#227: resume at the mothership, with the crew the save had

Loading a save fell through to the brand-new-game branch in
PlanetAtmosphereController, which spawns STARTING_SHIP_COUNT interceptors at
the world origin. So resuming stranded the player in empty space with the
wrong ships while their base sat wherever they had left it - thousands of
units away on a charted map.

fleet_position was in the save all along, but nothing ever read it: only
Fleet writes it, as a mirror for payment-range checks.

A resumed run now spawns at get_mothership_position(). That is already the
canonical home - BuildController._check_fleet_wipe rebuilds a wiped fleet
there - so this is the existing answer to "where does the fleet belong",
not a new one. It falls back to the position the save was written at, and
only then to the origin, because a run can have no mothership standing.

resumed_from_save is a one-shot handoff like has_return_position, and is
deliberately NOT saved: it describes this launch, not the run.

Verified by reverting the branch: "resumed at (0.0, -48.0), but the
mothership is at (7400.0, -3100.0)".

One note for whoever writes the next fleet test: asserting a three-ship crew
proves nothing without capacity. Since #219 the fleet holds BASE_FLEET_SIZE
(1) plus one berth per supplied fleet office, so spawn_ships clamps to 1 and
the assertion passes against the wrong number. Case A gives the save two
offices and checks max_fleet_size() first.

176/176 at JOBS=3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
This commit is contained in:
Claude 2026-09-12 15:57:48 +02:00
commit 62acb0052c
4 changed files with 172 additions and 0 deletions

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@ -20,6 +20,10 @@ const CATALOG_CHECK = preload("res://core/CatalogCheck.gd")
# survive the trip has to live here instead.
var has_return_position: bool = false
# Set by the menu when a save has just been loaded, cleared by whoever acts
# on it - the same one-shot handoff as has_return_position above, and
# deliberately NOT saved: it describes this launch, not the run.
var resumed_from_save: bool = false
var surviving_ship_count: int = STARTING_SHIP_COUNT
var surviving_vessel_types: PackedStringArray = PackedStringArray()
# #106: a mirror of what is flying, pushed by Fleet._sync_composition_state()

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@ -39,6 +39,23 @@ func _ready() -> void:
camera.position = GameState.return_world_position
camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
GameState.has_return_position = false
elif GameState.resumed_from_save:
# #227: a resumed run used to fall through to the brand-new-game
# branch below, which put the STARTING fleet at the world origin -
# so loading a save stranded the player in empty space with the
# wrong ships while their base sat wherever they had left it.
#
# The mothership is where a wiped-out fleet is already rebuilt (see
# BuildController._check_fleet_wipe), so it is the run's home whether
# or not this is a resume. Falls back to the position the save was
# written at, and only then to the origin, because a run can have no
# mothership standing.
var home: Variant = GameState.get_mothership_position()
var at: Vector2 = home if home != null else GameState.fleet_position
fleet.spawn_ships(GameState.fleet_vessel_types.size(), at,
GameState.fleet_vessel_types)
camera.position = at
GameState.resumed_from_save = false
elif GameState.intro_active:
# #108: the prologue opens with a convoy, and crews it itself. This
# node still runs first, so spawning the ordinary opening fleet here

150
tests/test_resume_spawn.gd Normal file
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@ -0,0 +1,150 @@
extends SceneTree
# Forgejo #227: a resumed run comes back at its own mothership.
#
# Loading a save used to fall through to the brand-new-game branch in
# PlanetAtmosphereController, which spawns STARTING_SHIP_COUNT interceptors
# at the world origin. So a resume stranded the player in empty space with
# the wrong ships, while their base sat wherever they had left it - which on
# a charted map is thousands of units away.
#
# Covers:
# A. resuming puts the fleet at the mothership, not at the origin
# B. and crews it with the ships the save actually had
# C. with no mothership standing, it falls back to where the save was made
# D. a NEW game is untouched - still the starting fleet at the origin
const HOME: Vector2 = Vector2(7400.0, -3100.0)
const AWAY: Vector2 = Vector2(-5200.0, 900.0)
var game_state: Node
var scene: Node
var elapsed: float = 0.0
var stage: int = 0
var expected_crew: int = 0
func _initialize() -> void:
game_state = root.get_node("GameState")
SaveGame.clear()
func _fresh_state() -> void:
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.reset_new_game()
game_state.reset_quests()
game_state.intro_active = false
func _load_scene() -> void:
if scene != null and is_instance_valid(scene):
scene.free()
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
# A run with a base at HOME and the fleet parked far from it.
_fresh_state()
game_state.add_building(GameState.BUILDING_MOTHERSHIP, HOME)
# Capacity for the crew below. Since #219 the fleet holds
# BASE_FLEET_SIZE (1) plus one berth per supplied fleet office,
# so a save with three ships flying is a save that had two
# offices standing - without them spawn_ships clamps to 1 and
# this would assert nothing.
game_state.add_building(GameState.BUILDING_FLEET_OFFICE, HOME + Vector2(400.0, 0.0))
game_state.add_building(GameState.BUILDING_FLEET_OFFICE, HOME + Vector2(800.0, 0.0))
game_state.fleet_vessel_types = PackedStringArray([
GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_INTERCEPTOR])
game_state.fleet_position = AWAY
expected_crew = game_state.fleet_vessel_types.size()
if game_state.max_fleet_size() < expected_crew:
return _fail("the fleet cannot hold %d, so a resumed crew would prove nothing (cap %d)" \
% [expected_crew, game_state.max_fleet_size()])
if not SaveGame.save(game_state):
return _fail("could not write the save this test resumes from")
_fresh_state()
var result: Dictionary = SaveGame.load_into(game_state)
if not bool(result.get("ok", false)):
return _fail("the save would not load: %s" % result.get("reason", ""))
game_state.resumed_from_save = true
_load_scene()
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.6:
return false
var fleet: Node2D = scene.get_node("Fleet")
# --- A. at the mothership, not the origin -------------------
var at: Vector2 = fleet.get_centroid()
if at.distance_to(HOME) > 400.0:
return _fail("resumed at %s, but the mothership is at %s" % [at, HOME])
if at.distance_to(Vector2.ZERO) < 400.0:
return _fail("resumed at the world origin, which is the new-game behaviour")
print("resumed at the mothership (%.0f units from it)" % at.distance_to(HOME))
# --- B. with the crew the save had --------------------------
if fleet.ships.size() != expected_crew:
return _fail("resumed with %d ships, the save had %d" \
% [fleet.ships.size(), expected_crew])
print("resumed with the saved crew of %d" % fleet.ships.size())
if game_state.resumed_from_save:
return _fail("the resume flag was left raised, so the next scene would re-use it")
# --- C. no mothership: fall back to where the save was made --
_fresh_state()
game_state.fleet_vessel_types = PackedStringArray([GameState.VESSEL_INTERCEPTOR])
game_state.fleet_position = AWAY
game_state.resumed_from_save = true
_load_scene()
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.6:
return false
var fleet2: Node2D = scene.get_node("Fleet")
var at2: Vector2 = fleet2.get_centroid()
if at2.distance_to(AWAY) > 400.0:
return _fail("with no mothership, resumed at %s rather than the saved %s" % [at2, AWAY])
print("with no mothership, resumed where the save was written")
# --- D. a new game is untouched -----------------------------
_fresh_state()
game_state.resumed_from_save = false
_load_scene()
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.6:
return false
var fleet3: Node2D = scene.get_node("Fleet")
if fleet3.get_centroid().distance_to(Vector2.ZERO) > 400.0:
return _fail("a new game no longer starts at the origin (%s)" % fleet3.get_centroid())
if fleet3.ships.size() != GameState.STARTING_SHIP_COUNT:
return _fail("a new game starts with %d ships, expected %d" \
% [fleet3.ships.size(), GameState.STARTING_SHIP_COUNT])
print("a new game still starts with %d ships at the origin" % fleet3.ships.size())
SaveGame.clear()
print("TEST_RESUME_SPAWN: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_RESUME_SPAWN: FAIL (%s)" % message)
quit(1)
return true

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@ -140,6 +140,7 @@ func _on_continue_pressed() -> void:
# A resumed run never replays the prologue, whatever it was doing when
# it was written.
GameState.intro_active = false
GameState.resumed_from_save = true
_start("res://world/Main.tscn")