Compare commits

...
Author SHA1 Message Date
Loïc Wisniewski
65fe19aeb6 Backfill missing script UID sidecar files
Unrelated pre-existing gap: 11 scripts never got a committed .uid,
exposed by running a full --headless --import pass while working on
#40's sub-tickets. Godot generates these deterministically from the
script path, so this is a no-op for behavior.
2026-08-15 14:44:02 +02:00
Loïc Wisniewski
a1fb239a50 Add a main menu scene (#47)
MainMenu.tscn is now project.godot's entry point: Play / Map Editor
(disabled, explains itself - #48 wires it up) / Quit (hidden in web
builds), styled like the rest of the game's menus and reusing the
starfield shader for its background.

Play calls GameState.reset_new_game(), so a second playthrough in the
same process starts fresh instead of inheriting whatever the previous
run left in the autoload - existing tests still load Main.tscn
directly and are unaffected.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:43:46 +02:00
Loïc Wisniewski
f14ee656ea Add enemy foundation: definitions, components, ranged damage (#44)
Enemy.gd now resolves stats/hull/color from EnemyDefinition resources
and composes behaviour from capability components (EnemyPursuitComponent
holds today's chase-the-nearest-ship logic), the same shape Ship.gd
already uses for vessels. Fleet lookups go through a "player_fleet"
group instead of a hardcoded ../Fleet sibling path, so an enemy parented
anywhere (e.g. under a planet surface's SurfaceFeatures) still finds it.

Also closes a real gap: enemies previously had no way to damage the
fleet at range at all (Ship only reacted to physical contact,
Projectile.gd was player-only). Ship.take_damage() is now a proper
entry point - contact damage routes through it unchanged - and
EnemyProjectile lets an enemy component fire at player_ships. Both
ranged enemy archetypes in #45/#46 build on this.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:43:29 +02:00
Loïc Wisniewski
5326852807 Add planet setups as authored resources (#42)
PlanetSetup/PlanetSetupSpawn define a curated capture-point/enemy
layout for a surface profile; PlanetSetups scans res://PlanetSetups/
at first use (not a hardcoded preload table) so dropping in a new
.tres is the only step needed to add one, and resolves the same
setup for the same planet deterministically, same pattern as
WorldGen.planet_data_at_chunk. PlanetSurfaceController composes a
PlanetSetupHost onto the landed surface alongside the existing
resource-provider feature scene.

Ships two starter setups (rocky_default, gas_default) with
placeholder capture-point markers; #43 replaces the markers with the
real CapturePoint scene through the same apply_setup() entry point.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:41:37 +02:00
Loïc Wisniewski
a1ad6cc844 Add planet conquest state and gate extractor placement (#41)
Planets now need every capture point held before an extractor can go
up there: GameState tracks per-planet capture progress keyed by the
same stable planet_id as extractors, and BuildController's four
extractor placement checks (menu enable, status text, info popup,
confirm) all re-check conquest, not just proximity/duplication.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:41:19 +02:00
59 changed files with 1289 additions and 51 deletions

View file

@ -543,10 +543,13 @@ func _refresh_build_status() -> void:
# Prices are shown under each option now, so this only needs to say
# whether the fleet is somewhere an extractor could go.
if _planet_under_fleet() != null:
build_status.text = "Over %s - an extractor can be built here" % _planet_under_fleet().planet_name
else:
var planet: Node2D = _planet_under_fleet()
if planet == null:
build_status.text = ""
elif not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "Over %s - capture it before building an extractor" % planet.planet_name
else:
build_status.text = "Over %s - an extractor can be built here" % planet.planet_name
func _refresh_build_option_states() -> void:
@ -554,7 +557,8 @@ func _refresh_build_option_states() -> void:
var definition: Resource = entry[4]
var enabled: bool = GameState.is_building_unlocked(definition.definition_id)
if definition.placement_mode == "planet":
enabled = enabled and _planet_under_fleet() != null
var planet: Node2D = _planet_under_fleet()
enabled = enabled and planet != null and GameState.is_planet_conquered(planet.planet_id)
entry[1].enabled = enabled
entry[1].queue_redraw()
@ -593,6 +597,9 @@ func _show_building_info(type: String) -> void:
if planet == null:
lines.append("No planet in reach - fly over one.")
can_build = false
elif not GameState.is_planet_conquered(planet.planet_id):
lines.append("%s is not captured yet - take all its capture points." % planet.planet_name)
can_build = false
elif GameState.has_extractor_at(planet.planet_id):
lines.append("%s already has an extractor." % planet.planet_name)
can_build = false
@ -639,6 +646,9 @@ func _confirm_build() -> void:
if planet == null or GameState.has_extractor_at(planet.planet_id):
build_status.text = "No planet in reach any more"
return
if not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "%s is not captured yet" % planet.planet_name
return
if not GameState.spend(definition.cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.rocks]
return

View file

@ -0,0 +1,16 @@
[gd_resource type="Resource" script_class="EnemyDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://EnemyDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://EnemyPursuitComponent.tscn" id="2"]
[resource]
script = ExtResource("1")
enemy_id = "chaser"
display_name = "Chaser"
max_hp = 3
speed = 140.0
acceleration = 260.0
rotation_speed = 6.0
hull_points = PackedVector2Array(0, -16, 12, 0, 0, 16, -12, 0)
glow_color = Color(1, 0.15, 0.2, 1)
component_scenes = Array[PackedScene]([ExtResource("2")])

View file

@ -2,50 +2,53 @@ extends Area2D
signal destroyed
@export var speed: float = 140.0
@export var acceleration: float = 260.0
@export var rotation_speed: float = 6.0
@export var max_hp: int = 3
const ENEMY_DEFINITIONS = preload("res://EnemyDefinitions.gd")
var velocity: Vector2 = Vector2.ZERO
@export var enemy_id: String = "chaser"
var definition: Resource
var hp: int
@onready var fleet: Node2D = get_node("../Fleet")
# Mirrors Ship.gd's own max_speed/acceleration: copied from the definition
# once, then mutable, so a test/preview can pin an enemy in place (e.g.
# `enemy.speed = 0.0`) without needing to know about definitions at all.
var speed: float
var acceleration: float
var rotation_speed: float
var max_hp: int
func _ready() -> void:
hp = max_hp
add_to_group("enemies")
definition = ENEMY_DEFINITIONS.get_definition(enemy_id)
speed = definition.speed
acceleration = definition.acceleration
rotation_speed = definition.rotation_speed
max_hp = definition.max_hp
hp = max_hp
for component_scene in definition.component_scenes:
var component: Node = component_scene.instantiate()
add_child(component)
if component.has_method("setup"):
component.setup()
queue_redraw()
func get_component(capability: String) -> Node:
for child in get_children():
if child.get("capability_id") == capability:
return child
return null
func has_capability(capability: String) -> bool:
return get_component(capability) != null
func _physics_process(delta: float) -> void:
var target_pos: Vector2 = _nearest_ship_position()
var to_target: Vector2 = target_pos - position
if to_target.length() > 1.0:
var desired_velocity: Vector2 = to_target.normalized() * speed
velocity = velocity.move_toward(desired_velocity, acceleration * delta)
position += velocity * delta
if velocity.length() > 5.0:
var target_angle: float = velocity.angle() + PI / 2.0
rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
func _nearest_ship_position() -> Vector2:
if fleet.ships.is_empty():
return position
var nearest: Node2D = fleet.ships[0]
var best_dist: float = position.distance_to(nearest.position)
for ship in fleet.ships:
var d: float = position.distance_to(ship.position)
if d < best_dist:
best_dist = d
nearest = ship
return nearest.position
for child in get_children():
if child.has_method("tick"):
child.tick(delta)
func take_damage(amount: int) -> void:
@ -57,8 +60,9 @@ func take_damage(amount: int) -> void:
func _draw() -> void:
var points: PackedVector2Array = PackedVector2Array([
Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0)
var points: PackedVector2Array = definition.hull_points if definition != null else PackedVector2Array([
Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
])
var glow: Color = definition.glow_color if definition != null else Color(1.0, 0.15, 0.2)
# Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw.
NeonDraw.draw_glowing_polygon(self, points, Color(1.0, 0.15, 0.2), 1.0)
NeonDraw.draw_glowing_polygon(self, points, glow, 1.0)

19
EnemyDefinition.gd Normal file
View file

@ -0,0 +1,19 @@
class_name EnemyDefinition
extends Resource
# Data-driven enemy stats and appearance, mirroring VesselDefinition's role
# for player ships. Enemy.gd instantiates component_scenes exactly like
# Ship.gd does, so behaviour (pursuit, ranged fire, ...) lives in capability
# components rather than in a type switch here.
@export var enemy_id: String = "chaser"
@export var display_name: String = "Chaser"
@export var max_hp: int = 3
@export var speed: float = 140.0
@export var acceleration: float = 260.0
@export var rotation_speed: float = 6.0
@export var hull_points: PackedVector2Array = PackedVector2Array([
Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
])
@export var glow_color: Color = Color(1.0, 0.15, 0.2)
@export var component_scenes: Array[PackedScene] = []

1
EnemyDefinition.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://bkgt6o1m12l0g

19
EnemyDefinitions.gd Normal file
View file

@ -0,0 +1,19 @@
class_name EnemyDefinitions
extends RefCounted
const DEFAULT_ID: String = "chaser"
const ORDER: PackedStringArray = ["chaser"]
const DEFINITIONS: Dictionary = {
"chaser": preload("res://ChaserEnemyDefinition.tres"),
}
static func get_definition(enemy_id: String) -> Resource:
return DEFINITIONS.get(enemy_id, DEFINITIONS[DEFAULT_ID])
static func all() -> Array:
var result: Array = []
for enemy_id in ORDER:
result.append(DEFINITIONS[enemy_id])
return result

1
EnemyDefinitions.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://cfc4w3atpf8yj

45
EnemyProjectile.gd Normal file
View file

@ -0,0 +1,45 @@
extends Area2D
# Mirrors Projectile.gd, but travels the other direction: fired by an enemy
# component (see EnemyRangedWeaponComponent, #45) and damages player_ships.
# This is the half of ranged combat that never existed before #44 - enemies
# could previously only hurt the fleet by physical contact.
@export var speed: float = 260.0
@export var lifetime: float = 3.0
@export var damage: int = 1
@export var bolt_length: float = 20.0
@export var color: Color = Color(1.0, 0.4, 0.35)
var velocity: Vector2 = Vector2.ZERO
var age: float = 0.0
func _ready() -> void:
add_to_group("enemy_projectiles")
area_entered.connect(_on_area_entered)
queue_redraw()
func launch(direction: Vector2) -> void:
velocity = direction.normalized() * speed
rotation = direction.angle() + PI / 2.0
func _physics_process(delta: float) -> void:
position += velocity * delta
age += delta
if age >= lifetime:
queue_free()
func _on_area_entered(area: Area2D) -> void:
if area.is_in_group("player_ships"):
area.take_damage(damage)
queue_free()
func _draw() -> void:
var tip: Vector2 = Vector2(0, -bolt_length * 0.6)
var tail: Vector2 = Vector2(0, bolt_length * 0.4)
NeonDraw.draw_glowing_line(self, tail, tip, color, 1.0, 0.5)

1
EnemyProjectile.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://b4hja3oj3rdrc

12
EnemyProjectile.tscn Normal file
View file

@ -0,0 +1,12 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://EnemyProjectile.gd" id="1"]
[sub_resource type="CircleShape2D" id="1"]
radius = 4.0
[node name="EnemyProjectile" type="Area2D"]
script = ExtResource("1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("1")

38
EnemyPursuitComponent.gd Normal file
View file

@ -0,0 +1,38 @@
class_name EnemyPursuitComponent
extends Node
# Chases the nearest player ship. Moved out of Enemy.gd verbatim so the
# behaviour is opt-in per definition rather than hardcoded into every enemy.
var capability_id: String = "pursuit"
var velocity: Vector2 = Vector2.ZERO
func tick(delta: float) -> void:
var enemy: Node2D = get_parent()
var target_pos: Vector2 = _nearest_ship_position(enemy)
var to_target: Vector2 = target_pos - enemy.position
if to_target.length() > 1.0:
var desired_velocity: Vector2 = to_target.normalized() * enemy.speed
velocity = velocity.move_toward(desired_velocity, enemy.acceleration * delta)
enemy.position += velocity * delta
if velocity.length() > 5.0:
var target_angle: float = velocity.angle() + PI / 2.0
enemy.rotation = lerp_angle(enemy.rotation, target_angle, enemy.rotation_speed * delta)
func _nearest_ship_position(enemy: Node2D) -> Vector2:
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return enemy.position
var nearest: Node2D = fleet.ships[0]
var best_dist: float = enemy.position.distance_to(nearest.position)
for ship in fleet.ships:
var d: float = enemy.position.distance_to(ship.position)
if d < best_dist:
best_dist = d
nearest = ship
return nearest.position

View file

@ -0,0 +1 @@
uid://n8wohkrnl42e

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://EnemyPursuitComponent.gd" id="1"]
[node name="EnemyPursuitComponent" type="Node"]
script = ExtResource("1")

View file

@ -32,6 +32,10 @@ var steer_direction: Vector2 = Vector2.ZERO
func _ready() -> void:
# Lets anything resolve "the fleet" without a hardcoded ../Fleet sibling
# path - enemies parented under different hosts (e.g. a planet surface's
# SurfaceFeatures) need this to find their target.
add_to_group("player_fleet")
# Researching a vessel upgrade improves the ships already flying, not
# just the next one built (#5).
GameState.vessel_upgraded.connect(_on_vessel_upgraded)

View file

@ -344,6 +344,33 @@ func reset_progression() -> void:
vessel_levels.clear()
# Called from the main menu's Play button (#47): the autoload survives
# change_scene_to_file(), so without this a second playthrough in the same
# process would start from wherever the last one left off instead of a
# fresh game.
func reset_new_game() -> void:
has_return_position = false
surviving_ship_count = BASE_FLEET_SIZE
surviving_vessel_types = PackedStringArray()
return_world_position = Vector2.ZERO
return_camera_zoom = 1.0
planet_name = ""
planet_id = ""
planet_definition_id = "rocky"
explored_chunks.clear()
bank_inventory = INVENTORY.new({RESOURCE_ORE: 500})
fleet_inventory = INVENTORY.new()
buildings.clear()
next_building_id = 1
stored_vessels.clear()
vessel_deliveries.clear()
extractors.clear()
transporters.clear()
planet_capture.clear()
reset_progression()
reset_formation()
# --- building stock and production queue (#16) -----------------------------
# Since #12, a building cannot just deduct from the bank at the moment of
@ -1020,6 +1047,66 @@ func _extractor_inventory(extractor: Dictionary) -> RefCounted:
return inventory
# Planet conquest: a planet must have every one of its capture points held
# before an extractor can be built there (see BuildController's placement
# gates). Keyed by the same stable planet_id as `extractors`, entirely
# separate from it - a planet can be conquered long before anyone builds an
# extractor on it, or never get one at all.
var planet_capture: Dictionary = {}
signal planet_conquered(planet_id: String)
func register_capture_points(planet_key: String, total: int) -> void:
# Idempotent: landing again on a planet must not wipe points already
# captured on a previous visit.
if planet_capture.has(planet_key):
return
var captured: Array = []
captured.resize(total)
captured.fill(false)
planet_capture[planet_key] = {"captured": captured, "conquered": false}
func capture_state(planet_key: String) -> Dictionary:
return planet_capture.get(planet_key, {"captured": [], "conquered": false})
func is_point_captured(planet_key: String, index: int) -> bool:
var captured: Array = capture_state(planet_key).get("captured", [])
if index < 0 or index >= captured.size():
return false
return bool(captured[index])
func mark_point_captured(planet_key: String, index: int) -> void:
if not planet_capture.has(planet_key):
return
var state: Dictionary = planet_capture[planet_key]
var captured: Array = state.captured
if index < 0 or index >= captured.size():
return
captured[index] = true
if state.conquered:
return
if captured.all(func(c): return bool(c)):
state.conquered = true
planet_conquered.emit(planet_key)
func is_planet_conquered(planet_key: String) -> bool:
return bool(capture_state(planet_key).get("conquered", false))
func captured_point_count(planet_key: String) -> int:
var captured: Array = capture_state(planet_key).get("captured", [])
var count: int = 0
for c in captured:
if c:
count += 1
return count
func _process(delta: float) -> void:
# Runs in the autoload, so mining and transport continue while the player
# is on a planet's surface or nowhere near either.

1
GasCargoCounter.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://dn5wt1hyaui81

1
GasCounter.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://wykjjb3qc01h

1
GasVentField.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://di1kvjt0dwvqc

33
MainMenu.gd Normal file
View file

@ -0,0 +1,33 @@
extends Node2D
@onready var play_button: IconButton = $UI/PlayButton
@onready var editor_button: IconButton = $UI/EditorButton
@onready var quit_button: IconButton = $UI/QuitButton
@onready var status_label: Label = $UI/StatusLabel
func _ready() -> void:
play_button.pressed.connect(_on_play_pressed)
editor_button.pressed.connect(_on_editor_pressed)
# #48 wires the real map editor scene up to this button; until then it
# stays visible but explains itself instead of silently doing nothing
# or pointing at a scene that doesn't exist yet.
editor_button.enabled = false
quit_button.pressed.connect(_on_quit_pressed)
quit_button.visible = not OS.has_feature("web")
func _on_play_pressed() -> void:
GameState.reset_new_game()
get_tree().change_scene_to_file("res://Main.tscn")
func _on_editor_pressed() -> void:
if editor_button.enabled:
get_tree().change_scene_to_file("res://PlanetSetupEditor.tscn")
return
status_label.text = "Map editor coming soon"
func _on_quit_pressed() -> void:
get_tree().quit()

1
MainMenu.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://p7yl0hc43yai

139
MainMenu.tscn Normal file
View file

@ -0,0 +1,139 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://MainMenu.gd" id="1"]
[ext_resource type="Script" path="res://IconButton.gd" id="2"]
[ext_resource type="Shader" path="res://starfield.gdshader" id="3"]
[sub_resource type="ShaderMaterial" id="1"]
shader = ExtResource("3")
shader_parameter/camera_cell = Vector2(0, 0)
shader_parameter/camera_frac = Vector2(0, 0)
shader_parameter/camera_zoom = 1.0
shader_parameter/viewport_size = Vector2(720, 1280)
shader_parameter/cell_size = 60.0
shader_parameter/bg_color = Color(0.02, 0.02, 0.08, 1)
[node name="MainMenu" type="Node2D"]
script = ExtResource("1")
[node name="BackgroundLayer" type="CanvasLayer" parent="."]
layer = -10
[node name="Starfield" type="ColorRect" parent="BackgroundLayer"]
material = SubResource("1")
mouse_filter = 2
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="UI" type="CanvasLayer" parent="."]
[node name="TitleLabel" type="Label" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -300
offset_right = 300
offset_top = -560
offset_bottom = -460
theme_override_font_sizes/font_size = 60
horizontal_alignment = 1
text = "SPACESHIP TEST"
[node name="PlayButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = -300
offset_bottom = -172
script = ExtResource("2")
icon = 2
glow_color = Color(0.35, 0.95, 0.55, 1)
[node name="PlayLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -160
offset_right = 160
offset_top = -160
offset_bottom = -94
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Play"
[node name="EditorButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = -20
offset_bottom = 108
script = ExtResource("2")
icon = 0
glow_color = Color(0.5, 0.75, 1, 1)
[node name="EditorLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -200
offset_right = 200
offset_top = 120
offset_bottom = 186
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Map Editor"
[node name="StatusLabel" type="Label" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -260
offset_right = 260
offset_top = 200
offset_bottom = 260
theme_override_font_sizes/font_size = 26
horizontal_alignment = 1
autowrap_mode = 2
text = ""
[node name="QuitButton" type="Control" parent="UI"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = 320
offset_bottom = 448
script = ExtResource("2")
icon = 1
glow_color = Color(0.9, 0.35, 0.35, 1)
[node name="QuitLabel" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -160
offset_right = 160
offset_top = 460
offset_bottom = 526
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "Quit"

16
PlanetSetup.gd Normal file
View file

@ -0,0 +1,16 @@
class_name PlanetSetup
extends Resource
# A hand-authored capture-point/enemy layout for a planet surface. Chosen
# deterministically per planet (see PlanetSetups.setup_for_planet) rather
# than generated - #40 wants curated setups, not procedural ones - and
# stored as a committed .tres under res://PlanetSetups/, not in a save.
@export var setup_id: String = ""
@export var display_name: String = ""
# Which PlanetSurfaceProfiles id (e.g. "rocky", "gas") this setup was
# authored for; only setups matching a planet's own profile are eligible.
@export var surface_profile_id: String = "rocky"
# Surface-local positions (the fleet lands at Vector2.ZERO).
@export var capture_points: PackedVector2Array = PackedVector2Array()
@export var enemy_spawns: Array[Resource] = []

1
PlanetSetup.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://d1govxko60n03

33
PlanetSetupHost.gd Normal file
View file

@ -0,0 +1,33 @@
class_name PlanetSetupHost
extends Node2D
# Instantiates the contents of a PlanetSetup onto a landed surface. Capture
# points are placeholder markers here; #43 replaces them with the real
# CapturePoint scene through the same apply_setup() entry point, and enemy
# spawning is filled in by the enemy-foundation ticket (#44). Keeping this
# seam stable is the point of this ticket.
const MARKER_COLOR: Color = Color(0.55, 0.85, 1.0)
const MARKER_RADIUS: float = 36.0
var setup: Resource
func apply_setup(new_setup: Resource) -> void:
setup = new_setup
for child in get_children():
child.queue_free()
if setup == null:
return
for point in setup.capture_points:
_add_capture_point_marker(point)
func _add_capture_point_marker(at: Vector2) -> void:
var marker: NeonPiece = NeonPiece.create(self, at, MARKER_COLOR)
var points: PackedVector2Array = PackedVector2Array()
for i in range(16):
var angle: float = float(i) / 16.0 * TAU
points.append(Vector2(cos(angle), sin(angle)) * MARKER_RADIUS)
marker.add_polygon(points, 0.6)
marker.queue_redraw()

1
PlanetSetupHost.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://ckxmhx54fi5s1

6
PlanetSetupHost.tscn Normal file
View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://PlanetSetupHost.gd" id="1"]
[node name="PlanetSetupHost" type="Node2D"]
script = ExtResource("1")

7
PlanetSetupSpawn.gd Normal file
View file

@ -0,0 +1,7 @@
class_name PlanetSetupSpawn
extends Resource
# One authored enemy placement within a PlanetSetup.
@export var enemy_id: String = "chaser"
@export var position: Vector2 = Vector2.ZERO

1
PlanetSetupSpawn.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://c8spn4nio735d

69
PlanetSetups.gd Normal file
View file

@ -0,0 +1,69 @@
class_name PlanetSetups
extends RefCounted
# Registry of authored PlanetSetup resources. Deliberately scans
# res://PlanetSetups/ at first use instead of a hardcoded preload
# dictionary (contrast PlanetDefinitions.gd), so dropping a new .tres in
# that folder is the only step needed to add a setup - the map editor
# (#48) writes there directly.
const SETUPS_DIR: String = "res://PlanetSetups"
# Compared against get_script() rather than an `is PlanetSetup` check - the
# same load-order hazard as PlanetSurfaceController's setup_host: a global
# class_name identifier can be looked up before an import pass has
# registered it, while a direct script preload never depends on that cache.
const PLANET_SETUP_SCRIPT: Script = preload("res://PlanetSetup.gd")
static var _all: Array = []
static var _scanned: bool = false
static func _ensure_scanned() -> void:
if _scanned:
return
_scanned = true
var dir: DirAccess = DirAccess.open(SETUPS_DIR)
if dir == null:
return
dir.list_dir_begin()
var file_name: String = dir.get_next()
while file_name != "":
if not dir.current_is_dir() and file_name.ends_with(".tres"):
var res: Resource = load(SETUPS_DIR + "/" + file_name)
if res != null and res.get_script() == PLANET_SETUP_SCRIPT:
_all.append(res)
file_name = dir.get_next()
dir.list_dir_end()
static func rescan() -> void:
# The map editor calls this after saving so a freshly written setup is
# visible without restarting the process.
_all = []
_scanned = false
_ensure_scanned()
static func all() -> Array:
_ensure_scanned()
return _all
static func setups_for_profile(profile_id: String) -> Array:
var result: Array = []
for setup in all():
if setup.surface_profile_id == profile_id:
result.append(setup)
return result
static func setup_for_planet(planet_id: String, profile_id: String) -> Resource:
# Same pattern as WorldGen.planet_data_at_chunk: seeded purely from the
# planet's own stable id, so the same planet always resolves to the
# same setup from anywhere, with nothing stored.
var candidates: Array = setups_for_profile(profile_id)
if candidates.is_empty():
return null
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = hash(planet_id)
return candidates[rng.randi() % candidates.size()]

1
PlanetSetups.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://c5ndxvompklip

View file

@ -0,0 +1,27 @@
[gd_resource type="Resource" script_class="PlanetSetup" load_steps=4 format=3]
[ext_resource type="Script" path="res://PlanetSetup.gd" id="1"]
[ext_resource type="Script" path="res://PlanetSetupSpawn.gd" id="2"]
[sub_resource type="Resource" id="Resource_g1"]
script = ExtResource("2")
enemy_id = "chaser"
position = Vector2(500, -300)
[sub_resource type="Resource" id="Resource_g2"]
script = ExtResource("2")
enemy_id = "chaser"
position = Vector2(-450, 400)
[sub_resource type="Resource" id="Resource_g3"]
script = ExtResource("2")
enemy_id = "chaser"
position = Vector2(200, 700)
[resource]
script = ExtResource("1")
setup_id = "gas_default"
display_name = "Gas Default"
surface_profile_id = "gas"
capture_points = PackedVector2Array(600, -200, -550, -250, 0, 650, -700, 450)
enemy_spawns = Array[Resource]([SubResource("Resource_g1"), SubResource("Resource_g2"), SubResource("Resource_g3")])

View file

@ -0,0 +1,22 @@
[gd_resource type="Resource" script_class="PlanetSetup" load_steps=4 format=3]
[ext_resource type="Script" path="res://PlanetSetup.gd" id="1"]
[ext_resource type="Script" path="res://PlanetSetupSpawn.gd" id="2"]
[sub_resource type="Resource" id="Resource_r1"]
script = ExtResource("2")
enemy_id = "chaser"
position = Vector2(450, 250)
[sub_resource type="Resource" id="Resource_r2"]
script = ExtResource("2")
enemy_id = "chaser"
position = Vector2(-600, -350)
[resource]
script = ExtResource("1")
setup_id = "rocky_default"
display_name = "Rocky Default"
surface_profile_id = "rocky"
capture_points = PackedVector2Array(700, 100, -650, 300, 50, -750)
enemy_spawns = Array[Resource]([SubResource("Resource_r1"), SubResource("Resource_r2")])

View file

@ -2,6 +2,8 @@ extends Node2D
const SURFACE_PROFILES = preload("res://PlanetSurfaceProfiles.gd")
const PLANET_DEFINITIONS = preload("res://PlanetDefinitions.gd")
const PLANET_SETUPS = preload("res://PlanetSetups.gd")
const SETUP_HOST_SCENE: PackedScene = preload("res://PlanetSetupHost.tscn")
# Bootstraps the surviving fleet, including each vessel type, on this scene's
# own startup (from GameState, since this is a fresh scene tree - nothing here
@ -46,10 +48,21 @@ func _compose_surface(profile: Resource) -> void:
var caption: Label = get_node(caption_path)
caption.add_theme_color_override("font_color", profile.caption_color)
caption.add_theme_color_override("font_outline_color", profile.caption_outline_color)
if profile.features_scene == null:
return
var features: Node = profile.features_scene.instantiate()
feature_host.add_child(features)
if profile.features_scene != null:
var features: Node = profile.features_scene.instantiate()
feature_host.add_child(features)
var setup: Resource = PLANET_SETUPS.setup_for_planet(GameState.planet_id, profile.profile_id)
if setup != null:
# Untyped on purpose: a static PlanetSetupHost annotation here would
# need the global class_name cache to already know about it, which
# is only true after an editor/import pass has run (see #31/#35's
# load-order notes) - a plain Node reference plus duck-typed
# apply_setup() sidesteps that entirely, same as BuildingDefinitions
# and VesselDefinitions already do for their own resource types.
var setup_host: Node = SETUP_HOST_SCENE.instantiate()
feature_host.add_child(setup_host)
setup_host.apply_setup(setup)
func _on_exit_pressed() -> void:

1
ResourceGlyph.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://beff2kjshg4vf

View file

@ -0,0 +1 @@
uid://bv6u4t3oabews

22
Ship.gd
View file

@ -115,17 +115,27 @@ func _physics_process(delta: float) -> void:
rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
func _on_area_entered(area: Area2D) -> void:
if not (area.is_in_group("enemies") or area.is_in_group("asteroids")):
return
func take_damage(_amount: int) -> bool:
# Ships have no hit points - any unabsorbed hit is lethal. A shield
# charge absorbs a hit entirely regardless of its amount, matching
# VesselShieldComponent's existing all-or-nothing semantics; `_amount`
# is accepted (not `int`-clamped away) so callers like EnemyProjectile
# have a normal damage parameter to pass even though it isn't graded here.
for child in get_children():
if child.has_method("absorb_hit") and child.absorb_hit():
if area.is_in_group("asteroids") and is_instance_valid(area):
area.queue_free()
return
return true
ShipExplosionVFX.spawn(get_tree().root, position)
destroyed.emit()
queue_free()
return false
func _on_area_entered(area: Area2D) -> void:
if not (area.is_in_group("enemies") or area.is_in_group("asteroids")):
return
var absorbed: bool = take_damage(1)
if absorbed and area.is_in_group("asteroids") and is_instance_valid(area):
area.queue_free()
func _draw() -> void:

1
VesselDelivery.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://ft0puvels7lg

View file

@ -0,0 +1 @@
uid://clgmyishafevr

View file

@ -11,7 +11,7 @@ config_version=5
[application]
config/name="Spaceship Test"
run/main_scene="res://Main.tscn"
run/main_scene="res://MainMenu.tscn"
config/features=PackedStringArray("4.7")
config/icon="res://icon.svg"

View file

@ -39,5 +39,5 @@ func _ready() -> void:
for offset in [Vector2(-65, 0), Vector2(45, -45), Vector2(55, 65)]:
var enemy: Node = load("res://Enemy.tscn").instantiate()
enemy.position = skill.aim_target + offset
enemy.speed = 0.0
main.add_child(enemy)
enemy.speed = 0.0 # after add_child - _ready() sets it from the definition

View file

@ -0,0 +1 @@
uid://x0rvhwfnneqp

View file

@ -0,0 +1,12 @@
extends Node2D
func _ready() -> void:
GameState.planet_name = "Kepler's Rest"
GameState.planet_id = "chunk:3:7"
GameState.planet_definition_id = "rocky"
GameState.surviving_ship_count = 3
GameState.rocks = 128
var surface: Node = load("res://PlanetSurface.tscn").instantiate()
surface.get_node("SurfaceController").fade_duration = 0.0
add_child(surface)

View file

@ -0,0 +1 @@
uid://dtpta85omp8cm

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_setup_markers_preview.gd" id="1"]
[node name="SetupMarkersPreview" type="Node2D"]
script = ExtResource("1")

View file

@ -0,0 +1,78 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_composition.gd
# Verifies:
# 1. an Enemy resolves its stats/hull/color from EnemyDefinitions, not
# hardcoded fields
# 2. an enemy instantiated under a node that is NOT a sibling of Fleet
# still finds the fleet and pursues it (the old `../Fleet` path would
# break here - this is exactly the planet-surface hazard #44 exists
# to close before #45/#46 land)
var main_scene: Node
var fleet: Node
var nested_host: Node2D
var enemy: Node
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
var chaser_def: Resource = EnemyDefinitions.get_definition("chaser")
if chaser_def.enemy_id != "chaser" or chaser_def.max_hp != 3:
return _fail("EnemyDefinitions did not resolve the chaser definition")
main_scene = load("res://Main.tscn").instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
main_scene.get_node("EnemySpawner").set_process(false)
# Deliberately NOT a sibling of Fleet - two levels deep under an
# unrelated node, the way a planet surface's SurfaceFeatures parents
# things.
nested_host = Node2D.new()
nested_host.name = "NestedHost"
main_scene.add_child(nested_host)
var inner: Node2D = Node2D.new()
inner.name = "Inner"
nested_host.add_child(inner)
enemy = load("res://Enemy.tscn").instantiate()
enemy.position = fleet.get_centroid() + Vector2(600, 0)
inner.add_child(enemy)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.1:
return false
if enemy.definition == null or enemy.definition.enemy_id != "chaser":
return _fail("enemy did not resolve its definition on _ready")
if enemy.hp != enemy.definition.max_hp:
return _fail("enemy hp did not come from the definition")
if not enemy.has_capability("pursuit"):
return _fail("chaser did not compose a pursuit component")
elapsed = 0.0
stage = 1
return false
1:
# Give the pursuit component a few physics ticks to close distance.
if elapsed < 1.0:
return false
var distance: float = enemy.position.distance_to(fleet.get_centroid())
print("distance_after_1s=%.1f (started at 600)" % distance)
if distance >= 550.0:
return _fail("enemy under a non-sibling host never approached the fleet")
print("TEST_ENEMY_COMPOSITION: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_ENEMY_COMPOSITION: FAIL (%s)" % message)
quit(1)
return true

View file

@ -0,0 +1 @@
uid://dltu3a0n318lo

View file

@ -0,0 +1,91 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_enemy_projectile_damage.gd
# Verifies the ranged damage path #44 adds: an EnemyProjectile destroys an
# unshielded ship on contact, and is absorbed by a shielded ship, removing
# exactly one charge rather than destroying it.
var game_state: Node
var scene: Node
var fleet: Node
var interceptor: Node
var shield_ship: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.transporters.clear()
game_state.stored_vessels.clear()
game_state.build_time_scale = 0.02
game_state.reset_progression()
game_state.rocks = 2000
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
fleet = scene.get_node("Fleet")
func _fire_at(ship: Node) -> void:
var projectile: Area2D = load("res://EnemyProjectile.tscn").instantiate()
projectile.global_position = ship.global_position
projectile.launch(Vector2.ZERO) # already on top of the target
scene.add_child(projectile)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
fleet.spawn_ships(1, Vector2.ZERO)
interceptor = fleet.ships[0]
fleet.add_ship(GameState.VESSEL_SHIELD)
shield_ship = fleet.ships[1]
shield_ship.position = Vector2(2000.0, 0.0)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
if not shield_ship.has_shield():
return _fail("a fresh shield vessel has no shield")
_fire_at(interceptor)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.4:
return false
if is_instance_valid(interceptor):
return _fail("an unshielded ship survived an enemy projectile")
print("unshielded interceptor destroyed by an enemy projectile")
_fire_at(shield_ship)
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.4:
return false
if not is_instance_valid(shield_ship):
return _fail("a shielded ship was destroyed by an enemy projectile")
if shield_ship.shield_charges != 0:
return _fail("shield charges did not drop to 0 after absorbing one hit (charges=%d)" %
shield_ship.shield_charges)
print("shielded ship absorbed the hit and lost exactly one charge")
print("TEST_ENEMY_PROJECTILE_DAMAGE: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_ENEMY_PROJECTILE_DAMAGE: FAIL (%s)" % message)
quit(1)
return true

View file

@ -0,0 +1 @@
uid://cx7f3e82jkumb

View file

@ -42,6 +42,12 @@ func _initialize() -> void:
game_state.rocks = 200
game_state.buildings.clear()
game_state.extractors.clear()
game_state.planet_capture.clear()
# This test is about the planet-proximity/duplicate rules, not conquest
# (see test_planet_conquest_gate), so pre-conquer the target planet.
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
game_state.register_capture_points(target_planet_id, 1)
game_state.mark_point_captured(target_planet_id, 0)
# Extractors are gated behind research (see test_skill_tree). This test
# is about the planet-proximity rule, so grant the research up front.
game_state.reset_progression()

View file

@ -107,16 +107,19 @@ func _process(delta: float) -> bool:
if main.get_node("Camera2D").zoom.x >= original_zoom:
return _fail_now("long aim did not zoom out")
# speed is set AFTER add_child(): _ready() copies it from the
# enemy's definition, which would otherwise clobber a
# pre-add_child override the instant the enemy entered the tree.
for offset in [Vector2(-60, 0), Vector2(70, 35)]:
var enemy: Node = load("res://Enemy.tscn").instantiate()
enemy.position = skill.aim_target + offset
enemy.speed = 0.0
main.add_child(enemy)
enemy.speed = 0.0
inside_enemies.append(enemy)
outside_enemy = load("res://Enemy.tscn").instantiate()
outside_enemy.position = skill.aim_target + Vector2(GasBombController.AOE_RADIUS + 80.0, 0)
outside_enemy.speed = 0.0
main.add_child(outside_enemy)
outside_enemy.speed = 0.0
var release := InputEventScreenTouch.new()
release.index = 7

View file

@ -0,0 +1 @@
uid://ce1d4f81i7iqp

View file

@ -0,0 +1 @@
uid://dbp0236qseh1x

95
tests/test_main_menu.gd Normal file
View file

@ -0,0 +1,95 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_main_menu.gd
# Verifies:
# 1. the menu loads with Play/Map Editor/Quit, the editor button starts
# disabled and explains itself instead of silently doing nothing
# 2. Quit's visibility follows OS.has_feature("web") (this platform is
# not a web export, so this run exercises the "visible" branch; the
# condition itself is what's under test, not the concrete boolean)
# 3. Play resets GameState to a fresh game AND reaches Main.tscn
var menu: Node
var game_state: Node
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
game_state = root.get_node("GameState")
menu = load("res://MainMenu.tscn").instantiate()
root.add_child(menu)
current_scene = menu
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# A scene added to the tree inside _initialize() has not had its
# _ready() flushed yet - see test_planet_setups.gd for the same
# hazard - so the menu's @onready buttons aren't valid until a
# frame has actually processed.
if elapsed < 0.1:
return false
if menu.editor_button.enabled:
return _fail("map editor button is not disabled ahead of #48")
if menu.quit_button.visible != (not OS.has_feature("web")):
return _fail("quit button visibility did not follow OS.has_feature('web')")
_press(menu.editor_button)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.1:
return false
if "coming soon" not in menu.status_label.text.to_lower():
return _fail("disabled editor button press did not explain itself")
if current_scene != menu:
return _fail("pressing the disabled editor button changed scenes")
# Dirty the game state exactly like an in-progress run would,
# so a genuine reset is distinguishable from a coincidental match.
game_state.bank_inventory.set_amount(GameState.RESOURCE_ORE, 999)
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
game_state.surviving_ship_count = 1
game_state.planet_capture["chunk:1:1"] = {"captured": [true], "conquered": true}
_press(menu.play_button)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
var on_main: bool = current_scene != null and current_scene.name == "Main"
var reset_ok: bool = game_state.rocks == 500 and game_state.buildings.is_empty() \
and game_state.surviving_ship_count == GameState.BASE_FLEET_SIZE \
and game_state.planet_capture.is_empty()
print("on_main=%s reset_ok=%s rocks=%d buildings=%d ship_count=%d" % [
on_main, reset_ok, game_state.rocks, game_state.buildings.size(),
game_state.surviving_ship_count
])
if not on_main or not reset_ok:
return _fail("Play did not reset to a fresh game before reaching Main.tscn")
print("TEST_MAIN_MENU: PASS")
quit(0)
return true
return false
func _press(button: IconButton) -> void:
var down: InputEventScreenTouch = InputEventScreenTouch.new()
down.pressed = true
button._gui_input(down)
var up: InputEventScreenTouch = InputEventScreenTouch.new()
up.pressed = false
button._gui_input(up)
func _fail(message: String) -> bool:
print("TEST_MAIN_MENU: FAIL (%s)" % message)
quit(1)
return true

View file

@ -0,0 +1 @@
uid://dgf2ichdb7d4j

View file

@ -0,0 +1,157 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_conquest_gate.gd
# Verifies:
# 1. GameState starts every planet unconquered, and register_capture_points
# is idempotent (a second call with the same total doesn't wipe progress)
# 2. mark_point_captured only conquers once every point is captured, and
# the planet_conquered signal fires exactly once
# 3. over an unconquered planet, the extractor build option is disabled,
# the info popup explains why, and confirming spends nothing and builds
# nothing
# 4. once conquered, the same build flow works and charges the cost
var main_scene: Node
var fleet: Node
var game_state: Node
var controller: Node
var button: IconButton
var popup: Control
var target_chunk: Vector2i
var stage: int = 0
var elapsed: float = 0.0
var conquered_signal_count: int = 0
func _initialize() -> void:
var found: bool = false
for x in range(-15, 15):
for y in range(-15, 15):
var chunk: Vector2i = Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk):
target_chunk = chunk
found = true
break
if found:
break
if not found:
return _fail("no planet chunk to test with")
game_state = root.get_node("GameState")
game_state.rocks = 200
game_state.buildings.clear()
game_state.extractors.clear()
game_state.planet_capture.clear()
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)
var target_planet_id: String = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
# Unit-level checks on GameState itself, before any scene involvement.
if game_state.is_planet_conquered(target_planet_id):
return _fail("a fresh planet reported conquered")
game_state.register_capture_points(target_planet_id, 3)
game_state.mark_point_captured(target_planet_id, 0)
game_state.register_capture_points(target_planet_id, 3) # idempotent re-registration
if game_state.captured_point_count(target_planet_id) != 1:
return _fail("re-registering wiped already-captured progress")
game_state.planet_conquered.connect(func(_id): conquered_signal_count += 1)
game_state.mark_point_captured(target_planet_id, 1)
if game_state.is_planet_conquered(target_planet_id):
return _fail("conquered with points still missing")
game_state.mark_point_captured(target_planet_id, 2)
if not game_state.is_planet_conquered(target_planet_id):
return _fail("all points captured but planet not marked conquered")
# Marking an already-captured point again must not double-fire the signal.
game_state.mark_point_captured(target_planet_id, 2)
if conquered_signal_count != 1:
return _fail("planet_conquered fired %d times, expected exactly 1" % conquered_signal_count)
# Reset conquest for the scene-level gate check below - this run tests
# the unconquered path first, then conquers it.
game_state.planet_capture.clear()
main_scene = load("res://Main.tscn").instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
controller = main_scene.get_node("BuildController")
button = main_scene.get_node("UI/BuildMenu/ExtractorButton")
popup = main_scene.get_node("UI/BuildMenu/InfoPopup")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
var near: Vector2 = WorldGen.chunk_origin(target_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
for ship in fleet.ships:
ship.position = near
fleet.move_to(near)
elapsed = 0.0
stage = 1
return false
1:
var planet_field: Node = main_scene.get_node("PlanetField")
if elapsed < planet_field.check_interval + 0.2:
return false
if not planet_field.populated_chunks.has(target_chunk):
return _fail("planet never spawned")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
for ship in fleet.ships:
ship.position = planet.position
fleet.move_to(planet.position)
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
var planet_field: Node = main_scene.get_node("PlanetField")
var planet: Node2D = planet_field.populated_chunks[target_chunk][0]
controller._on_build_pressed()
if button.enabled:
return _fail("extractor option enabled over an unconquered planet")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
var explains_capture: bool = popup.visible \
and "captur" in popup.get_node("Panel/MessageLabel").text.to_lower()
var offered: bool = popup.get_node("Panel/BuildButton").visible
if not explains_capture or offered:
return _fail("unconquered popup did not explain itself, or offered a build")
var rocks_before: int = game_state.rocks
controller._confirm_build() # must do nothing even if somehow pressed
if game_state.rocks != rocks_before or not game_state.extractors.is_empty():
return _fail("build proceeded over an unconquered planet")
popup.visible = false
# Now conquer it and confirm the same flow succeeds.
game_state.register_capture_points(planet.planet_id, 2)
game_state.mark_point_captured(planet.planet_id, 0)
game_state.mark_point_captured(planet.planet_id, 1)
controller._on_build_pressed()
if not button.enabled:
return _fail("extractor option stayed disabled after conquest")
controller._show_building_info(GameState.BUILDING_EXTRACTOR)
if not popup.get_node("Panel/BuildButton").visible:
return _fail("conquered planet did not offer a build")
controller._confirm_build()
var built: bool = game_state.has_extractor_at(planet.planet_id)
var charged: bool = game_state.rocks == rocks_before - GameState.EXTRACTOR_COST
if not built or not charged:
return _fail("conquered planet did not build/charge correctly")
print("TEST_PLANET_CONQUEST_GATE: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_PLANET_CONQUEST_GATE: FAIL (%s)" % message)
quit(1)
return true

View file

@ -0,0 +1 @@
uid://k4l7u3r84jch

129
tests/test_planet_setups.gd Normal file
View file

@ -0,0 +1,129 @@
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_planet_setups.gd
# Verifies:
# 1. setup_for_planet is deterministic per planet_id and only returns
# setups matching the requested surface profile
# 2. dropping a new .tres into res://PlanetSetups/ makes it appear via
# PlanetSetups.rescan() with no other code change
# 3. landing on a rocky/gas planet composes a PlanetSetupHost carrying the
# resolved setup, with one marker per capture point
const SCRATCH_SETUP_PATH: String = "res://PlanetSetups/_test_scratch_setup.tres"
var game_state: Node
var rocky_setup: Resource
var stage: int = 0
var elapsed: float = 0.0
var pending_surface: Node
func _initialize() -> void:
# --- 1. determinism and profile filtering ---
rocky_setup = PlanetSetups.setup_for_planet("chunk:3:7", "rocky")
if rocky_setup == null:
return _fail("no rocky setup resolved for a rocky planet id")
if rocky_setup.surface_profile_id != "rocky":
return _fail("resolved setup does not match the requested profile")
var rocky_setup_again: Resource = PlanetSetups.setup_for_planet("chunk:3:7", "rocky")
if rocky_setup != rocky_setup_again:
return _fail("setup_for_planet was not deterministic for the same planet id")
var gas_setup: Resource = PlanetSetups.setup_for_planet("chunk:3:7", "gas")
if gas_setup == null:
return _fail("no gas setup resolved for the same planet id under the gas profile")
if gas_setup.surface_profile_id != "gas":
return _fail("gas request returned a mismatched-profile setup")
for setup in PlanetSetups.setups_for_profile("rocky"):
if setup.surface_profile_id != "rocky":
return _fail("setups_for_profile('rocky') leaked a non-rocky setup")
# --- 2. dropping a new .tres is picked up by rescan() ---
var before_count: int = PlanetSetups.setups_for_profile("rocky").size()
var scratch: Resource = PlanetSetup.new()
scratch.setup_id = "_test_scratch_setup"
scratch.display_name = "Scratch"
scratch.surface_profile_id = "rocky"
scratch.capture_points = PackedVector2Array([Vector2(100, 100)])
var save_err: int = ResourceSaver.save(scratch, SCRATCH_SETUP_PATH)
if save_err != OK:
return _fail("could not save the scratch setup for the pickup check (err %d)" % save_err)
PlanetSetups.rescan()
var after_count: int = PlanetSetups.setups_for_profile("rocky").size()
DirAccess.remove_absolute(ProjectSettings.globalize_path(SCRATCH_SETUP_PATH))
var import_file: String = SCRATCH_SETUP_PATH + ".import"
if FileAccess.file_exists(import_file):
DirAccess.remove_absolute(ProjectSettings.globalize_path(import_file))
PlanetSetups.rescan()
if after_count != before_count + 1:
return _fail("registry did not pick up a newly saved setup (before=%d after=%d)" % [
before_count, after_count
])
# --- 3. landing composes a PlanetSetupHost with the resolved setup ---
# Deferred to _process(): a scene instantiated and added to the tree
# inside _initialize() has not had its _ready() chain flushed yet (this
# runs before the engine's first frame), so children added during
# PlanetSurfaceController._ready() are not observable until a frame has
# actually processed - see test_gas_system.gd for the same pattern.
game_state = root.get_node("GameState")
game_state.planet_name = "Setup Test"
game_state.planet_id = "chunk:3:7"
game_state.planet_definition_id = "rocky"
pending_surface = load("res://PlanetSurface.tscn").instantiate()
root.add_child(pending_surface)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.1:
return false
var host: Node = pending_surface.get_node_or_null("SurfaceFeatures/PlanetSetupHost")
if host == null:
pending_surface.free()
return _fail("landing did not compose a PlanetSetupHost")
if host.setup != rocky_setup:
pending_surface.free()
return _fail("host did not receive the deterministically resolved setup")
var marker_count: int = 0
for child in host.get_children():
if child is NeonPiece:
marker_count += 1
if marker_count != rocky_setup.capture_points.size():
pending_surface.free()
return _fail("host placed %d markers for %d capture points" % [
marker_count, rocky_setup.capture_points.size()
])
pending_surface.free()
game_state.planet_definition_id = "gas_giant"
pending_surface = load("res://PlanetSurface.tscn").instantiate()
root.add_child(pending_surface)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.1:
return false
var gas_host: Node = pending_surface.get_node_or_null("SurfaceFeatures/PlanetSetupHost")
if gas_host == null or gas_host.setup.surface_profile_id != "gas":
pending_surface.free()
return _fail("gas landing did not compose a matching-profile setup host")
pending_surface.free()
print("TEST_PLANET_SETUPS: PASS")
quit(0)
return true
return false
func _fail(message: String) -> bool:
print("TEST_PLANET_SETUPS: FAIL (%s)" % message)
if FileAccess.file_exists(SCRATCH_SETUP_PATH):
DirAccess.remove_absolute(ProjectSettings.globalize_path(SCRATCH_SETUP_PATH))
quit(1)
return true

View file

@ -0,0 +1 @@
uid://d2ekw3y7ipgy2

View file

@ -0,0 +1 @@
uid://bbqmyl26uqrbj