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
|
|
|
extends SceneTree
|
|
|
|
|
|
|
|
|
|
# Headless test: run with
|
|
|
|
|
# godot --headless -s res://tests/test_surface_background_shared.gd
|
|
|
|
|
# The landed surface and the setup editor drew DIFFERENT backgrounds for the
|
|
|
|
|
# same planet. Each scene carried its own hand-written ShaderMaterial (the
|
|
|
|
|
# game's baked-and-tiled lunar shader, the editor's per-pixel procedural one)
|
|
|
|
|
# and only the game's side ever swapped in a profile's own shader - so a gas
|
|
|
|
|
# giant authored in the editor showed recoloured craters while the game showed
|
|
|
|
|
# cloud bands. An editor that lies about what the player will see is worse
|
|
|
|
|
# than no preview.
|
|
|
|
|
#
|
|
|
|
|
# Both scenes now instance ONE SurfaceBackground.tscn and configure it through
|
|
|
|
|
# ONE method. This test guards that, since nothing about the code stops
|
|
|
|
|
# someone re-adding a local material to one scene and pulling them apart
|
|
|
|
|
# again.
|
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|
|
|
#
|
|
|
|
|
# Covers:
|
|
|
|
|
# A. both scenes get their backdrop from the same PackedScene file
|
|
|
|
|
# B. neither overrides the shared material - the two start out identical
|
|
|
|
|
# C. every surface profile names its own background_shader; a null one
|
|
|
|
|
# would mean "whatever this scene already had", which is the ambiguity
|
|
|
|
|
# that caused the drift
|
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|
|
|
# D. applying each profile through the shared entry point produces the same
|
|
|
|
|
# shader AND the same colours on both scenes, for every profile
|
|
|
|
|
|
#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 BACKGROUND_SCENE_PATH := "res://surface/SurfaceBackground.tscn"
|
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
|
|
|
const HOST_SCENES := {
|
#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
|
|
|
"PlanetSurface.tscn": "res://surface/PlanetSurface.tscn",
|
|
|
|
|
"PlanetSetupEditor.tscn": "res://surface/PlanetSetupEditor.tscn",
|
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
|
|
|
}
|
|
|
|
|
const COLOR_PARAMETERS := ["base_color", "crater_color", "highlight_color"]
|
|
|
|
|
|
|
|
|
|
var backgrounds: Dictionary = {}
|
|
|
|
|
var hosts: Array = []
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
var surface_profiles: Script = load("res://surface/PlanetSurfaceProfiles.gd")
|
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
|
|
|
|
|
|
|
|
# --- A/B: same source scene, same untouched material ---------------------
|
|
|
|
|
for scene_name in HOST_SCENES:
|
|
|
|
|
var host: Node = load(HOST_SCENES[scene_name]).instantiate()
|
|
|
|
|
hosts.append(host)
|
|
|
|
|
var layer: Node = host.get_node_or_null("BackgroundLayer")
|
|
|
|
|
if layer == null:
|
|
|
|
|
_fail("%s has no BackgroundLayer" % scene_name)
|
|
|
|
|
return
|
|
|
|
|
if layer.scene_file_path != BACKGROUND_SCENE_PATH:
|
|
|
|
|
_fail("%s builds its own background (%s) instead of instancing %s" \
|
|
|
|
|
% [scene_name, layer.scene_file_path, BACKGROUND_SCENE_PATH])
|
|
|
|
|
return
|
|
|
|
|
var background: Node = layer.get_node_or_null("Background")
|
|
|
|
|
if background == null:
|
|
|
|
|
_fail("%s's background layer has no Background node" % scene_name)
|
|
|
|
|
return
|
|
|
|
|
if not background.has_method("apply_profile"):
|
|
|
|
|
_fail("%s's background has no apply_profile() - the shared entry point is gone" % scene_name)
|
|
|
|
|
return
|
|
|
|
|
backgrounds[scene_name] = background
|
|
|
|
|
print("both scenes instance %s and expose apply_profile()" % BACKGROUND_SCENE_PATH)
|
|
|
|
|
|
|
|
|
|
var names: Array = backgrounds.keys()
|
|
|
|
|
var reference: ShaderMaterial = backgrounds[names[0]].material
|
|
|
|
|
for i in range(1, names.size()):
|
|
|
|
|
var other: ShaderMaterial = backgrounds[names[i]].material
|
|
|
|
|
# Same configuration, SEPARATE objects. Sub-resources in a PackedScene
|
|
|
|
|
# are shared between instances by default, which would make the whole
|
|
|
|
|
# comparison below vacuous - it would be reading one material twice -
|
|
|
|
|
# and would mean two live surfaces repainting each other, baked
|
|
|
|
|
# texture included. SurfaceBackground.tscn marks the material
|
|
|
|
|
# resource_local_to_scene for exactly this reason.
|
|
|
|
|
if other == reference:
|
|
|
|
|
_fail("%s and %s share one ShaderMaterial object, so applying a profile to either repaints both" \
|
|
|
|
|
% [names[0], names[i]])
|
|
|
|
|
return
|
|
|
|
|
if other.shader != reference.shader:
|
|
|
|
|
_fail("%s and %s start on different shaders (%s vs %s), so one of them overrides the shared material" \
|
|
|
|
|
% [names[0], names[i], reference.shader.resource_path, other.shader.resource_path])
|
|
|
|
|
return
|
|
|
|
|
print("both start on the same shader: %s" % reference.shader.resource_path)
|
|
|
|
|
|
|
|
|
|
# --- C: no profile leaves its shader unstated ----------------------------
|
|
|
|
|
for profile_id in surface_profiles.PROFILES:
|
|
|
|
|
var profile: Resource = surface_profiles.get_profile(profile_id)
|
|
|
|
|
if profile.background_shader == null:
|
|
|
|
|
_fail("the '%s' profile does not name a background_shader, so what it draws depends on which scene happens to be hosting it" % profile_id)
|
|
|
|
|
return
|
|
|
|
|
print("all %d profiles name their own background shader" % surface_profiles.PROFILES.size())
|
|
|
|
|
|
|
|
|
|
# --- D: applying a profile lands identically on both ---------------------
|
|
|
|
|
for profile_id in surface_profiles.PROFILES:
|
|
|
|
|
var profile: Resource = surface_profiles.get_profile(profile_id)
|
|
|
|
|
for scene_name in backgrounds:
|
|
|
|
|
backgrounds[scene_name].apply_profile(profile)
|
|
|
|
|
|
|
|
|
|
var first: ShaderMaterial = backgrounds[names[0]].material
|
|
|
|
|
if first.shader != profile.background_shader:
|
|
|
|
|
_fail("applying '%s' did not put its own shader on the background" % profile_id)
|
|
|
|
|
return
|
|
|
|
|
for i in range(1, names.size()):
|
|
|
|
|
var other: ShaderMaterial = backgrounds[names[i]].material
|
|
|
|
|
if other.shader != first.shader:
|
|
|
|
|
_fail("'%s' resolved to %s in %s but %s in %s" \
|
|
|
|
|
% [profile_id, first.shader.resource_path, names[0],
|
|
|
|
|
other.shader.resource_path, names[i]])
|
|
|
|
|
return
|
|
|
|
|
for parameter in COLOR_PARAMETERS:
|
|
|
|
|
var a: Color = first.get_shader_parameter(parameter)
|
|
|
|
|
var b: Color = other.get_shader_parameter(parameter)
|
|
|
|
|
if not a.is_equal_approx(b):
|
|
|
|
|
_fail("'%s' set %s to %s in %s but %s in %s" \
|
|
|
|
|
% [profile_id, parameter, a, names[0], b, names[i]])
|
|
|
|
|
return
|
|
|
|
|
# Identical to each other is only half of it - both have to match the
|
|
|
|
|
# profile, or the shared path could be uniformly ignoring it.
|
|
|
|
|
for parameter in COLOR_PARAMETERS:
|
|
|
|
|
var applied: Color = first.get_shader_parameter(parameter)
|
|
|
|
|
var declared: Color = profile.get(parameter)
|
|
|
|
|
if not applied.is_equal_approx(declared):
|
|
|
|
|
_fail("'%s' declares %s %s but the background ended up with %s" \
|
|
|
|
|
% [profile_id, parameter, declared, applied])
|
|
|
|
|
return
|
|
|
|
|
print(" '%s' -> %s, identical on both" % [profile_id, first.shader.resource_path.get_file()])
|
|
|
|
|
|
|
|
|
|
for host in hosts:
|
|
|
|
|
host.free()
|
|
|
|
|
print("TEST_SURFACE_BACKGROUND_SHARED: PASS")
|
|
|
|
|
quit(0)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _fail(message: String) -> void:
|
|
|
|
|
print("TEST_SURFACE_BACKGROUND_SHARED: FAIL (%s)" % message)
|
|
|
|
|
quit(1)
|