A new building that consumes gas to produce energy, a new resource
stored and moved exactly like ore and gas.
The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own
warm yellow-green ResourceDefinition, registered in
ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY.
Inventory/ResourceBar/ResourceTransferList needed no changes - #49
already made them resource-agnostic, confirmed structurally in the
test rather than touched.
The building: GasBurnerBuildingVisual (a hexagonal chamber with intake
vents in gas's colour and output ports in energy's, so the silhouette
itself reads "gas in, energy out"), GasBurnerBuildingDefinition
(capabilities=["gas_burner"], its own build-menu icon appended to
IconButton.Icon rather than inserted, per the ticket's own warning
about renumbering stored scene values), and the matching
UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new
"Power Systems" skill-tree node, mirroring how "freight" unlocks the
transport hub.
Conversion: _advance_gas_burners(), simulated in GameState alongside
_advance_production/extractor mining so it keeps running while the
player is elsewhere. Withdraws gas and deposits energy in the
building's OWN inventory only - never the bank - so it stalls with no
local gas exactly like a lab waiting on materials.
Logistics: a gas burner's ongoing gas deficit is folded into the
existing queued-building-supply dispatch path (same "needs resource X"
loop production/research orders already use, extended with
gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/
TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy
to the bank, mirroring the extractor pickup path per the ticket. The
existing f5c60f8 priority (queued deliveries outrank collection) holds:
the pickup dispatch loop runs last.
Tests: new tests/test_gas_burner.gd (resource genericity, stall
semantics, research gate, and full delivery+pickup logistics via a
real hub), run_tests transporter/resource regressions, and screenshots
of the build menu (all 7 buildings) and transfer menu (all 3
resources). Full suite: 81/81.
Two real bugs found and fixed along the way, neither gas-burner-
specific:
- _transporter_inbound_to() matched ANY non-idle transporter with a
matching target_id, regardless of purpose. Once pickup states shared
target_id with delivery states (both address a building, not an
extractor), a transporter delivering gas made the SAME building look
"busy" to the unrelated energy-pickup dispatch, starving it even
with a second, genuinely free transporter sitting idle at the hub.
Split into _transporter_inbound_to() (delivery states only) and a
new _transporter_inbound_for_pickup() (pickup states only).
- The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content
sizing) had no room for a 7th building - despite the ticket's own
note that no layout changes should be needed. A naive 4th row ran
off the bottom of a 720x1280 viewport; fitting one meant both adding
a 4th row top AND shrinking the shared button/label/cost sizing so
each row's content no longer taller than the compressed row spacing.
Caught only by actually screenshotting it - a real build menu, not
headless, since --headless renders nothing.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
31 lines
1.3 KiB
GDScript
31 lines
1.3 KiB
GDScript
extends Node2D
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# Preview, not a test - #54's "transfer menu with three resources laid out
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# cleanly" screenshot. A gas burner holding all three resources at once
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# (ore incidentally, gas as its fuel, energy as its output) exercises the
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# transfer list at its widest.
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#
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# bash tests/screenshot.sh res://tests/_gas_burner_transfer_preview.tscn /tmp/m.png 20 720x1280
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func _ready() -> void:
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.transporters.clear()
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GameState.rocks = 180
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GameState.gas = 90
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GameState.fleet_cargo = 24
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GameState.fleet_gas_cargo = 12
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GameState.unlocked = ["shipyards", "logistics", "freight", "power_systems"]
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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main.get_node("BuildingField").place(GameState.BUILDING_GAS_BURNER, Vector2(400.0, 0.0))
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var burner_id: int = int(GameState.buildings[-1].id)
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GameState.deposit_resource_to_building(burner_id, GameState.RESOURCE_ORE, 14)
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GameState.deposit_resource_to_building(burner_id, GameState.RESOURCE_GAS, 22)
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GameState.deposit_resource_to_building(burner_id, GameState.RESOURCE_ENERGY, 36)
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var bc: Node = main.get_node("BuildController")
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bc.transfer_building_id = burner_id
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main.get_node("UI/TransferMenu").visible = true
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bc._refresh_transfer()
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bc.transfer_status.text = "Moved 25 ore into this building"
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