Refine context actions and preserve fleet landings
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20 changed files with 197 additions and 103 deletions
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@ -2,14 +2,8 @@ extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_planet_prompt_map_interaction.gd
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# Regression test for a real bug: EnterAtmosphereButton (shown while
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# standing on a planet, bottom-center) and the world map's own
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# RecenterButton (also bottom-center) occupy the exact same screen
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# position. Opening the map while standing on a planet must suppress the
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# enter-atmosphere prompt entirely - not just let it sit hidden behind
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# the map's backdrop, since closing the map would then abruptly reveal it
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# at the same instant RecenterButton disappears (which is what most
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# plausibly explains "buttons blinking/disappearing").
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# Opening the map while standing on a planet must suppress the shared
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# contextual action and planet label, then restore them after closing.
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var main_scene: Node
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var fleet: Node
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@ -48,7 +42,7 @@ func _initialize() -> void:
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world_map = main_scene.get_node("UI/WorldMap")
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map_button = main_scene.get_node("UI/MapButton")
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planet_name_label = main_scene.get_node("UI/PlanetNameLabel")
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enter_button = main_scene.get_node("UI/EnterAtmosphereButton")
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enter_button = main_scene.get_node("UI/BuildActionButton")
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func _process(delta: float) -> bool:
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