spaceship/tests/test_hub_capacity.gd
Loïc Wisniewski 265e121cb0 Build the logistics crews, and let them burn energy
#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
2026-09-05 19:09:35 +02:00

86 lines
3.6 KiB
GDScript

extends SceneTree
# A transport hub holds a crew of logistics vessels, and Freight Yards widens
# how many it can hold.
#
# Forgejo #216 changed what the doctrine buys. A hub used to PROVISION every
# researched slot the moment it was built, free and forever; the slots are
# empty now, and the player fills them with transporters they have built. So
# what is checked here is the ROOM, the clamp on it, and that a hub taken down
# takes its crew with it rather than orphaning them.
func _initialize() -> void:
var state: Node = root.get_node("GameState")
state.buildings.clear()
state.extractors.clear()
state.transporters.clear()
state.reset_progression()
state.rocks = 900
# #138: doctrines past the first tier want gas as well as rocks.
state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 900)
state.research_points = state.skill_research_point_cost("freight_yards")
state.unlocked = ["shipyards", "logistics", "freight"]
var staff: Script = load("res://tests/_staff.gd")
var hub_a: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 0))
var per_hub: int = state.hub_capacity()
if not state.transporters.is_empty():
return _fail("a new hub arrived with %d transporters of its own" % state.transporters.size())
if state.station_capacity(state.find_building(hub_a)) != per_hub:
return _fail("a new hub reports room for %d, expected %d" % [
state.station_capacity(state.find_building(hub_a)), per_hub])
print("a new hub: room for %d, and nobody in it" % per_hub)
# The order is clamped to the room, so a hub cannot be asked for a crew it
# has nowhere to put.
if state.set_station_desired(hub_a, per_hub + 3) != per_hub:
return _fail("a hub accepted an order past its own capacity")
staff.staff(state, hub_a, per_hub)
if _at_hub(state, hub_a) != per_hub:
return _fail("the hub holds %d of its %d" % [_at_hub(state, hub_a), per_hub])
var hub_b: int = state.add_building(state.BUILDING_TRANSPORT_HUB, Vector2(-500, 600))
if _at_hub(state, hub_b) != 0:
return _fail("a second hub brought its own transporters")
staff.staff(state, hub_b, per_hub)
if state.transporters.size() != per_hub * 2:
return _fail("two crewed hubs hold %d transporters, expected %d" % [
state.transporters.size(), per_hub * 2])
print("two hubs, each crewed to %d" % per_hub)
# --- the doctrine buys ROOM, not vessels ---------------------------
var before: int = state.transporters.size()
if not state.unlock("freight_yards"):
return _fail("could not research Freight Yards")
if state.hub_capacity() != per_hub + 1:
return _fail("Freight Yards moved capacity to %d, expected %d" % [
state.hub_capacity(), per_hub + 1])
if state.transporters.size() != before:
return _fail("Freight Yards conjured %d transporters" % (state.transporters.size() - before))
print("Freight Yards widened each hub to %d without crewing anything" % state.hub_capacity())
# And the new room is usable.
staff.staff(state, hub_a, state.hub_capacity())
if _at_hub(state, hub_a) != state.hub_capacity():
return _fail("the widened hub holds %d of its %d" % [
_at_hub(state, hub_a), state.hub_capacity()])
if state.remove_buildings_of_type(state.BUILDING_TRANSPORT_HUB) != 2 \
or not state.transporters.is_empty():
return _fail("removing hubs left orphaned logistics transporters")
print("TEST_HUB_CAPACITY: PASS")
quit(0)
func _at_hub(state: Node, hub_id: int) -> int:
var count: int = 0
for transporter in state.transporters:
if int(transporter.hub_id) == hub_id:
count += 1
return count
func _fail(message: String) -> void:
print("TEST_HUB_CAPACITY: FAIL (%s)" % message)
quit(1)