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opened 2026-08-16 15:55:07 +00:00 by metaheavens · 1 comment
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Implemented and pushed in eaeb6bf.

Root cause: SkillTreeView.node_screen_pos() places every node purely from (skill_depth(id), x) - power_systems and squadron shared both values, so they rendered on the identical pixel with no visual way to tell them apart. Moved squadron/armada from x: 0.50 to x: 0.82 in GameState.SKILL_TREE.

Added a structural regression test to tests/test_skill_tree.gd that walks the whole SKILL_TREE table and fails if any two nodes ever share (depth, x) again, so this class of bug can't silently come back as the tree grows.

Tests: tests/test_skill_tree.gd (bash tests/run_tests.sh skill_tree).

Implemented and pushed in `eaeb6bf`. Root cause: `SkillTreeView.node_screen_pos()` places every node purely from `(skill_depth(id), x)` - `power_systems` and `squadron` shared both values, so they rendered on the identical pixel with no visual way to tell them apart. Moved `squadron`/`armada` from `x: 0.50` to `x: 0.82` in `GameState.SKILL_TREE`. Added a structural regression test to `tests/test_skill_tree.gd` that walks the whole `SKILL_TREE` table and fails if any two nodes ever share `(depth, x)` again, so this class of bug can't silently come back as the tree grows. Tests: `tests/test_skill_tree.gd` (`bash tests/run_tests.sh skill_tree`).
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metaheavens/spaceship#70
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