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Claude 34e252037e #231, #230: a key per ability, and an upkeep sheet that adds up
#231 - the abilities were hard to use on a keyboard.

"The currently selected weapons" names a real mechanism: MouseCombatController
(#80) has number keys that SELECT which weapon a click fires. That is two
acts for one shot, and the selection is invisible unless you look at the
buttons. Q, E and space now fire the gas bomb, the laser and the dash
outright, wherever the mouse already points.

It goes through fire_at(), the same public entry the click path uses, so
every guard comes with it - no hull ready, cannot afford the shot, a panel
over the button. The number keys stay: they are not what this ticket is
about, and removing them would take the click path's abilities with them.

Q and E were already taken - they pivot the formation - so the pivot pair
moved to Z and C, one row under the movement keys and still left-hand. That
is a change to a control the ticket did not mention, and the one thing here
worth arguing with.

test_keyboard_input spelled Q and E out and so reported a broken pivot when
the pivot was fine. It reads KEY_PIVOT_CW/CCW off the controller now, and
additionally asserts the pair is not bound to an ability key - the failure
that would actually matter.

#230 - the upkeep menu never added anything up.

Two faults, and the second is invisible from the code. There was no TOTAL,
so the bill had to be done in the player's head. And the rows were one Label
padded with %-16s, which aligns only in a monospace font - the theme's is
CarroisGothicSC, which is proportional - with autowrap on top, so a long row
folded and the table lost its shape.

A real GridContainer now: header, a row per paying berth, and a TOTAL. The
headline carries both figures, because they answer different questions - the
per-charge bill is what the player watches happen, the per-minute rate is
what they plan against.

Amounts are listed in the game's resource order rather than the dictionary's.
The screenshot showed "2 ore 1 energy" on one row above "2 gas 2 ore" on the
next, which defeats the point of a column.

The sheet is rebuilt only when the numbers change. BuildController refreshes
this menu every frame while it is open, and rebuilding a dozen Labels per
frame for figures that move every 25 seconds is what #6 and #10 are about.
The test refreshes twice and asserts the same cell objects come back.

Every figure still comes from fleet_upkeep_breakdown(), the calculation the
charging loop itself runs - the new total sums those same per-berth costs
rather than recomputing them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-15 23:44:17 -04:00
android Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
audio #229, #234: one voice per volley, and gas within reach of the spawn 2026-09-15 23:44:15 -04:00
boss Take planets by killing what defends them 2026-09-05 13:31:25 +02:00
buildings Keep the export probe, and the uid files beside the new scripts 2026-09-07 16:40:45 +02:00
controllers #231, #230: a key per ability, and an upkeep sheet that adds up 2026-09-15 23:44:17 -04:00
core #233: open with fewer enemies, of one kind, arriving in sequence 2026-09-15 23:44:16 -04:00
enemies #233: open with fewer enemies, of one kind, arriving in sequence 2026-09-15 23:44:16 -04:00
fonts Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 2026-08-11 15:00:41 +02:00
logistics Research the Fleet Office, and give it one hull 2026-09-05 21:57:53 +02:00
planets #227: resume at the mothership, with the crew the save had 2026-09-12 15:57:48 +02:00
PlanetSetups Take planets by killing what defends them 2026-09-05 13:31:25 +02:00
resources #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
shaders Tune and optimize boss encounter 2026-09-03 11:49:51 +02:00
shots Remove the one-way ore API superseded by the transfer menu 2026-08-12 13:07:52 +02:00
surface #232: stop rebuilding the gas vents every frame 2026-09-15 23:44:16 -04:00
tests #231, #230: a key per ability, and an upkeep sheet that adds up 2026-09-15 23:44:17 -04:00
ui #231, #230: a key per ability, and an upkeep sheet that adds up 2026-09-15 23:44:17 -04:00
vessels Let the fleet grow past twenty vessels 2026-09-12 19:06:29 +02:00
vfx #232: stop rebuilding the gas vents every frame 2026-09-15 23:44:16 -04:00
world #229, #234: one voice per volley, and gas within reach of the spawn 2026-09-15 23:44:15 -04:00
.gitignore Add a WSL path to the test runner 2026-08-22 14:40:44 +02:00
export_presets.cfg Fix the web build: a wasm trap on integer % 0, and buttons that never fired 2026-08-19 01:08:09 +02:00
icon.svg Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
icon.svg.import Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
project.godot Smooth boosted fleet travel 2026-09-04 20:01:56 +02:00
ui_theme.tres Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 2026-08-11 15:00:41 +02:00
web_shell.html Fix the web build: a wasm trap on integer % 0, and buttons that never fired 2026-08-19 01:08:09 +02:00