Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
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extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_setup_editor_delete.gd
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# The map editor could write setups but never remove one, so a mistyped name
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# or an abandoned experiment stayed in the pool forever - and every planet of
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# that type kept drawing it. It also listed setups in a font small enough to
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# be awkward to hit on a phone.
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#
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# Deleting is destructive and the list is the only place it can be triggered
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# from, so the panel is explicitly MODAL about it: a tap loads, unless the
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# delete button has been pressed first, and the panel says which it is.
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#
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# Covers:
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# A. the load panel lists saved setups and a tap loads one (unarmed)
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# B. arming changes what a tap means, and says so in the title
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# C. an armed tap deletes the file and drops it from the registry
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# D. one tap deletes one setup - it disarms itself afterwards
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# E. deleting the setup currently being edited leaves a fresh one open,
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# rather than one whose next save would recreate the file
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# F. the list is laid out at a size worth tapping at
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const SCRATCH_ID: String = "test_delete_scratch"
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const SCRATCH_PATH: String = "res://PlanetSetups/%s.tres" % SCRATCH_ID
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const KEEP_ID: String = "test_delete_keeper"
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const KEEP_PATH: String = "res://PlanetSetups/%s.tres" % KEEP_ID
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const MIN_LIST_FONT_SIZE: int = 30
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var editor: Node
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var elapsed: float = 0.0
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var stage: int = 0
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func _initialize() -> void:
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_remove(SCRATCH_PATH)
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_remove(KEEP_PATH)
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PlanetSetups.rescan()
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#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>
2026-08-21 19:44:14 +02:00
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editor = load("res://surface/PlanetSetupEditor.tscn").instantiate()
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Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
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root.add_child(editor)
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage != 0:
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return false
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# _ready() (palette build, initial new_setup) needs a frame to flush -
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# same hazard as tests/test_setup_editor.gd.
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if elapsed < 0.1:
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return false
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stage = 1
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# --- F. the list is tappable --------------------------------------------
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var list: ItemList = editor.load_list
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var font_size: int = list.get_theme_font_size("font_size")
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if font_size < MIN_LIST_FONT_SIZE:
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return _fail("the setup list draws at font size %d; %d or more is what makes the rows worth tapping at" \
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% [font_size, MIN_LIST_FONT_SIZE])
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print("setup list font size %d" % font_size)
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# Two setups, so deleting one still leaves a populated list - a panel that
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# empties would hide itself and mask a wrong-row deletion.
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editor.new_setup(KEEP_ID, "Delete Keeper", "rocky")
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editor.add_capture_point(Vector2(10, 20))
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if not editor.save_setup().ok:
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return _fail("could not save the keeper setup")
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editor.new_setup(SCRATCH_ID, "Delete Scratch", "rocky")
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editor.add_capture_point(Vector2(30, 40))
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if not editor.save_setup().ok:
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return _fail("could not save the scratch setup")
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# --- A. the panel lists them, and an unarmed tap loads -------------------
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editor._on_load_pressed()
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if not editor.load_panel.visible:
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return _fail("the load panel did not open")
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if editor.load_title_label.text != "Load a setup":
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return _fail("the panel opened in delete mode: '%s'" % editor.load_title_label.text)
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var keep_index: int = Array(editor._load_list_setup_ids).find(KEEP_ID)
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var scratch_index: int = Array(editor._load_list_setup_ids).find(SCRATCH_ID)
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if keep_index < 0 or scratch_index < 0:
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return _fail("the panel listed %s, missing one of the two just saved" \
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% str(editor._load_list_setup_ids))
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editor._on_load_list_item_selected(keep_index)
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if String(editor.current_setup.setup_id) != KEEP_ID:
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return _fail("an unarmed tap did not load '%s' (got '%s')" % [KEEP_ID, editor.current_setup.setup_id])
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if editor.load_panel.visible:
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return _fail("loading left the panel open")
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print("unarmed tap loaded '%s' and closed the panel" % KEEP_ID)
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# --- B. arming changes the meaning of a tap, visibly ---------------------
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editor._on_load_pressed()
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editor._on_delete_map_pressed()
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if not editor._delete_map_armed:
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return _fail("pressing the delete button did not arm delete mode")
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if editor.load_title_label.text == "Load a setup":
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return _fail("delete mode did not change the panel title, so nothing tells the player a tap now deletes")
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print("armed: panel now reads '%s'" % editor.load_title_label.text)
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# --- C. an armed tap deletes ---------------------------------------------
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scratch_index = Array(editor._load_list_setup_ids).find(SCRATCH_ID)
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editor._on_load_list_item_selected(scratch_index)
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if FileAccess.file_exists(ProjectSettings.globalize_path(SCRATCH_PATH)):
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return _fail("the setup file is still on disk after an armed tap")
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for setup in PlanetSetups.all():
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if String(setup.setup_id) == SCRATCH_ID:
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return _fail("the registry still offers '%s' after deleting it" % SCRATCH_ID)
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if Array(editor._load_list_setup_ids).find(KEEP_ID) < 0:
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return _fail("deleting one setup also removed '%s' from the list" % KEEP_ID)
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print("armed tap deleted '%s'; '%s' untouched" % [SCRATCH_ID, KEEP_ID])
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# --- D. one tap, one deletion -------------------------------------------
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if editor._delete_map_armed:
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return _fail("delete mode stayed armed after a deletion, so the next tap would delete too")
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if editor.load_title_label.text != "Load a setup":
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return _fail("the panel still reads '%s' after disarming" % editor.load_title_label.text)
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print("delete mode disarmed itself after one deletion")
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# --- E. deleting what is open leaves a fresh setup ------------------------
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editor.load_setup(KEEP_ID)
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if String(editor.current_setup.setup_id) != KEEP_ID:
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return _fail("could not reopen '%s' to test deleting the open setup" % KEEP_ID)
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var outcome: Dictionary = editor.delete_setup(KEEP_ID)
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if not outcome.ok:
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return _fail("deleting the open setup failed: %s" % outcome.message)
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if String(editor.current_setup.setup_id) == KEEP_ID:
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return _fail("the editor is still holding '%s' after deleting it - the next save would put the file straight back" % KEEP_ID)
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if not editor.current_setup.capture_points.is_empty():
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return _fail("the replacement setup carried the deleted one's capture points over")
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print("deleting the open setup left a fresh '%s' being edited" % editor.current_setup.setup_id)
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# Deleting something that is not there is refused, not silently "ok".
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if editor.delete_setup(SCRATCH_ID).ok:
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return _fail("deleting an already-deleted setup reported success")
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_remove(SCRATCH_PATH)
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_remove(KEEP_PATH)
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PlanetSetups.rescan()
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print("TEST_SETUP_EDITOR_DELETE: PASS")
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quit(0)
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return true
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func _remove(res_path: String) -> void:
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var path: String = ProjectSettings.globalize_path(res_path)
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if FileAccess.file_exists(path):
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DirAccess.remove_absolute(path)
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if FileAccess.file_exists(path + ".uid"):
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DirAccess.remove_absolute(path + ".uid")
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func _fail(message: String) -> bool:
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_remove(SCRATCH_PATH)
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_remove(KEEP_PATH)
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print("TEST_SETUP_EDITOR_DELETE: FAIL (%s)" % message)
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quit(1)
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return true
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