#219: fleet capacity is a built, supplied thing rather than a researched one. The eight fleet-size doctrines are gone; capacity is one berth free plus one per Fleet Office standing. An office charges every 25s for the vessel in its berth, priced off that vessel's own build cost so an expensive hull is expensive to keep, and drawn from its own store the way a gas burner draws gas. An office that cannot pay goes dark, its vessel is scuttled, and the player is told through the same queue quest lines use - which reaches them on a planet surface too. An empty berth is idle rather than starved: an office is only failing while there is something in it to fail, and holding it disabled would leave a berth that could never be crewed and so could never be paid for again. Ships have no hit points and a shield absorbs a hit wholesale, so the lost vessel is scuttled rather than damaged - otherwise a shielded hull would survive its own eviction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
150 lines
5.7 KiB
GDScript
150 lines
5.7 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_input_after_dialog.gd
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# Forgejo #153: "after a dialog popup the godot input system is lost on
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# keypress. If I had a key held it keeps moving in the key direction."
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#
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# Nothing was lost. A dialog stops the tree (#128) and a paused node receives
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# no input, so a key RELEASED while the line was up never reached the
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# controller - keys_down kept it, and the fleet flew on in that direction
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# once the game restarted. The keyboard is the authority on what is held;
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# keys_down is only a record of what we were told, and it went stale.
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#
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# Covers:
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# A. holding a key steers, as it always did
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# B. a release that arrives normally is honoured
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# C. the bug: a key held when a dialog opens, released while it is up -
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# the release never arrives, and the fleet must still stop
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# D. and it is the pause LIFTING that does it, not the dismissal itself,
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# so anything else that stops the tree is covered too
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#
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# Forgejo #154 rides along here, being the same scene: a dialog has to be
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# drawn over every panel, and it was drawn under the skill tree.
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const KEY_UP: Key = KEY_W
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var game_state: Node
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var scene: Node
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var controller: Node
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var narration: Control
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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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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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game_state = root.get_node("GameState")
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game_state.reset_new_game()
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game_state.intro_active = false
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game_state.reset_quests()
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func _fail(message: String) -> bool:
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print("TEST_INPUT_AFTER_DIALOG: FAIL (%s)" % message)
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quit(1)
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return true
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func _key(keycode: Key, pressed: bool) -> void:
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var event: InputEventKey = InputEventKey.new()
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event.keycode = keycode
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event.pressed = pressed
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controller._handle_key(event)
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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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# #219: fleet capacity is built now - one berth free, one per Fleet
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# Office. This test flies more than one vessel, so it needs the offices
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# standing before the fleet spawns into them.
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load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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controller = scene
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narration = scene.get_node("UI/NarrationBanner")
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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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if elapsed < 0.3:
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return false
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# --- A. holding a key steers ----------------------------
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_key(KEY_UP, true)
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if controller.keyboard_direction() == Vector2.ZERO:
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return _fail("holding a key steers nowhere")
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print("held key steers %s" % controller.keyboard_direction())
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# --- B. and a release that arrives is honoured ----------
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_key(KEY_UP, false)
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if controller.keyboard_direction() != Vector2.ZERO:
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return _fail("a delivered release did not stop the steering")
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print("a delivered release stops it")
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# --- C. the bug ------------------------------------------
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# Held, then a dialog opens. The player lets go while reading;
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# that release is never delivered, because this node is paused.
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_key(KEY_UP, true)
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narration.say("Let go while you read this.", "TEST")
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if not paused:
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return _fail("the dialog did not stop the game, so this proves nothing")
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if controller.keyboard_direction() == Vector2.ZERO:
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return _fail("the key was already forgotten before the dialog closed")
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# ...the release happens here, and reaches nobody.
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narration.finish_typing()
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if not narration.dismiss():
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return _fail("the dialog would not close")
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if paused:
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return _fail("closing the dialog left the game stopped")
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# NOTIFICATION_UNPAUSED is delivered as part of lifting the
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# pause, so by now the stale key must be gone.
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if controller.keyboard_direction() != Vector2.ZERO:
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return _fail("the fleet is still steering %s after a release that was never delivered" \
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% controller.keyboard_direction())
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if controller.keys_down.has(KEY_UP):
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return _fail("the key is still recorded as held")
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print("a release swallowed by the pause no longer strands the fleet")
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# --- D. by the pause lifting, not by the dismissal -------
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_key(KEY_UP, true)
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paused = true
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paused = false
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if controller.keyboard_direction() != Vector2.ZERO:
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return _fail("stopping and restarting the tree left a stale key held")
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print("any pause, not just a dialog, reconciles what is held")
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# --- #154. a dialog draws over every panel ---------------
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var ui: Node = scene.get_node("UI")
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var banner_at: int = narration.get_index()
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var panels: Array = []
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for menu in get_nodes_in_group("modal_menus"):
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if ui.is_ancestor_of(menu):
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panels.append(menu)
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if panels.is_empty():
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return _fail("no modal panels found to be drawn over")
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for menu in panels:
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# A panel nested inside another panel - the build menu's own
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# info popup - indexes against ITS parent, not the UI layer,
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# so comparing that number against the banner's is comparing
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# two different sibling lists. What actually has to sit under
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# the banner is the UI-level ancestor it is drawn inside.
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var top_level: Node = menu
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while top_level.get_parent() != ui:
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top_level = top_level.get_parent()
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if top_level.get_index() > banner_at:
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return _fail("%s is drawn inside %s, a later child than the dialog" \
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% [menu.name, top_level.name])
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if banner_at != ui.get_child_count() - 1:
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return _fail("the dialog is child %d of %d - something still draws over it" \
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% [banner_at, ui.get_child_count()])
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print("the dialog is the last child of the UI layer, over all %d panels" % panels.size())
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print("TEST_INPUT_AFTER_DIALOG: PASS")
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quit(0)
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return true
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return false
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