Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the same planet. Each scene carried its own hand-written ShaderMaterial, and only the game side ever swapped in a profile's shader, so a gas giant authored in the editor showed recoloured craters while the game showed cloud bands. Both now instance one SurfaceBackground.tscn and configure it through one method, and every profile names its own shader - the old "null means keep whatever the scene already had" convention was the drift, since each scene "already had" something different. The shared material is resource_local_to_scene, or two live surfaces would repaint each other. The gas giant's bands broke into disjoint segments once per cell: the second turbulence octave doubled only the INTEGER half of a lattice coordinate, which is a different point in every cell rather than the same point at twice the frequency. Measured, the old form steps 0.153 at a cell boundary against 0.0002 now. A second discontinuity went with it - the camera cell index arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32 cells; hashes are now wrapped per octave and the field is exactly periodic. Bands also gained low-frequency octaves and per-row differential drift. WorldMap swallowed every touch in _input(), which runs before the GUI system, so CloseButton never saw one: the map could be opened and not closed. Android and desktop hid it behind Godot's emulated mouse event, which this never swallowed; a phone browser gives no such second chance. Its test had been closing the map by calling the method the button was failing to reach. Construction now draws on the fleet hold as well as the bank. With an empty starting bank and ore bankable only at a mothership, charging construction to the bank alone made the first mothership cost ore that could not yet exist. Also: a conquered planet no longer re-spawns its garrison (guarded on having capture points, since a setup with none registers as vacuously conquered); planets keep the map they drew, with the candidate list sorted rather than left in filesystem order and assignments pruned rather than cleared on rescan; and the map editor lists setups at a tappable size and can delete one, as an explicit armed mode rather than a tap away from destroying work. Full suite 106/106. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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35 changed files with 1783 additions and 152 deletions
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@ -6,11 +6,16 @@ extends SceneTree
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# lunar_surface.gdshader recoloured (craters reading as regolith, not
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# atmosphere). Verifies:
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# 1. the gas profile resolves a background_shader different from rocky's
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# (rocky's stays null - "keep the scene's existing shader")
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# 2. PlanetSurfaceController._compose_surface() actually swaps the
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# background material's shader when landing on a gas giant
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# 3. landing on a rocky planet leaves the scene's own lunar shader in
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# place - a null background_shader is a no-op, not a forced reset
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# 3. landing on a rocky planet ends up on rocky's own declared shader
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#
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# Rocky's background_shader used to be left null, meaning "keep whatever the
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# hosting scene already had". That convention is gone: it resolved to a
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# different shader in the game than in the setup editor, which is exactly how
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# the two came apart (see tests/test_surface_background_shared.gd). Every
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# profile now names its shader, so this checks rocky lands on ITS OWN rather
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# than on whatever PlanetSurface.tscn shipped with.
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#
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# PlanetSurfaceController's _ready() (which calls _compose_surface()) does
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# not fire synchronously inside add_child() for a -s entry-point script -
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@ -20,6 +25,7 @@ extends SceneTree
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var game_state: Node
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var scene_shader: Shader
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var rocky_shader: Shader
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var gas_shader: Shader
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var rocky_shader_after_compose: Shader
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var scene: Node
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@ -38,9 +44,10 @@ func _initialize() -> void:
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# has no business having an opinion about.
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var packed: PackedScene = load("res://PlanetSurface.tscn")
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var probe: Node = packed.instantiate()
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scene_shader = probe.get_node("BackgroundLayer/LunarBackground").material.shader
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scene_shader = probe.get_node("BackgroundLayer/Background").material.shader
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probe.free()
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# Loaded by path into a local, not referenced by its bare global
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# class_name - same load-order hazard PlanetSetups.gd and
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# PlanetSurfaceController.gd already work around: the class_name cache
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@ -48,10 +55,11 @@ func _initialize() -> void:
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var surface_profiles: Script = load("res://PlanetSurfaceProfiles.gd")
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var rocky_profile: Resource = surface_profiles.get_profile("rocky")
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var gas_profile: Resource = surface_profiles.get_profile("gas")
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if rocky_profile.background_shader != null:
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print("TEST_SURFACE_PROFILES: FAIL (rocky profile sets a background_shader - it should stay null)")
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if rocky_profile.background_shader == null:
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print("TEST_SURFACE_PROFILES: FAIL (rocky profile has no background_shader set)")
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quit(1)
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return
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rocky_shader = rocky_profile.background_shader
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if gas_profile.background_shader == null:
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print("TEST_SURFACE_PROFILES: FAIL (gas profile has no background_shader set)")
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quit(1)
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@ -73,7 +81,7 @@ func _process(delta: float) -> bool:
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0:
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if elapsed < 0.2:
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return false
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var rocky_bg: ShaderMaterial = scene.get_node("BackgroundLayer/LunarBackground").material
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var rocky_bg: ShaderMaterial = scene.get_node("BackgroundLayer/Background").material
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rocky_shader_after_compose = rocky_bg.shader
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scene.free()
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@ -86,11 +94,11 @@ func _process(delta: float) -> bool:
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1:
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if elapsed < 0.2:
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return false
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var gas_bg: ShaderMaterial = scene.get_node("BackgroundLayer/LunarBackground").material
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var gas_bg: ShaderMaterial = scene.get_node("BackgroundLayer/Background").material
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scene.free()
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if rocky_shader_after_compose != scene_shader:
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print("TEST_SURFACE_PROFILES: FAIL (landing on a rocky planet changed the background shader)")
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if rocky_shader_after_compose != rocky_shader:
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print("TEST_SURFACE_PROFILES: FAIL (landing on a rocky planet did not put rocky's own declared shader on the background)")
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quit(1)
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return true
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if gas_bg.shader != gas_shader:
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