#216: transport hubs and spacial workshops no longer conjure their crews. Transporters and repair drones are ordered at a ship crafter, assigned per building through a new Station menu, flown out from the mothership hangar, and spent by the work they do - 20 runs, 12 repairs, counted where the run ENDS so nothing retires with cargo in the air or a building half repaired. A spent vessel is gone, so the structure is short again and the player has to build another. The menu shows what each one has left, worst first. Craftability needed its own flag: "the crafter can make it" and "it can take a berth in the fleet" stopped being the same question. #217: transporters crawl at 120 rather than 150, and a Burn Drive lets them carry energy and spend it to travel far faster. Fetching it is a leg of its own, to the nearest store that has any - so a refuelling transporter cannot be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged for it. Unresearched, nothing detours and nothing changes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
129 lines
5.5 KiB
GDScript
129 lines
5.5 KiB
GDScript
extends SceneTree
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# Forgejo #27: gas giants are deterministic animated gas sources, and the
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# existing transporter route carries their gas without converting it to ore.
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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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func _initialize() -> void:
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game_state = root.get_node("GameState")
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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.gas = 0
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game_state.rocks = 0
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage == 0:
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# A guaranteed gas source near the spawn is now a DEV MODE guarantee
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# rather than something every game gets - a normal game has to go and
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# find one. Dev mode is therefore where this premise still holds, and
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# where a play-tester reaching gas quickly still matters.
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game_state.dev_mode = true
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var nearby_chunk: Vector2i = Vector2i.ZERO
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for chunk in WorldGen.DEV_PLANET_CHUNKS:
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if String(WorldGen.DEV_PLANET_CHUNKS[chunk]) == "gas_giant":
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nearby_chunk = chunk
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var nearby_data: Dictionary = WorldGen.planet_data_at_chunk(nearby_chunk)
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var nearby_position: Vector2 = WorldGen.chunk_origin(nearby_chunk) + nearby_data.local_pos
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if not WorldGen.has_planet_at_chunk(nearby_chunk):
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return _fail("dev mode's gas giant chunk does not contain a planet")
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if String(nearby_data.get("definition_id", "")) != "gas_giant":
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return _fail("dev mode's guaranteed planet is not a gas source")
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if nearby_position.length() > WorldGen.CHUNK_SIZE * 2.0:
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return _fail("nearby gas giant spawned too far away: %s" % nearby_position)
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# Gas surfaces have vents only: no deferred ore pickups, and the vent
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# emission advances continuously so the source visibly looks active.
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game_state.planet_name = "Gas Test"
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game_state.planet_definition_id = "gas_giant"
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var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
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root.add_child(surface)
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var gas_field: Node = surface.get_node("SurfaceFeatures/ResourceProvider")
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if gas_field.get_script() != load("res://surface/GasVentField.gd"):
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surface.free()
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return _fail("gas surface did not compose the gas feature scene")
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if surface.get_node_or_null("RockField") != null:
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surface.free()
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return _fail("gas surface tree contains an ore producer")
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gas_field._process(0.5)
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if gas_field.emission_phase <= 0.0:
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surface.free()
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return _fail("gas-source emission animation did not advance")
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surface.free()
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game_state.planet_definition_id = "rocky"
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var rocky_surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
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root.add_child(rocky_surface)
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var rocky_features: Node = rocky_surface.get_node("SurfaceFeatures/ResourceProvider")
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if rocky_features.get_script() != load("res://surface/RockField.gd"):
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rocky_surface.free()
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return _fail("rocky surface did not compose the ore feature scene")
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if rocky_surface.get_node_or_null("GasVentField") != null:
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rocky_surface.free()
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return _fail("rocky surface tree contains a gas producer")
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rocky_surface.free()
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var found_giant: bool = false
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for x in range(-12, 13):
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for y in range(-12, 13):
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var data: Dictionary = WorldGen.planet_data_at_chunk(Vector2i(x, y))
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if String(data.get("definition_id", "")) == "gas_giant":
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found_giant = true
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break
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if found_giant:
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break
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if not found_giant:
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return _fail("world generation produced no deterministic gas giant")
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var giant: Node2D = load("res://planets/Planet.tscn").instantiate()
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giant.definition_id = "gas_giant"
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root.add_child(giant)
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giant.visual._process(0.5)
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if giant.gas_phase <= 0.0:
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return _fail("gas giant animation did not advance")
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giant.free()
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(100, 0))
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# #216: a hub arrives empty now - its transporters are built and
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# flown in. This test is about the ROUTE, so the crew is put
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# straight at its post; test_transporter_supply.gd owns the journey.
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load("res://tests/_staff.gd").staff_all(game_state)
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game_state.add_extractor("Aurelia", Vector2(400, 0), "gas")
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game_state.extractors[0].stock = game_state.transporter_load_limit()
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var transporter: Dictionary = game_state.transporters[0]
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transporter.state = GameState.TRANSPORTER_TO_EXTRACTOR
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transporter.target_id = 0
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transporter.extractor_index = 0
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transporter.carrying = 0
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transporter.resource_type = "gas"
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transporter.progress = 1.0
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transporter.from = Vector2(100, 0)
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transporter.to = Vector2(400, 0)
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game_state._arrive(transporter)
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if game_state.transporters[0].state != GameState.TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR:
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return _fail("transporter did not collect gas from the extractor")
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game_state._arrive(transporter)
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if game_state.gas != game_state.transporter_load_limit() or game_state.rocks != 0:
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return _fail("gas delivery banked gas=%d ore=%d" % [game_state.gas, game_state.rocks])
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var mothership_id: int = int(game_state.buildings[0].id)
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if game_state.transfer_gas_to_fleet(mothership_id, 7) != 7 or game_state.fleet_gas_cargo != 7:
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return _fail("could not load banked gas into fleet cargo")
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if game_state.transfer_gas_to_building(2, 7) != 7 or game_state.building_gas_holdings(2) != 7:
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return _fail("could not unload fleet gas into a building")
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print("gas giant animated; transporter banked %d gas without creating ore" % game_state.gas)
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print("TEST_GAS_SYSTEM: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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print("TEST_GAS_SYSTEM: FAIL (%s)" % message)
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quit(1)
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return true
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