spaceship/tests/_ingame_buildings_preview.gd
Loïc Wisniewski 823828f3b3 Transport Hub building
Forgejo #18, part 5 of #12. The building only - the vessels that do the
hauling are #19. Placeable, costed at 30, gated behind a new "Freight
Handling" research node hanging off Logistics, with its own info popup,
build-menu glyph and map marker.

Drawn as an octagonal dock ring with berth arms and a squared-off freight
core: deliberately radial-but-flat so it does not read as a small
mothership, which is the only structure with swept arms. Its stationed
transports are NeonPiece children of one rotating holder, per #10 - the
geometry is rasterised once and only the holder's rotation changes, so
the traffic costs no redraws.

Building._draw()'s match has a catch-all that renders anything
unrecognised as a ship crafter, so a missing case is silent and looks
almost right. The test checks for the hub's own _hub_traffic holder
rather than trusting that something plausible appeared - which caught
exactly that: a _ready() patch had silently not applied and the hub was
rendering through the crafter branch.

The build menu grew a third row. Every button, label and price moved:
the old row occupied 332px against a 372px pitch, and three of those do
not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px
price digits) at a 290px pitch, ending at y=1176. Rendered and looked at
- the first attempt tightened the pitch alone and left every price
overlapping the row beneath it, which no headless test would have seen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00

28 lines
1.2 KiB
GDScript

extends Node2D
# Preview scene - NOT run by run_tests.sh (underscore prefix). Renders the
# buildings through the REAL game path: records in GameState, spawned by
# Main.tscn's BuildingField, drawn under the game's own camera. The sibling
# _crafter_preview only proves Building.gd's art in isolation; this proves
# what actually reaches the screen in a running game.
#
# bash tests/screenshot.sh res://tests/_ingame_buildings_preview.tscn /tmp/out.png 40
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.reset_formation()
GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(-330.0, 0.0))
GameState.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(140.0, 0.0))
GameState.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(480.0, 0.0))
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("AsteroidField").set_process(false)
main.get_node("EnemySpawner").set_process(false)
# Park the fleet below the pair so the camera frames both, and zoom out
# far enough to see them whole.
main.get_node("Fleet").move_to(Vector2(0.0, 210.0))
var cam: Camera2D = main.get_node("Camera2D")
cam.zoom = Vector2(1.0, 1.0)