Fix every button being permanently blocked after closing the build menu
The real cause of "the crafter buttons do nothing", reported three times. IconButton._blocked_by_modal tested `menu.visible`, but hiding a parent leaves a child's own `visible` flag true - and the build menu's info popup is itself one of the modal panels. So opening any building's info popup and then closing the build menu with the X left an invisible popup still claiming to be open, and from that moment EVERY button in the game was blocked, with no way for a player to get out of it. It tests is_visible_in_tree() now, and closing the build menu also closes its popup rather than leaving it half-open. My earlier attempts kept missing it because the probes called the handlers directly - they exercised the crafter logic, which was fine all along, and never the input path in that state. The regression test reproduces the exact sequence: open the build menu, show a building's info, hide the menu, then check an unrelated button still fires. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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3 changed files with 40 additions and 2 deletions
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@ -132,6 +132,30 @@ func _process(delta: float) -> bool:
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quit(1)
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return true
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print("touch on the panel consumed, fleet target unchanged")
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# --- 5. a hidden parent must not leave a panel "open" -------
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# The build menu's info popup is itself a modal panel. Hiding the
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# build menu leaves the popup's own `visible` flag true, so a
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# guard testing `visible` rather than `is_visible_in_tree()`
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# blocked EVERY button in the game from then on - with no way for
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# a player to get out of it. Reported three times as "the buttons
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# do nothing".
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skill_menu.visible = false
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var controller2: Node = scene.get_node("BuildController")
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controller2._on_build_pressed()
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controller2._show_building_info(GameState.BUILDING_SHIP_CRAFTER)
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scene.get_node("UI/BuildMenu").visible = false
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var info: Control = scene.get_node("UI/BuildMenu/InfoPopup")
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print("popup after hiding its parent: visible=%s in_tree=%s" % [
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info.visible, info.is_visible_in_tree()
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])
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outside_fired = false
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_tap(map_button)
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if not outside_fired:
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print("TEST_MODAL_BLOCKS_INPUT: FAIL (a panel hidden with its parent still blocks every button)")
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quit(1)
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return true
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print("hidden-with-parent panel no longer blocks anything")
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print("TEST_MODAL_BLOCKS_INPUT: PASS")
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quit(0)
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return true
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