Commit graph spaceship/PlanetSetupEditor.gd
Author SHA1 Message Date
Loïc Wisniewski
f5a16a7b95 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>
2026-08-19 11:16:38 +02:00
Loïc Wisniewski
137e4e528d Fix the web build: a wasm trap on integer % 0, and buttons that never fired
The web export reached the main menu and went no further. Two separate bugs,
one hiding the other.

BUTTONS NEVER FIRED. A browser on a phone delivers the touch DOWN and never
the release. IconButton emits `pressed` only on release, deliberately, so
that dragging off cancels - so on the web it never emitted at all, on every
button in the game. fire_on_press (default OS.has_feature("web")) completes
the press there instead, and does not latch, since nothing is coming to
unlatch it. The cost is drag-off-to-cancel, which every other platform keeps.

Measured on the device rather than guessed: an on-screen probe reported
`touch=1 mouse=1 held=y` after one tap - one down, one emulated mouse down,
the button latched through ordinary GUI routing, then nothing.

THE ENGINE THEN TRAPPED. With the button working, pressing Play loaded and
built Main.tscn and the whole engine stopped mid-frame, page still alive.
An error overlay in a custom HTML shell finally showed why:

    Uncaught RuntimeError: remainder by zero

An integer % 0. Wasm TRAPS on that; native builds silently tolerate it. So
the bug was equally present on Android and in all 100 tests, doing nothing
in both - which is why nothing runnable here could ever have caught it, and
why reasoning from frozen screenshots got nowhere for several rounds. Every
variable modulo is now guarded: the hangar grid's `i % columns`, planet
naming's `% names.size()`, and two in the map editor.

WHAT IS KEPT, AND WHY

- web_shell.html mirrors console errors onto the page, hidden until one
  occurs. Godot's errors go to the browser console, which is unreachable on
  a phone; this found in one shot what inference had failed to find all
  evening. It costs nothing when there is nothing to report.
- MainMenu._start does load -> instantiate -> add_child by hand instead of
  change_scene_to_file. That call does all three opaquely, so a failure is
  indistinguishable from an unpressed button; split, each step reports.
- PlanetAtmosphereController defers the forced world populate out of the
  frame that builds Main.tscn. It did not fix the hang - the trap did - but
  25 chunks of asteroids and 49 of planets do not belong in the one frame
  that already constructs 197 nodes, and nothing can paint until it ends.

Removed the direct-input-routing experiment and its test: it was written on
the theory that touches were not reaching Controls, which `held=y` later
disproved, and its set_input_as_handled() swallowed the very events the
probe was reading.

Full suite green at 100/100.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 01:08:09 +02:00
Loïc Wisniewski
7817d1ffc6 Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.

TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.

HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.

LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.

RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.

ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.

Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().

ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".

MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.

Full suite green at 99/99.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
Loïc Wisniewski
284a54464e Map editor: real Load list, canvas panning, selected-item name (#64, #65, #66)
#64: Load used to blindly cycle to "the next" saved setup with no way
to see what existed or jump straight to one by name. It now opens a
real selectable ItemList of every saved setup (name + surface profile),
tap one to load it.

#65: a single-finger drag over empty canvas could never pan - the
touch handler placed an item on PRESS, before a drag had any chance to
happen, so the "pan" branch below it was unreachable dead code (it only
fired when selected_palette == "", which nothing in the UI can ever
produce). Placement now waits for release: released within
PAN_DEADZONE of where the finger went down is a tap (place), crossing
it partway through is a pan - the same tap-vs-drag deadzone idiom
GasBombController already uses for its own aim gesture.

#66: added a persistent "Selected: <kind> #<n>" label, refreshed
wherever selected_item changes (touch-select, new/load a setup,
delete), so a tap actually confirms what got picked instead of the
player inferring it from which dot on screen turned white.

Also widened test_space_time_distorder.gd's formation-lag margin after
it strayed 2.6x over its old allowance under one heavily loaded
JOBS=1 full-suite run and passed cleanly in isolation immediately
after - device jitter, not a regression; the wider margin still leaves
orders-of-magnitude headroom below a real desync bug's stray distance.
2026-08-17 19:49:43 +02:00
Loïc Wisniewski
df2f252970 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.
2026-08-15 21:24:28 +02:00