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>
79 lines
2 KiB
GDScript
79 lines
2 KiB
GDScript
class_name Inventory
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extends RefCounted
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var total_capacity: int = -1
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var resource_capacities: Dictionary = {}
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var _amounts: Dictionary = {}
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func _init(initial: Dictionary = {}, capacity: int = -1) -> void:
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total_capacity = capacity
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for resource_id in initial:
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set_amount(String(resource_id), int(initial[resource_id]))
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func amount(resource_id: String) -> int:
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return int(_amounts.get(resource_id, 0))
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func total() -> int:
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var result: int = 0
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for value in _amounts.values():
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result += int(value)
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return result
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func capacity_for(resource_id: String) -> int:
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return int(resource_capacities.get(resource_id, -1))
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func space_for(resource_id: String) -> int:
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var space: int = 1 << 30
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if total_capacity >= 0:
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space = maxi(total_capacity - total(), 0)
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var resource_capacity: int = capacity_for(resource_id)
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if resource_capacity >= 0:
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space = mini(space, maxi(resource_capacity - amount(resource_id), 0))
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return space
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func set_amount(resource_id: String, value: int) -> int:
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_amounts.erase(resource_id)
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var accepted: int = mini(maxi(value, 0), space_for(resource_id))
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if accepted > 0:
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_amounts[resource_id] = accepted
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return amount(resource_id)
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func deposit(resource_id: String, requested: int) -> int:
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var moved: int = mini(maxi(requested, 0), space_for(resource_id))
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if moved > 0:
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_amounts[resource_id] = amount(resource_id) + moved
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return moved
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func withdraw(resource_id: String, requested: int) -> int:
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var moved: int = mini(maxi(requested, 0), amount(resource_id))
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if moved <= 0:
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return 0
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var remaining: int = amount(resource_id) - moved
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if remaining > 0:
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_amounts[resource_id] = remaining
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else:
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_amounts.erase(resource_id)
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return moved
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func transfer_to(destination: Inventory, resource_id: String, requested: int) -> int:
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if destination == null:
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return 0
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var moved: int = mini(mini(maxi(requested, 0), amount(resource_id)), destination.space_for(resource_id))
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if moved <= 0:
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return 0
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withdraw(resource_id, moved)
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destination.deposit(resource_id, moved)
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return moved
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func snapshot() -> Dictionary:
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return _amounts.duplicate()
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