The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
105 lines
3.6 KiB
GDScript
105 lines
3.6 KiB
GDScript
extends SceneTree
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# Extractors now mine into local stock. A hub-stationed transporter is the
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# only route to the bank, and it waits for a full researched-size load.
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var game_state: Node
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var stage: int = 0
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var elapsed: float = 0.0
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var extractor_index: int = 0
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var base_load: int = 0
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var upgraded_load: int = 0
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const MOTHERSHIP_AT := Vector2.ZERO
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const HUB_AT := Vector2(100.0, 0.0)
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const EXTRACTOR_AT := Vector2(300.0, 0.0)
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 0
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.reset_progression()
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game_state.research_points = 1
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game_state.add_extractor("Test Planet", EXTRACTOR_AT)
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extractor_index = 0
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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# Mining is local even without a mothership or transporter.
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# The wait is DERIVED from the rate, not a fixed 1.2s: that was
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# long enough only while an extractor produced 2 ore per second,
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# so halving the rate made this fail while the extractor was
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# working perfectly. What is being tested is where the ore goes,
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# not how fast it arrives.
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if elapsed < 2.0 / GameState.EXTRACTOR_RATE + 0.4:
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return false
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if game_state.extractor_stock(extractor_index) < 2 or game_state.rocks != 0:
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_fail("extractor did not hold locally: stock=%d bank=%d" % [
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game_state.extractor_stock(extractor_index), game_state.rocks])
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return true
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print("extractor mined locally: stock=%d bank=%d" % [
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game_state.extractor_stock(extractor_index), game_state.rocks])
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
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game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, HUB_AT)
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if game_state.transporters.size() != game_state.hub_capacity():
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_fail("hub did not provision its transporters")
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return true
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base_load = game_state.transporter_load_limit()
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game_state.extractors[extractor_index].stock = base_load - 1
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elapsed = 0.0
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stage = 1
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return false
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1:
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# No partial pickup: it stays local until it can fill the hold.
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if elapsed < 0.2:
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return false
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if game_state.transporters[0].state != GameState.TRANSPORTER_IDLE or game_state.rocks != 0:
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_fail("transporter left for a partial load")
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return true
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game_state.extractors[extractor_index].stock = base_load
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elapsed = 0.0
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stage = 2
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return false
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2:
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# It must lift exactly the capacity amount, then bank it only when
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# it reaches the mothership.
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if game_state.rocks >= base_load:
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print("full transporter load banked: %d ore" % base_load)
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# Fund the lab purchase independently of the delivery assertion.
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game_state.rocks = 100
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game_state.add_building(GameState.BUILDING_SHIP_LAB, Vector2(-100.0, 0.0))
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if not game_state.buy_upgrade("trn_capacity"):
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_fail("could not research Expanded Hold at a ship lab")
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return true
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upgraded_load = game_state.transporter_load_limit()
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if upgraded_load <= base_load:
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_fail("Expanded Hold did not raise capacity")
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return true
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game_state.extractors[extractor_index].stock = upgraded_load
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elapsed = 0.0
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stage = 3
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return false
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if elapsed > 10.0:
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_fail("full extractor load was never collected")
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return true
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return false
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3:
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if game_state.rocks >= 100 - 30 + upgraded_load:
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print("Expanded Hold %d -> %d, upgraded load banked" % [base_load, upgraded_load])
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print("TEST_EXTRACTOR_INCOME: PASS")
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quit(0)
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return true
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if elapsed > 10.0:
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_fail("upgraded load was not transported")
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return true
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return false
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func _fail(message: String) -> void:
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print("TEST_EXTRACTOR_INCOME: FAIL (%s)" % message)
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quit(1)
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