spaceship/core/CatalogCheck.gd

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#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
class_name CatalogCheck
extends RefCounted
# Forgejo #173: "in the web export version the fleet can not store any
# resources."
#
# That symptom has a history in this project, and it is not a web bug. Opening
# the project in the Godot editor re-saves .tres files, and the editor's
# writer DROPS properties it considers default-valued. An empty-looking
# PackedStringArray is the usual casualty, and it has now cost this project
# three times:
#
# GasBurnerBuildingDefinition lost `capabilities` and `collected_outputs`,
# which took the burner's whole conversion with it.
#
# InterceptorVesselDefinition lost `capabilities`, `hull_points`,
# `build_time`, `icon` and `glow_color`. The starting vessel kept its
# cargo_capacity of 20 and stopped claiming the "cargo" capability, which
# is the one thing fleet_cargo_capacity() gates on - so the hold was zero
# and nothing could be mined or carried.
#
# The second one is #173, word for word. A build exported from a tree in that
# state has a fleet that cannot store any resources, and NOTHING SAYS SO: the
# resource still loads, it is just quietly less than it was.
#
# test_definitions_intact caught it in the suite. What it could not do is
# catch it in a build, and an export is taken from the working tree at
# whatever moment the editor last touched it - which is exactly when the
# damage is done and exactly where nobody is running tests.
#
# So the same check now runs at STARTUP, in every build (see GameState._ready)
# and in the test, from this one function. On the web its push_error lands in
# the on-page error log that web_shell.html mirrors from the console, which is
# the only place a phone can read an error at all. A player still cannot mine,
# but the reason is on the screen instead of being reasoned about for an
# evening.
#
# It asserts the SHAPE of the catalog rather than any one value: every
# definition must carry the things that make it what it is, and two facts that
# have to agree - a hold and the capability that admits to it - must agree.
# Everything wrong with the catalog, in the order found. Empty is the healthy
# answer, which is what both callers check.
static func faults() -> PackedStringArray:
var found: PackedStringArray = PackedStringArray()
_check_vessels(found)
_check_buildings(found)
return found
# get() answers null for a property a definition's script never declared, and
# null has no is_empty(). These keep a missing field from looking like an empty
# one - and from taking the rest of the sweep down with it.
static func _text(definition: Resource, field: String) -> String:
var value: Variant = definition.get(field)
return "" if value == null else str(value)
static func _list(definition: Resource, field: String) -> Array:
var value: Variant = definition.get(field)
if value == null:
return []
return Array(value.keys() if value is Dictionary else value)
static func _check_vessels(found: PackedStringArray) -> void:
for definition in VesselDefinitions.all():
var id: String = String(definition.definition_id)
# --- whole ------------------------------------------------------
if String(definition.display_name).strip_edges() == "":
found.append("vessel %s has no display name" % id)
if definition.base_stats.is_empty():
found.append("vessel %s has no stats at all" % id)
# Only the hulls that actually join the fleet: a repair drone is a
# logistics unit driven by GameState, with nothing bolted to it.
if definition.fleet_eligible and definition.component_scenes.is_empty():
found.append("vessel %s flies in the fleet with no components - an empty hull" % id)
if definition.hull_points.is_empty():
found.append("vessel %s has no hull points - it would draw as the fallback triangle" % id)
# --- cargo: the #173 case ---------------------------------------
# The hold and the capability are two recordings of one fact, and
# fleet_cargo_capacity() reads only the second. They must agree.
var carries: bool = float(definition.base_stats.get("cargo_capacity", 0.0)) > 0.0
var claims: bool = "cargo" in definition.capabilities
if carries != claims:
found.append("vessel %s: cargo_capacity %s but capabilities %s - a hold nothing can fill, or the reverse" \
% [id, definition.base_stats.get("cargo_capacity", 0.0), definition.capabilities])
if "weapon" in definition.capabilities \
and float(definition.base_stats.get("fire_range", 0.0)) <= 0.0:
found.append("vessel %s claims a weapon and has no range" % id)
static func _check_buildings(found: PackedStringArray) -> void:
for definition in BuildingDefinitions.all():
var id: String = String(definition.definition_id)
# --- whole ------------------------------------------------------
if String(definition.display_name).strip_edges() == "":
found.append("building %s has no display name" % id)
if String(definition.description).strip_edges() == "":
found.append("building %s has no description - its info popup would be blank" % id)
if int(definition.cost) <= 0:
found.append("building %s is free" % id)
if int(definition.max_hp) <= 0:
found.append("building %s has no hit points" % id)
# Space-placed structures only: an extractor is a marker on a planet
# rather than a thing standing in the world, and has no scene.
if definition.placement_mode == "space" and definition.visual_scene == null:
found.append("building %s stands in space with nothing to draw" % id)
for field in ["menu_button_name", "menu_label_name", "menu_cost_name"]:
if str(definition.get(field)).strip_edges() == "":
found.append("building %s has no %s - the build menu could not place it" % [id, field])
if definition.capabilities.is_empty():
found.append("building %s declares no capabilities - it would do nothing at all" % id)
# --- converters -------------------------------------------------
# These live on the LOGISTICS profile, a sub-resource of the
# definition, not on the definition itself. Asking the definition for
# them answers null and the whole check quietly never fires - which is
# how the first draft of this passed while the gas burner sat there
# with its collected_outputs missing.
var logistics: Resource = definition.logistics
if logistics == null or _text(logistics, "conversion_input") == "":
continue
if _text(logistics, "conversion_output") == "":
found.append("building %s converts something into nothing" % id)
if _list(logistics, "collected_outputs").is_empty():
found.append("building %s converts but lists no collected outputs - what it makes would never be fetched" % id)
if _list(logistics, "input_buffers").is_empty():
found.append("building %s converts with no input buffer" % id)