spaceship/MainMenu.gd

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GDScript3
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extends Node2D
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
# The menu stacks whatever entries are actually available, rather than
# trusting the positions authored in the scene.
#
# Two of the four entries only exist when the game is run from Godot, so a
# shipped build shows a two-entry menu and an editor run shows four. Fixed
# offsets would leave holes where the hidden entries used to be - the same
# failure the HUD's button columns had, where a literal y meant "below the
# thing above me" and stopped being true when that thing moved. Here the
# stack is measured instead, and centred on whatever it ends up containing.
const ROW_BUTTON_HEIGHT: float = 128.0
const ROW_LABEL_OFFSET: float = 134.0
const ROW_LABEL_HEIGHT: float = 56.0
const ROW_HEIGHT: float = ROW_LABEL_OFFSET + ROW_LABEL_HEIGHT
const ROW_GAP: float = 20.0
const ROW_PITCH: float = ROW_HEIGHT + ROW_GAP
# The stack is centred on this rather than on the screen, to leave the title
# above it room to breathe.
const STACK_CENTER_Y: float = 40.0
const STATUS_GAP: float = 20.0
const STATUS_HEIGHT: float = 70.0
@onready var play_button: IconButton = $UI/PlayButton
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
@onready var play_label: Label = $UI/PlayLabel
@onready var editor_button: IconButton = $UI/EditorButton
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
@onready var editor_label: Label = $UI/EditorLabel
@onready var dev_button: IconButton = $UI/DevModeButton
@onready var dev_label: Label = $UI/DevModeLabel
@onready var quit_button: IconButton = $UI/QuitButton
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
@onready var quit_label: Label = $UI/QuitLabel
@onready var status_label: Label = $UI/StatusLabel
func _ready() -> void:
play_button.pressed.connect(_on_play_pressed)
editor_button.pressed.connect(_on_editor_pressed)
editor_button.enabled = true
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
dev_button.pressed.connect(_on_dev_mode_pressed)
dev_button.enabled = true
quit_button.pressed.connect(_on_quit_pressed)
quit_button.visible = not OS.has_feature("web")
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
# Dev mode and the map editor are development tools, not features of the
# game: they are for building and play-testing it, and a player who
# installed a build has no use for either. `editor` is the feature tag
# Godot sets when running from the editor and clears in an export, which
# is exactly the "started from Godot" distinction wanted here.
var developing: bool = is_developer_build()
editor_button.visible = developing
editor_label.visible = developing
dev_button.visible = developing
dev_label.visible = developing
_layout_stack()
# Wrapped so tests can state the rule they are checking rather than
# duplicating the feature-tag string.
func is_developer_build() -> bool:
return OS.has_feature("editor")
func _layout_stack() -> void:
var rows: Array = []
for row in [[play_button, play_label], [editor_button, editor_label],
[dev_button, dev_label], [quit_button, quit_label]]:
if row[0].visible:
rows.append(row)
if rows.is_empty():
return
# The last row carries no trailing gap, so the block is one pitch per row
# minus that gap.
var block_height: float = float(rows.size()) * ROW_PITCH - ROW_GAP
var top: float = STACK_CENTER_Y - block_height * 0.5
for row in rows:
var button: Control = row[0]
var label: Label = row[1]
button.offset_top = top
button.offset_bottom = top + ROW_BUTTON_HEIGHT
label.offset_top = top + ROW_LABEL_OFFSET
label.offset_bottom = top + ROW_LABEL_OFFSET + ROW_LABEL_HEIGHT
top += ROW_PITCH
# Status sits under the whole stack, where a message about any entry can
# be read without it shifting the entries themselves.
var status_top: float = top - ROW_GAP + STATUS_GAP
status_label.offset_top = status_top
status_label.offset_bottom = status_top + STATUS_HEIGHT
func _on_play_pressed() -> void:
GameState.reset_new_game()
get_tree().change_scene_to_file("res://Main.tscn")
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
func _on_dev_mode_pressed() -> void:
# Guarded as well as hidden. Visibility is presentation; this is the rule.
if not is_developer_build():
status_label.text = "Dev mode only runs from Godot"
return
GameState.start_dev_game()
get_tree().change_scene_to_file("res://Main.tscn")
func _on_editor_pressed() -> void:
Rework how a game starts: dev mode, a bare opening, and fleet growth Adds a Dev Mode entry to the main menu and takes the play-testing conveniences out of a normal game, which turn out to be the same change from two directions. DEV MODE. Banks 2000 of every resource, grants 500 research points, and plants one of each planet type in the chunks around the spawn. Built ON TOP of reset_new_game() rather than beside it, so a dev game is a normal game plus a stock rather than a second definition of "fresh game" to keep in sync. Offered only when running from Godot - OS.has_feature("editor"), the tag an export clears - as is the map editor. Hidden AND guarded: pressing either anyway is refused, because visibility is presentation and the rule is the rule. The menu now lays its stack out in code. Hiding two of four entries with scene-authored offsets would leave holes in a shipped build - the same failure the HUD columns had - so it measures the entries that actually exist and centres on them. A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both reset_new_game and the autoload's own default, so the two cannot disagree), and no gas giant guaranteed in the origin chunk. Both were play-testing conveniences that had become part of the real world's shape: every player got the same landmark in the same place. Play-testing wanted all four planet types anyway, and a normal game wanted none of them - different needs, now different mechanisms. WorldGen cannot read GameState back (an autoload is not resolvable as a global identifier that early, the hazard PlanetSetups.gd already works around), so GameState.dev_mode's setter PUSHES the flag down. World generation stays static and dependency-free, GameState stays the single source of truth, and dev planting is applied after every rng draw so a dev world and a normal one differ only in those four chunks. FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND how many ships you start with - which forced a new game to open with a full fleet, leaving the first ship crafter nothing to do. Split into BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening has two empty slots to fill. A third copy of the old value turned up in PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently degraded into "however many slots exist" once max_fleet_size() clamped it. The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron (70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game luxury but the ordinary way out of the opening, and pricing them as a luxury made the early game feel stuck. Armada follows at 90/2. Two new tiers, Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in one lane would be a long monotonous chain for a branch that only ever does one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size() clamps to its length and a doctrine past that would charge real resources for nothing; test_fleet_growth.gd asserts that invariant directly. TEST FALLOUT, all of it from the deliberate change rather than a defect: - Tests that silently inherited the old 5-ship default now ask for the fleet they need. Several had to crew it from their first frame rather than _initialize(), where the engine's deferred tree-entry finalization undoes it - the same hazard those tests already documented for set_process(false). - test_planet_landing_proximity and test_return_position_matches_planet take the FIRST chunk holding a planet and land there. The guaranteed gas giant had been masking that this can now be a black hole, which destroys ships on contact. They exclude it, and clear the asteroids the field already placed. - test_pivot_controls measured rotation with angle_difference, which wraps at +/-pi, so a hold that turned a full circle read as no rotation. Latent flakiness that only ever showed under load; it now reads the controller's unwrapped pivot_hold_amount. - test_research_points was failing on ore, not points: can_unlock() checks the ore price too, and a fresh game banks nothing now. - test_gas_system's "a reachable gas source near the spawn" premise moved to dev mode, which is where that guarantee now lives. Full suite green at 97/97. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00
if not is_developer_build():
status_label.text = "Map editor only runs from Godot"
return
if editor_button.enabled:
get_tree().change_scene_to_file("res://PlanetSetupEditor.tscn")
return
status_label.text = "Map editor coming soon"
func _on_quit_pressed() -> void:
get_tree().quit()