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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class_name ResourceReadout
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extends Control
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# Generalizes ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
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# hardcoded node plus one script per resource, times two scenes - into one
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# row per GameState.resource_types() entry, built at _ready(). A new
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# resource added to ResourceDefinitions.ORDER/DEFINITIONS gets a HUD row
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# with no scene edit and no new script, the same way ResourceBar and
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# ResourceTransferList already pick up a new resource automatically.
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#
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# Layout mirrors what it replaces: a BANKED column (left) and a FLEET HOLD
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# column (right), one row per resource, each row a resource glyph plus a
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# digit readout. Banked rows are always visible, even at zero (matching
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# ResourceCounter/GasCounter today); fleet rows hide at zero, since that
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# hold isn't the player's yet (see CargoCounter's own note on why).
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const FLEET_GLOW: Color = Color(1.0, 0.78, 0.25)
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const FLEET_CORE: Color = Color(0.22, 0.12, 0.0)
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const ROW_HEIGHT: float = 58.0
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const COLUMN_GAP: float = 328.0
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const GLYPH_GAP: float = 8.0
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@export var digit_height: float = 38.0
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# The bright rocky/gas surfaces need a darker banked glow than deep space
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# for the same contrast reason PlanetSurface.tscn's old ResourceCounter
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# node overrode its colour - set true on the surface-scene instance only.
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@export var bright_background: bool = false
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var _banked_numbers: Dictionary = {}
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var _fleet_numbers: Dictionary = {}
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2026-08-16 14:53:26 +02:00
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# #56: the fleet hold now has a finite total capacity. Rather than a new
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# node, this reuses the existing "FLEET HOLD" caption Label that both Main
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# and PlanetSurface already place as a sibling - get_node_or_null so a
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# scene that happens to embed ResourceReadout without that sibling (none
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# does today) degrades to just not showing a limit, instead of erroring.
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@onready var _fleet_caption: Label = get_node_or_null("../FleetCaption")
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var _fleet_caption_base_text: String = ""
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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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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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2026-08-16 14:53:26 +02:00
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if _fleet_caption != null:
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_fleet_caption_base_text = _fleet_caption.text
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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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var y: float = 0.0
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for resource_type in GameState.resource_types():
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var banked_color: Color = GameState.resource_color(resource_type)
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if bright_background:
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banked_color = banked_color.darkened(0.4)
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_add_glyph(resource_type, Vector2(0.0, y))
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var banked: NeonNumber = _add_number(Vector2(digit_height + GLYPH_GAP, y),
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banked_color, banked_color.darkened(0.8))
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_banked_numbers[resource_type] = banked
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_add_glyph(resource_type, Vector2(COLUMN_GAP, y))
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var fleet: NeonNumber = _add_number(Vector2(COLUMN_GAP + digit_height + GLYPH_GAP, y),
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FLEET_GLOW, FLEET_CORE)
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_fleet_numbers[resource_type] = fleet
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y += ROW_HEIGHT
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Seat the HUD button columns below the resource readout, and move the planet name
The build button overlapped the resource list. ResourceReadout builds one
row per resource type AT RUNTIME (58px each), so how far down it reaches is
not knowable when the scene is authored: PlanetSurface/Main declared
offset_bottom 154, four resources actually reach 270, and BuildButton sat
at a hardcoded 160. A 110px collision that grew with every resource type
added. Because the readout spans the full width - the fleet hold column is
at x 356 - it hit both button columns, TransferButton and
EnterAtmosphereButton as well as the left one.
Rather than nudge the offsets, the layout now derives from the readout:
ResourceReadout.rows_height()/content_bottom() report the real extent and
_ready() stops the node understating its own size, and
BuildController._seat_hud_columns() seats both columns below that at load.
Adding a fifth resource type pushes the buttons down on its own, so the
overlap cannot come back.
Two details worth keeping: the height is derived from the live resource
list rather than cached in _ready(), because BuildController readies before
UI's children in scene-tree order and a cached value would answer zero. And
it translates the block rather than re-flowing it, since
BuildingActionButton and HangarButton deliberately share a row as mutually
exclusive options.
The planet name moved from the centre - where it sat across resource rows
3 and 4 - to the top-right corner, right-aligned. Right alignment is what
keeps it clear: short names sit against the right edge, well clear of the
fleet hold column, and long ones wrap downward into empty space rather than
growing left into it. That scene edit rode along in the #68 commit, both
being changes to PlanetSurface.tscn.
Also adds three .uid files orphaned by earlier commits this session; the
repo tracks them for every other script.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:51 +02:00
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# Stop understating our own extent. The rows are drawn by child nodes,
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# which happily paint outside this Control's rect, so the scene-authored
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# height stayed at its original guess no matter how many rows appeared.
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size.y = rows_height()
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# How tall the rows are, derived from the live resource list rather than from
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# whatever _ready() happened to have built. That matters: _ready() runs in
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# scene-tree order, so a sibling laying itself out relative to this readout
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# (BuildController._seat_hud_columns) can legitimately ask BEFORE this node
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# has built anything, and a cached height would answer zero.
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func rows_height() -> float:
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return float(GameState.resource_types().size()) * ROW_HEIGHT
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# Bottom edge of the rows in this Control's parent space - the line anything
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# stacked below the readout has to clear.
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func content_bottom() -> float:
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return position.y + rows_height()
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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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func _add_glyph(resource_type: String, at: Vector2) -> void:
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var glyph: ResourceGlyph = ResourceGlyph.new()
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glyph.resource_type = resource_type
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glyph.position = at
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glyph.size = Vector2(digit_height, digit_height)
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add_child(glyph)
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func _add_number(at: Vector2, glow: Color, core: Color) -> NeonNumber:
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var number: NeonNumber = NeonNumber.new()
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number.show_icon = false
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number.position = at
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number.size = Vector2(0.0, digit_height)
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number.glow_color = glow
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number.core_color = core
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number.digit_height = digit_height
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add_child(number)
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return number
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func banked_number(resource_type: String) -> NeonNumber:
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return _banked_numbers.get(resource_type)
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func fleet_number(resource_type: String) -> NeonNumber:
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return _fleet_numbers.get(resource_type)
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func _process(_delta: float) -> void:
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2026-08-16 14:53:26 +02:00
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if _fleet_caption != null:
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var capacity: int = GameState.fleet_cargo_total_capacity()
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_fleet_caption.text = "%s %d/%d" % [_fleet_caption_base_text, GameState.fleet_cargo_used(), capacity] \
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if capacity >= 0 else _fleet_caption_base_text
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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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for resource_type in GameState.resource_types():
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var banked: NeonNumber = _banked_numbers.get(resource_type)
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if banked != null:
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banked.set_amount(GameState.banked_resource(resource_type))
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var fleet: NeonNumber = _fleet_numbers.get(resource_type)
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if fleet == null:
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continue
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var held: int = GameState.fleet_resource(resource_type)
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fleet.visible = held > 0
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if fleet.visible:
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fleet.set_amount(held)
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