Commit graph spaceship/tests/_turret_vs_chaser_preview.gd
Author SHA1 Message Date
Loïc Wisniewski
2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
Loïc Wisniewski
1bd25c6d27 Turret vessel spawner enemy (#52)
New EnemySpawnerComponent.gd (capability_id "spawner"): continuously
instantiates another enemy type beside its host at a fixed interval,
capped at max_alive concurrently, refilling as spawns die. Spawned
enemies are parented under the SPAWNER'S OWN PARENT rather than the
spawner itself, so they are siblings, not descendants - killing the
spawner can't free them, and a surface-hosted spawner (under
PlanetSetupHost) keeps its spawns under the same host instead of
leaking them to a hardcoded path, the same hazard #44 already closed
for pursuit/standoff/ranged-weapon components.

TurretSpawnerEnemyDefinition.tres: stationary (speed 0, no pursuit or
standoff component), max_hp 20 (~7x a chaser), a bulky octagon hull,
and its own acid-green glow distinct from chaser/sniper/artillery.
Registered in EnemyDefinitions.ORDER/DEFINITIONS - the map editor
palette (#48) picks it up with no editor code change.

Tests: new tests/test_turret_spawner_enemy.gd covers registration and
real definition defaults, no spawns without a fleet, spawning capped
at max_alive, a dead spawn's slot refilling, never moving, surviving
19 damage and dying on the 20th, and its spawns surviving its death
with their pursuit component intact. Screenshot beside a chaser
confirms the two read as visually distinct enemies. Full suite: 79/79.

Repo notes for the next agent, confirmed empirically this session:
- A node's set_process(false) call made before it has fully finished
  entering the tree doesn't reliably stick (already documented in
  tests/test_planet_atmosphere_transition.gd, and it bit this test
  too): BuildController._check_fleet_wipe() kept rebuilding a ship
  during an intended "empty fleet" test window even after disabling it
  in _initialize(). Do it in _process()'s first real tick instead,
  once _ready() cascades are confirmed complete.
- Overriding an @export interval (like spawn_interval) on an
  already-running component does NOT reset its own in-progress
  countdown timer - only changes what it resets TO on its next expiry.
  If the countdown already started at the OLD value before your
  override lands, reset the timer variable itself too, or the first
  real interval after the override silently uses the stale value.
- A capped spawner's freed-slot refill can land within a couple of
  frames once its interval is short - don't assert on an intermediate
  "just dropped by one" count that a fast interval can blow straight
  through before your next check runs. Assert the net effect instead
  (the specific killed instance is gone AND a replacement filled the
  slot) rather than an exact mid-transition snapshot.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:43:44 +02:00