Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +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_setup_editor.gd
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# Drives PlanetSetupEditor's model directly (place/move/delete/save/reload)
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# rather than through touch input - see the ticket's own note that the
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# touch layer can stay out of the headless test. Verifies:
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# 1. placing capture points and enemies updates current_setup
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# 2. moving and deleting update it correctly, including index shifting
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# 3. saving writes a real res://PlanetSetups/<id>.tres and the registry
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# picks it up
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# 4. reopening that file in a fresh editor instance round-trips the
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# exact points/enemies, and they can be moved/deleted again
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# 5. the palette has one entry per EnemyDefinitions entry plus the
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# capture point, generated from the registry rather than hardcoded
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const TEST_SETUP_ID: String = "test_editor_setup"
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const TEST_SETUP_PATH: String = "res://PlanetSetups/test_editor_setup.tres"
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var editor: 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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_cleanup_scratch_file()
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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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editor = load("res://surface/PlanetSetupEditor.tscn").instantiate()
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Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
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root.add_child(editor)
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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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# _ready() (palette build, initial new_setup) needs a frame to
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# flush - same hazard as test_planet_setups.gd.
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if elapsed < 0.1:
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return false
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var expected_palette_size: int = 1 + EnemyDefinitions.all().size()
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if editor._palette_buttons.size() != expected_palette_size:
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return _fail("palette has %d entries, expected 1 + %d enemy definitions" % [
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editor._palette_buttons.size(), EnemyDefinitions.all().size()
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])
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editor.new_setup(TEST_SETUP_ID, "Test Editor Setup", "rocky")
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editor.add_capture_point(Vector2(100, 200))
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editor.add_capture_point(Vector2(-300, 50))
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editor.add_capture_point(Vector2(0, -400))
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editor.add_enemy("chaser", Vector2(500, 500))
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editor.add_enemy("sniper", Vector2(-500, -500))
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if editor.current_setup.capture_points.size() != 3:
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return _fail("placing 3 capture points did not land 3")
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if editor.current_setup.enemy_spawns.size() != 2:
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return _fail("placing 2 enemies did not land 2")
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editor.move_capture_point(0, Vector2(150, 250))
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if editor.current_setup.capture_points[0] != Vector2(150, 250):
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return _fail("move_capture_point did not update the position")
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editor.remove_enemy(0) # removes the chaser spawn
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if editor.current_setup.enemy_spawns.size() != 1:
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return _fail("remove_enemy did not shrink enemy_spawns")
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if editor.current_setup.enemy_spawns[0].enemy_id != "sniper":
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return _fail("remove_enemy removed the wrong entry (index did not shift)")
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var result: Dictionary = editor.save_setup()
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if not result.ok:
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return _fail("save_setup reported failure: %s" % result.message)
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if not FileAccess.file_exists(TEST_SETUP_PATH):
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return _fail("save_setup reported success but wrote no file at %s" % TEST_SETUP_PATH)
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var found_in_registry: bool = false
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for setup in PlanetSetups.all():
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if setup.setup_id == TEST_SETUP_ID:
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found_in_registry = true
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if not found_in_registry:
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return _fail("saved setup was not picked up by PlanetSetups after save")
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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 < 0.1:
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return false
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# Reopen in a FRESH editor instance, as a re-landing/re-editing
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# session would.
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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 reopened: Node = load("res://surface/PlanetSetupEditor.tscn").instantiate()
|
Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
|
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|
root.add_child(reopened)
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editor = reopened
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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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if elapsed < 0.1:
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return false
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if not editor.load_setup(TEST_SETUP_ID):
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return _fail("reopening the saved setup failed")
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var points: PackedVector2Array = editor.current_setup.capture_points
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var spawns: Array = editor.current_setup.enemy_spawns
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if points.size() != 3 or points[0] != Vector2(150, 250) \
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or points[1] != Vector2(-300, 50) or points[2] != Vector2(0, -400):
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return _fail("reopened capture points did not match what was saved: %s" % [points])
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if spawns.size() != 1 or spawns[0].enemy_id != "sniper" or spawns[0].position != Vector2(-500, -500):
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return _fail("reopened enemy spawns did not match what was saved")
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# The reopened items can still be moved and deleted.
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editor.move_enemy(0, Vector2(-600, -600))
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if editor.current_setup.enemy_spawns[0].position != Vector2(-600, -600):
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return _fail("could not move an item after reopening")
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editor.remove_capture_point(1)
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if editor.current_setup.capture_points.size() != 2:
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return _fail("could not delete an item after reopening")
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print("TEST_SETUP_EDITOR: PASS")
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_cleanup_scratch_file()
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quit(0)
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return true
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return false
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func _cleanup_scratch_file() -> void:
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if FileAccess.file_exists(TEST_SETUP_PATH):
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DirAccess.remove_absolute(ProjectSettings.globalize_path(TEST_SETUP_PATH))
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var import_file: String = TEST_SETUP_PATH + ".import"
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if FileAccess.file_exists(import_file):
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DirAccess.remove_absolute(ProjectSettings.globalize_path(import_file))
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PlanetSetups.rescan()
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func _fail(message: String) -> bool:
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print("TEST_SETUP_EDITOR: FAIL (%s)" % message)
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_cleanup_scratch_file()
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quit(1)
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return true
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