spaceship/surface/CaptureLabel.gd

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GDScript3
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extends Label
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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# Polls GameState directly, same convention as ResourceReadout, so it stays
# correct without anyone having to push updates into it. Hidden
# entirely when the current planet has no capture points (e.g. no setup
# resolved for it) rather than showing "0/0".
# A direct script preload, not the bare "PlanetDefinitions" global class_name
# - the same load-order hazard PlanetSurfaceController's setup_host comment
# already documents: the global identifier is only guaranteed registered
# after an editor/import pass, a direct preload never depends on that.
#84: move 215 root files into a folder hierarchy Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
var _was_conquered: bool = false
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var display_enabled: bool = true
func _process(_delta: float) -> void:
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if not display_enabled:
visible = false
return
var planet_id: String = GameState.planet_id
var total: int = GameState.total_capture_points(planet_id)
if total <= 0:
visible = false
return
visible = true
var conquered: bool = GameState.is_planet_conquered(planet_id)
if conquered:
# #76: a research_lab's whole reward is invisible otherwise - the
# research point balance lives in a HUD number the player has no
# reason to be watching at the exact moment it changes. Naming the
# reward right on the same flash that already announces conquest
# is the same "explain it where it happens" idiom BuildController
# uses for a refused build.
text = "CONQUERED - +1 RESEARCH POINT" \
if GameState.planet_definition_id == PLANET_DEFINITIONS.RESEARCH_LAB_ID else "CONQUERED"
if not _was_conquered:
_flash()
else:
text = "CAPTURED %d/%d" % [GameState.captured_point_count(planet_id), total]
_was_conquered = conquered
func _flash() -> void:
modulate.a = 0.0
var tween: Tween = create_tween()
tween.tween_property(self, "modulate:a", 1.0, 1.2)