spaceship/tests/_gas_burner_transfer_preview.gd
Loïc Wisniewski 097e17f7aa Gas burner building and the energy resource (#54)
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>
2026-08-16 12:10:31 +02:00

31 lines
1.3 KiB
GDScript

extends Node2D
# Preview, not a test - #54's "transfer menu with three resources laid out
# cleanly" screenshot. A gas burner holding all three resources at once
# (ore incidentally, gas as its fuel, energy as its output) exercises the
# transfer list at its widest.
#
# bash tests/screenshot.sh res://tests/_gas_burner_transfer_preview.tscn /tmp/m.png 20 720x1280
func _ready() -> void:
GameState.buildings.clear()
GameState.extractors.clear()
GameState.transporters.clear()
GameState.rocks = 180
GameState.gas = 90
GameState.fleet_cargo = 24
GameState.fleet_gas_cargo = 12
GameState.unlocked = ["shipyards", "logistics", "freight", "power_systems"]
var main: Node = load("res://Main.tscn").instantiate()
add_child(main)
main.get_node("BuildingField").place(GameState.BUILDING_GAS_BURNER, Vector2(400.0, 0.0))
var burner_id: int = int(GameState.buildings[-1].id)
GameState.deposit_resource_to_building(burner_id, GameState.RESOURCE_ORE, 14)
GameState.deposit_resource_to_building(burner_id, GameState.RESOURCE_GAS, 22)
GameState.deposit_resource_to_building(burner_id, GameState.RESOURCE_ENERGY, 36)
var bc: Node = main.get_node("BuildController")
bc.transfer_building_id = burner_id
main.get_node("UI/TransferMenu").visible = true
bc._refresh_transfer()
bc.transfer_status.text = "Moved 25 ore into this building"