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>
105 lines
4 KiB
GDScript
105 lines
4 KiB
GDScript
extends SceneTree
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# Forgejo #23 + #25: the mothership hangar presents vessels by type, tapping
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# an available type crews one, tapping a fleet type stores one, and contextual
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# world buttons each get their own touch berth.
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var game_state: Node
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var scene: Node
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var fleet: Node
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var controller: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.stored_vessels.clear()
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game_state.rocks = 100
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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controller = scene.get_node("BuildController")
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage == 0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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for a in get_nodes_in_group("asteroids"):
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if is_instance_valid(a):
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a.queue_free()
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fleet.spawn_ships(1, Vector2.ZERO)
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fleet.add_ship(GameState.VESSEL_SHIELD)
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game_state.stored_vessels = [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
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GameState.VESSEL_TRANSPORTER]
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controller._on_hangar_pressed()
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elapsed = 0.0
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stage = 1
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return false
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if stage == 1:
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if elapsed < 0.2:
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return false
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# Available cards name the vessel and count what can be crewed.
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var available_label: Label = controller.hangar_available_labels[0]
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if "Interceptor" not in available_label.text or "1 available" not in available_label.text:
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_fail("available interceptor card says '%s'" % available_label.text)
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return true
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if controller._hangar_types().has(GameState.VESSEL_TRANSPORTER) \
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or fleet.add_ship(GameState.VESSEL_TRANSPORTER):
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_fail("a logistics transporter was exposed as a fleet vessel")
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return true
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controller._on_hangar_crew_type(0)
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if fleet.ships.size() != 3 or game_state.stored_vessels.has(GameState.VESSEL_INTERCEPTOR):
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_fail("tapping an available interceptor did not crew it")
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return true
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controller._on_hangar_store_type(1)
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if fleet.ships.size() != 2 or not game_state.stored_vessels.has(GameState.VESSEL_SHIELD):
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_fail("tapping the shield fleet card did not store it")
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return true
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# The safety rule prevents an empty deployed fleet.
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controller._on_hangar_store_type(0)
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controller._on_hangar_store_type(0)
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if fleet.ships.size() != 1:
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_fail("hangar allowed the last deployed ship to be stored")
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return true
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# Context actions are compact until expanded. A mothership unfolds
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# research and hangar; transfer stays as a persistent shortcut beside
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# Build and is not duplicated in the foldout.
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var mothership: Node2D = load("res://buildings/Building.tscn").instantiate()
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mothership.set("building_type", GameState.BUILDING_MOTHERSHIP)
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mothership._ready()
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controller.current_building = mothership
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controller.context_actions_expanded = true
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controller.transfer_button.visible = controller._has_transfer_context()
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controller._layout_context_buttons()
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var buttons: Array = [controller.building_action_button, controller.hangar_button]
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for i in range(buttons.size() - 1):
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if buttons[i].offset_right > buttons[i + 1].offset_left:
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_fail("context buttons %d and %d overlap" % [i, i + 1])
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return true
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controller._collapse_context_actions()
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if controller.building_action_button.visible or controller.hangar_button.visible:
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_fail("collapsing the context button left an action visible")
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return true
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if not controller.transfer_button.visible \
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or controller.transfer_button.offset_top != controller.build_button.offset_top \
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or controller.transfer_button.offset_left <= controller.build_button.offset_left:
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_fail("transfer shortcut is not beside Build")
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return true
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mothership.free()
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print("hangar crews and stores typed vessels; contextual actions expand and collapse")
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print("TEST_HANGAR_MANAGEMENT: PASS")
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quit(0)
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return true
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return false
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func _fail(message: String) -> void:
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print("TEST_HANGAR_MANAGEMENT: FAIL (%s)" % message)
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quit(1)
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