Keep the export probe, and the uid files beside the new scripts
_export_probe.gd is the check that found the empty planets: run inside a built pack with --main-pack, it reports how many planet setups the registry actually finds and what garrisons they carry. The suite runs from source and structurally cannot see an export-only fault, so this is the thing to run before a deploy. The .uid files go with it because the repo tracks one beside every other script; the ones added this session were left behind. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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tests/_export_probe.gd
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tests/_export_probe.gd
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extends SceneTree
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# Run INSIDE an exported pack, not from source:
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# godot --headless --main-pack builds/web/index.pck -s res://tests/_export_probe.gd
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#
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# The suite cannot see export-only faults - it runs from a source tree where
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# every .tres is really there. This probe asks the questions that only have a
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# different answer inside a pack, where text resources have been converted to
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# binary and reached through .remap files.
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func _initialize() -> void:
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var setups: Array = load("res://surface/PlanetSetups.gd").all()
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print("EXPORT_PROBE setups=%d" % setups.size())
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for setup in setups:
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print("EXPORT_PROBE %s (%s) enemies=%d" % [
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String(setup.setup_id), String(setup.surface_profile_id),
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setup.enemy_spawns.size()])
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var rocky: Resource = load("res://surface/PlanetSetups.gd").setup_for_planet(
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"probe:planet", "rocky")
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print("EXPORT_PROBE rocky_pick=%s enemies=%d" % [
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"none" if rocky == null else String(rocky.setup_id),
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0 if rocky == null else rocky.enemy_spawns.size()])
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quit(0)
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