2026-08-15 21:22:10 +02:00
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extends Label
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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>
2026-08-16 08:30:10 +02:00
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# Polls GameState directly, same convention as ResourceReadout, so it stays
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2026-09-05 13:31:25 +02:00
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# correct without anyone having to push updates into it. Hidden entirely when
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# the current planet has no garrison (e.g. no setup resolved for it) rather
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# than showing "0/0".
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2026-08-15 21:22:10 +02:00
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2026-08-17 19:48:55 +02:00
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# A direct script preload, not the bare "PlanetDefinitions" global class_name
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# - the same load-order hazard PlanetSurfaceController's setup_host comment
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# already documents: the global identifier is only guaranteed registered
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# after an editor/import pass, a direct preload never depends on that.
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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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const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
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2026-08-17 19:48:55 +02:00
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2026-08-15 21:22:10 +02:00
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var _was_conquered: bool = false
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2026-09-03 10:33:05 +02:00
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var display_enabled: bool = true
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2026-08-15 21:22:10 +02:00
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func _process(_delta: float) -> void:
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2026-09-03 10:33:05 +02:00
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if not display_enabled:
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visible = false
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return
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2026-08-15 21:22:10 +02:00
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var planet_id: String = GameState.planet_id
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2026-09-05 13:31:25 +02:00
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var total: int = GameState.garrison_total(planet_id)
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2026-08-15 21:22:10 +02:00
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if total <= 0:
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visible = false
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return
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visible = true
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var conquered: bool = GameState.is_planet_conquered(planet_id)
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if conquered:
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2026-08-17 19:48:55 +02:00
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# #76: a research_lab's whole reward is invisible otherwise - the
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# research point balance lives in a HUD number the player has no
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# reason to be watching at the exact moment it changes. Naming the
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# reward right on the same flash that already announces conquest
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# is the same "explain it where it happens" idiom BuildController
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# uses for a refused build.
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text = "CONQUERED - +1 RESEARCH POINT" \
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if GameState.planet_definition_id == PLANET_DEFINITIONS.RESEARCH_LAB_ID else "CONQUERED"
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2026-08-15 21:22:10 +02:00
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if not _was_conquered:
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_flash()
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else:
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2026-09-05 13:31:25 +02:00
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# #211: what is left to fight, counted down, rather than rings held.
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text = "GARRISON %d/%d" % [GameState.garrison_remaining(planet_id), total]
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2026-08-15 21:22:10 +02:00
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_was_conquered = conquered
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func _flash() -> void:
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modulate.a = 0.0
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var tween: Tween = create_tween()
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tween.tween_property(self, "modulate:a", 1.0, 1.2)
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