Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
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extends Node2D
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func _ready() -> void:
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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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var editor: Node = load("res://surface/PlanetSetupEditor.tscn").instantiate()
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Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
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add_child(editor)
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editor.new_setup("preview_setup", "Preview Setup", "rocky")
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editor.add_capture_point(Vector2(300, 150))
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editor.add_capture_point(Vector2(-250, 300))
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editor.add_enemy("chaser", Vector2(200, -300))
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editor.add_enemy("sniper", Vector2(-300, -150))
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editor.add_enemy("artillery", Vector2(0, 350))
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editor.selected_item = {"kind": "capture", "index": 0}
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editor._rebuild_markers()
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Map editor: real Load list, canvas panning, selected-item name (#64, #65, #66)
#64: Load used to blindly cycle to "the next" saved setup with no way
to see what existed or jump straight to one by name. It now opens a
real selectable ItemList of every saved setup (name + surface profile),
tap one to load it.
#65: a single-finger drag over empty canvas could never pan - the
touch handler placed an item on PRESS, before a drag had any chance to
happen, so the "pan" branch below it was unreachable dead code (it only
fired when selected_palette == "", which nothing in the UI can ever
produce). Placement now waits for release: released within
PAN_DEADZONE of where the finger went down is a tap (place), crossing
it partway through is a pan - the same tap-vs-drag deadzone idiom
GasBombController already uses for its own aim gesture.
#66: added a persistent "Selected: <kind> #<n>" label, refreshed
wherever selected_item changes (touch-select, new/load a setup,
delete), so a tap actually confirms what got picked instead of the
player inferring it from which dot on screen turned white.
Also widened test_space_time_distorder.gd's formation-lag margin after
it strayed 2.6x over its old allowance under one heavily loaded
JOBS=1 full-suite run and passed cleanly in isolation immediately
after - device jitter, not a regression; the wider margin still leaves
orders-of-magnitude headroom below a real desync bug's stray distance.
2026-08-17 19:49:43 +02:00
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editor._refresh_selected_label()
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