2026-08-15 14:41:37 +02:00
|
|
|
extends SceneTree
|
|
|
|
|
|
|
|
|
|
# Headless gameplay test: run with
|
|
|
|
|
# godot --headless -s res://tests/test_planet_setups.gd
|
|
|
|
|
# Verifies:
|
|
|
|
|
# 1. setup_for_planet is deterministic per planet_id and only returns
|
|
|
|
|
# setups matching the requested surface profile
|
|
|
|
|
# 2. dropping a new .tres into res://PlanetSetups/ makes it appear via
|
|
|
|
|
# PlanetSetups.rescan() with no other code change
|
|
|
|
|
# 3. landing on a rocky/gas planet composes a PlanetSetupHost carrying the
|
2026-09-05 13:31:25 +02:00
|
|
|
# resolved setup, placing one enemy per authored spawn
|
2026-08-15 14:41:37 +02:00
|
|
|
|
|
|
|
|
const SCRATCH_SETUP_PATH: String = "res://PlanetSetups/_test_scratch_setup.tres"
|
|
|
|
|
|
2026-08-15 21:22:10 +02:00
|
|
|
# Resolved via load() inside _initialize(), NOT a top-level `const ...
|
|
|
|
|
# preload(...)` - a top-level preload in a script-mode ENTRY point (-s
|
|
|
|
|
# this_file.gd) evaluates during this file's own early compilation, which
|
2026-09-05 13:31:25 +02:00
|
|
|
# can happen before autoloads are registered, and the scripts loaded here
|
|
|
|
|
# reference GameState in function bodies (resolved at compile time). See
|
|
|
|
|
# test_planet_garrison.gd for the full explanation.
|
2026-08-15 21:22:10 +02:00
|
|
|
var PLANET_SETUP_SCRIPT: Script
|
2026-09-05 13:31:25 +02:00
|
|
|
var ENEMY_SCRIPT: Script
|
2026-08-15 21:22:10 +02:00
|
|
|
|
2026-08-15 14:41:37 +02:00
|
|
|
var game_state: Node
|
|
|
|
|
var rocky_setup: Resource
|
|
|
|
|
var stage: int = 0
|
|
|
|
|
var elapsed: float = 0.0
|
|
|
|
|
var pending_surface: Node
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _initialize() -> void:
|
#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
|
|
|
PLANET_SETUP_SCRIPT = load("res://surface/PlanetSetup.gd")
|
2026-09-05 13:31:25 +02:00
|
|
|
ENEMY_SCRIPT = load("res://enemies/Enemy.gd")
|
2026-08-15 14:41:37 +02:00
|
|
|
# --- 1. determinism and profile filtering ---
|
|
|
|
|
rocky_setup = PlanetSetups.setup_for_planet("chunk:3:7", "rocky")
|
|
|
|
|
if rocky_setup == null:
|
|
|
|
|
return _fail("no rocky setup resolved for a rocky planet id")
|
|
|
|
|
if rocky_setup.surface_profile_id != "rocky":
|
|
|
|
|
return _fail("resolved setup does not match the requested profile")
|
|
|
|
|
var rocky_setup_again: Resource = PlanetSetups.setup_for_planet("chunk:3:7", "rocky")
|
|
|
|
|
if rocky_setup != rocky_setup_again:
|
|
|
|
|
return _fail("setup_for_planet was not deterministic for the same planet id")
|
|
|
|
|
|
|
|
|
|
var gas_setup: Resource = PlanetSetups.setup_for_planet("chunk:3:7", "gas")
|
|
|
|
|
if gas_setup == null:
|
|
|
|
|
return _fail("no gas setup resolved for the same planet id under the gas profile")
|
|
|
|
|
if gas_setup.surface_profile_id != "gas":
|
|
|
|
|
return _fail("gas request returned a mismatched-profile setup")
|
|
|
|
|
|
|
|
|
|
for setup in PlanetSetups.setups_for_profile("rocky"):
|
|
|
|
|
if setup.surface_profile_id != "rocky":
|
|
|
|
|
return _fail("setups_for_profile('rocky') leaked a non-rocky setup")
|
|
|
|
|
|
|
|
|
|
# --- 2. dropping a new .tres is picked up by rescan() ---
|
Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
|
|
|
# Checked by MEMBERSHIP of this test's own scratch id, not by counting the
|
|
|
|
|
# pool before and after. res://PlanetSetups/ is shared, the suite runs
|
|
|
|
|
# several tests at once, and two of them write scratch setups there - so a
|
|
|
|
|
# count taken before and a count taken after are not measuring the same
|
|
|
|
|
# population, and this failed intermittently while the behaviour it tests
|
|
|
|
|
# was perfectly fine. Membership of a uniquely-named file cannot be
|
|
|
|
|
# perturbed by anyone else.
|
|
|
|
|
if _pool_contains("_test_scratch_setup"):
|
|
|
|
|
return _fail("a leftover scratch setup was already in the pool before this test wrote one")
|
2026-08-15 21:22:10 +02:00
|
|
|
var scratch: Resource = PLANET_SETUP_SCRIPT.new()
|
2026-08-15 14:41:37 +02:00
|
|
|
scratch.setup_id = "_test_scratch_setup"
|
|
|
|
|
scratch.display_name = "Scratch"
|
|
|
|
|
scratch.surface_profile_id = "rocky"
|
|
|
|
|
var save_err: int = ResourceSaver.save(scratch, SCRATCH_SETUP_PATH)
|
|
|
|
|
if save_err != OK:
|
|
|
|
|
return _fail("could not save the scratch setup for the pickup check (err %d)" % save_err)
|
|
|
|
|
PlanetSetups.rescan()
|
Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
|
|
|
var picked_up: bool = _pool_contains("_test_scratch_setup")
|
2026-08-15 14:41:37 +02:00
|
|
|
DirAccess.remove_absolute(ProjectSettings.globalize_path(SCRATCH_SETUP_PATH))
|
|
|
|
|
var import_file: String = SCRATCH_SETUP_PATH + ".import"
|
|
|
|
|
if FileAccess.file_exists(import_file):
|
|
|
|
|
DirAccess.remove_absolute(ProjectSettings.globalize_path(import_file))
|
|
|
|
|
PlanetSetups.rescan()
|
Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
|
|
|
if not picked_up:
|
|
|
|
|
return _fail("registry did not pick up a newly saved setup")
|
|
|
|
|
if _pool_contains("_test_scratch_setup"):
|
|
|
|
|
return _fail("registry still offers the scratch setup after its file was deleted")
|
2026-08-15 14:41:37 +02:00
|
|
|
|
|
|
|
|
# --- 3. landing composes a PlanetSetupHost with the resolved setup ---
|
|
|
|
|
# Deferred to _process(): a scene instantiated and added to the tree
|
|
|
|
|
# inside _initialize() has not had its _ready() chain flushed yet (this
|
|
|
|
|
# runs before the engine's first frame), so children added during
|
|
|
|
|
# PlanetSurfaceController._ready() are not observable until a frame has
|
|
|
|
|
# actually processed - see test_gas_system.gd for the same pattern.
|
|
|
|
|
game_state = root.get_node("GameState")
|
|
|
|
|
game_state.planet_name = "Setup Test"
|
|
|
|
|
game_state.planet_id = "chunk:3:7"
|
|
|
|
|
game_state.planet_definition_id = "rocky"
|
#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
|
|
|
pending_surface = load("res://surface/PlanetSurface.tscn").instantiate()
|
2026-08-15 14:41:37 +02:00
|
|
|
root.add_child(pending_surface)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
|
|
|
elapsed += delta
|
|
|
|
|
match stage:
|
|
|
|
|
0:
|
|
|
|
|
if elapsed < 0.1:
|
|
|
|
|
return false
|
|
|
|
|
var host: Node = pending_surface.get_node_or_null("SurfaceFeatures/PlanetSetupHost")
|
|
|
|
|
if host == null:
|
|
|
|
|
pending_surface.free()
|
|
|
|
|
return _fail("landing did not compose a PlanetSetupHost")
|
|
|
|
|
if host.setup != rocky_setup:
|
|
|
|
|
pending_surface.free()
|
|
|
|
|
return _fail("host did not receive the deterministically resolved setup")
|
2026-09-05 13:31:25 +02:00
|
|
|
var enemy_count: int = 0
|
2026-08-15 14:41:37 +02:00
|
|
|
for child in host.get_children():
|
2026-09-05 13:31:25 +02:00
|
|
|
if child.get_script() == ENEMY_SCRIPT:
|
|
|
|
|
enemy_count += 1
|
|
|
|
|
if enemy_count != rocky_setup.enemy_spawns.size():
|
2026-08-15 14:41:37 +02:00
|
|
|
pending_surface.free()
|
2026-09-05 13:31:25 +02:00
|
|
|
return _fail("host placed %d enemies for %d authored spawns" % [
|
|
|
|
|
enemy_count, rocky_setup.enemy_spawns.size()
|
2026-08-15 14:41:37 +02:00
|
|
|
])
|
|
|
|
|
pending_surface.free()
|
|
|
|
|
|
|
|
|
|
game_state.planet_definition_id = "gas_giant"
|
#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
|
|
|
pending_surface = load("res://surface/PlanetSurface.tscn").instantiate()
|
2026-08-15 14:41:37 +02:00
|
|
|
root.add_child(pending_surface)
|
|
|
|
|
elapsed = 0.0
|
|
|
|
|
stage = 1
|
|
|
|
|
return false
|
|
|
|
|
1:
|
|
|
|
|
if elapsed < 0.1:
|
|
|
|
|
return false
|
|
|
|
|
var gas_host: Node = pending_surface.get_node_or_null("SurfaceFeatures/PlanetSetupHost")
|
|
|
|
|
if gas_host == null or gas_host.setup.surface_profile_id != "gas":
|
|
|
|
|
pending_surface.free()
|
|
|
|
|
return _fail("gas landing did not compose a matching-profile setup host")
|
|
|
|
|
pending_surface.free()
|
|
|
|
|
|
|
|
|
|
print("TEST_PLANET_SETUPS: PASS")
|
|
|
|
|
quit(0)
|
|
|
|
|
return true
|
|
|
|
|
return false
|
|
|
|
|
|
|
|
|
|
|
Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
|
|
|
func _pool_contains(setup_id: String) -> bool:
|
|
|
|
|
for setup in PlanetSetups.setups_for_profile("rocky"):
|
|
|
|
|
if String(setup.setup_id) == setup_id:
|
|
|
|
|
return true
|
|
|
|
|
return false
|
|
|
|
|
|
|
|
|
|
|
2026-08-15 14:41:37 +02:00
|
|
|
func _fail(message: String) -> bool:
|
|
|
|
|
print("TEST_PLANET_SETUPS: FAIL (%s)" % message)
|
|
|
|
|
if FileAccess.file_exists(SCRATCH_SETUP_PATH):
|
|
|
|
|
DirAccess.remove_absolute(ProjectSettings.globalize_path(SCRATCH_SETUP_PATH))
|
|
|
|
|
quit(1)
|
|
|
|
|
return true
|