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
This commit is contained in:
Loïc Wisniewski 2026-09-07 16:40:45 +02:00
commit 54b883d545
23 changed files with 46 additions and 0 deletions

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tests/_berths.gd.uid Normal file
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uid://bkjsot4jia8y5

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tests/_export_probe.gd Normal file
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extends SceneTree
# Run INSIDE an exported pack, not from source:
# godot --headless --main-pack builds/web/index.pck -s res://tests/_export_probe.gd
#
# The suite cannot see export-only faults - it runs from a source tree where
# every .tres is really there. This probe asks the questions that only have a
# different answer inside a pack, where text resources have been converted to
# binary and reached through .remap files.
func _initialize() -> void:
var setups: Array = load("res://surface/PlanetSetups.gd").all()
print("EXPORT_PROBE setups=%d" % setups.size())
for setup in setups:
print("EXPORT_PROBE %s (%s) enemies=%d" % [
String(setup.setup_id), String(setup.surface_profile_id),
setup.enemy_spawns.size()])
var rocky: Resource = load("res://surface/PlanetSetups.gd").setup_for_planet(
"probe:planet", "rocky")
print("EXPORT_PROBE rocky_pick=%s enemies=%d" % [
"none" if rocky == null else String(rocky.setup_id),
0 if rocky == null else rocky.enemy_spawns.size()])
quit(0)

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