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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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_resource_readout.gd
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# Verifies ResourceReadout.gd (#49) generalizes ResourceCounter/GasCounter/
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# CargoCounter/GasCargoCounter into one row per GameState.resource_types()
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# entry, in both Main.tscn and PlanetSurface.tscn, with no per-resource
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# code:
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# 1. exactly one banked + one fleet NeonNumber per current resource type,
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# each correctly reading its own resource's amount
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# 2. fleet rows hide at zero and show once carried, banked rows always show
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# 3. banked and fleet rows are visually distinct (colour, position)
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# 4. the script itself contains no hardcoded resource id - the row count
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# and mapping come entirely from GameState.resource_types()
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# 5. PlanetSurface.tscn's instance renders too, with its own bright-
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# background contrast
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#
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# A -s entry-point script can only reach the GameState autoload's CONSTANTS
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# through the bare "GameState" identifier (GameState.RESOURCE_ORE etc.) -
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# calling any of its METHODS that way fails to compile with "Identifier not
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# found: GameState", even from _initialize(). Every other test in this suite
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# already routes method calls through the actual instance
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# (root.get_node("GameState")) instead, and this file follows the same rule.
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var game_state: Node
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var main: Node
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var readout: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 11)
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game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 4)
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game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, 6)
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# Gas left at 0 in the fleet hold deliberately, to check the hide-at-zero
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# rule holds per-resource, not just per-readout.
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# --- 4. no hardcoded resource id in the generalized script ---
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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 source: String = FileAccess.get_file_as_string("res://ui/ResourceReadout.gd")
|
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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for literal in ['"ore"', '"gas"', 'RESOURCE_ORE', 'RESOURCE_GAS']:
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if literal in source:
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return _fail("ResourceReadout.gd hardcodes %s - it must read GameState.resource_types() only" % literal)
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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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|
main = load("res://world/Main.tscn").instantiate()
|
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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root.add_child(main)
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readout = main.get_node("UI/ResourceReadout")
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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if elapsed < 0.2:
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return false
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# --- 1. one row per resource type, correctly mapped ---
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var types: PackedStringArray = game_state.resource_types()
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for resource_type in types:
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var banked: Node = readout.banked_number(resource_type)
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var fleet: Node = readout.fleet_number(resource_type)
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if banked == null or fleet == null:
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return _fail("no readout row for resource '%s'" % resource_type)
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if banked.amount != game_state.banked_resource(resource_type):
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return _fail("banked row for '%s' shows %d, bank has %d" % [
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resource_type, banked.amount, game_state.banked_resource(resource_type)
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])
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# --- 2. hide-at-zero is per resource ---
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var ore_fleet: Node = readout.fleet_number(GameState.RESOURCE_ORE)
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var gas_fleet: Node = readout.fleet_number(GameState.RESOURCE_GAS)
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if not ore_fleet.visible:
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return _fail("fleet ore is 6 but its row is hidden")
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if gas_fleet.visible:
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return _fail("fleet gas is 0 but its row is showing")
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if ore_fleet.amount != 6:
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return _fail("fleet ore row shows %d, hold has 6" % ore_fleet.amount)
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# --- 3. banked and fleet are visually distinct ---
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var ore_banked: Node = readout.banked_number(GameState.RESOURCE_ORE)
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if ore_banked.glow_color == ore_fleet.glow_color:
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return _fail("banked and fleet rows share a colour")
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if ore_banked.position == ore_fleet.position:
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return _fail("banked and fleet rows share a position")
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# Depositing gas into the fleet hold should reveal its row live.
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game_state.fleet_inventory.deposit(GameState.RESOURCE_GAS, 3)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.2:
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return false
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var gas_fleet: Node = readout.fleet_number(GameState.RESOURCE_GAS)
|
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if not gas_fleet.visible or gas_fleet.amount != 3:
|
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return _fail("fleet gas row did not update live after a deposit (visible=%s amount=%d)" % [
|
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|
|
|
gas_fleet.visible, gas_fleet.amount
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|
|
|
])
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# --- 5. the surface scene's instance also works, bright-background ---
|
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main.free()
|
#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
|
|
|
var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
|
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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|
root.add_child(surface)
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var surface_readout: Node = surface.get_node("UI/ResourceReadout")
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if not surface_readout.bright_background:
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surface.free()
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return _fail("PlanetSurface's ResourceReadout instance is not set to bright_background")
|
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elapsed = 0.0
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stage = 2
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return false
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2:
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|
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if elapsed < 0.2:
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return false
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print("TEST_RESOURCE_READOUT: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> bool:
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|
print("TEST_RESOURCE_READOUT: FAIL (%s)" % message)
|
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|
quit(1)
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|
return true
|