spaceship/surface/PlanetSetupHost.gd

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class_name PlanetSetupHost
extends Node2D
# Instantiates the contents of a PlanetSetup onto a landed surface: one enemy
# per authored spawn, registered with GameState as the planet's garrison so
# that killing the last of them takes the planet.
#
# #211 removed the capture points this used to place alongside them. Holding a
# ring for four seconds, once per ring, was a second task laid on top of the
# fight the player had already won; conquest is the fight now.
#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
const ENEMY_SCENE: PackedScene = preload("res://enemies/Enemy.tscn")
var setup: Resource
func apply_setup(new_setup: Resource) -> void:
setup = new_setup
for child in get_children():
child.queue_free()
if setup == null:
return
# Registered with the count about to be placed, every landing. A planet
# already taken keeps that status and gets no garrison at all.
GameState.register_planet_garrison(GameState.planet_id,
setup.enemy_spawns.size(), GameState.planet_definition_id,
int(setup.research_point_reward))
if GameState.is_planet_conquered(GameState.planet_id):
Share one backdrop between game and editor, and fix three input/economy bugs The setup editor and the landed surface drew different backgrounds for the same planet. Each scene carried its own hand-written ShaderMaterial, and only the game side ever swapped in a profile's shader, so a gas giant authored in the editor showed recoloured craters while the game showed cloud bands. Both now instance one SurfaceBackground.tscn and configure it through one method, and every profile names its own shader - the old "null means keep whatever the scene already had" convention was the drift, since each scene "already had" something different. The shared material is resource_local_to_scene, or two live surfaces would repaint each other. The gas giant's bands broke into disjoint segments once per cell: the second turbulence octave doubled only the INTEGER half of a lattice coordinate, which is a different point in every cell rather than the same point at twice the frequency. Measured, the old form steps 0.153 at a cell boundary against 0.0002 now. A second discontinuity went with it - the camera cell index arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32 cells; hashes are now wrapped per octave and the field is exactly periodic. Bands also gained low-frequency octaves and per-row differential drift. WorldMap swallowed every touch in _input(), which runs before the GUI system, so CloseButton never saw one: the map could be opened and not closed. Android and desktop hid it behind Godot's emulated mouse event, which this never swallowed; a phone browser gives no such second chance. Its test had been closing the map by calling the method the button was failing to reach. Construction now draws on the fleet hold as well as the bank. With an empty starting bank and ore bankable only at a mothership, charging construction to the bank alone made the first mothership cost ore that could not yet exist. Also: a conquered planet no longer re-spawns its garrison (guarded on having capture points, since a setup with none registers as vacuously conquered); planets keep the map they drew, with the candidate list sorted rather than left in filesystem order and assignments pruned rather than cleared on rescan; and the map editor lists setups at a tappable size and can delete one, as an explicit armed mode rather than a tap away from destroying work. Full suite 106/106. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
return
for spawn in setup.enemy_spawns:
_add_enemy(spawn)
func _add_enemy(spawn: Resource) -> void:
var enemy: Node = ENEMY_SCENE.instantiate()
enemy.enemy_id = spawn.enemy_id
enemy.position = spawn.position
# The planet is captured by the count reaching zero, so the tally is bound
# to the enemy's own death rather than to whatever killed it. Bound to the
# id captured NOW: the player may have left the surface by the time a
# straggler dies, and the planet that was being fought over is this one.
var planet_key: String = GameState.planet_id
enemy.destroyed.connect(func():
GameState.mark_garrison_enemy_destroyed(planet_key))
add_child(enemy)