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.
This commit is contained in:
Loïc Wisniewski 2026-08-15 21:24:28 +02:00
commit df2f252970
12 changed files with 876 additions and 15 deletions

View file

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extends Node2D
func _ready() -> void:
var editor: Node = load("res://PlanetSetupEditor.tscn").instantiate()
add_child(editor)
editor.new_setup("preview_setup", "Preview Setup", "rocky")
editor.add_capture_point(Vector2(300, 150))
editor.add_capture_point(Vector2(-250, 300))
editor.add_enemy("chaser", Vector2(200, -300))
editor.add_enemy("sniper", Vector2(-300, -150))
editor.add_enemy("artillery", Vector2(0, 350))
editor.selected_item = {"kind": "capture", "index": 0}
editor._rebuild_markers()