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>
125 lines
5.2 KiB
GDScript
125 lines
5.2 KiB
GDScript
extends SceneTree
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# Forgejo #27: gas giants are deterministic animated gas sources, and the
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# existing transporter route carries their gas without converting it to ore.
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var game_state: 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.gas = 0
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game_state.rocks = 0
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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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# A guaranteed gas source near the spawn is now a DEV MODE guarantee
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# rather than something every game gets - a normal game has to go and
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# find one. Dev mode is therefore where this premise still holds, and
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# where a play-tester reaching gas quickly still matters.
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game_state.dev_mode = true
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var nearby_chunk: Vector2i = Vector2i.ZERO
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for chunk in WorldGen.DEV_PLANET_CHUNKS:
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if String(WorldGen.DEV_PLANET_CHUNKS[chunk]) == "gas_giant":
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nearby_chunk = chunk
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var nearby_data: Dictionary = WorldGen.planet_data_at_chunk(nearby_chunk)
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var nearby_position: Vector2 = WorldGen.chunk_origin(nearby_chunk) + nearby_data.local_pos
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if not WorldGen.has_planet_at_chunk(nearby_chunk):
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return _fail("dev mode's gas giant chunk does not contain a planet")
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if String(nearby_data.get("definition_id", "")) != "gas_giant":
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return _fail("dev mode's guaranteed planet is not a gas source")
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if nearby_position.length() > WorldGen.CHUNK_SIZE * 2.0:
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return _fail("nearby gas giant spawned too far away: %s" % nearby_position)
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# Gas surfaces have vents only: no deferred ore pickups, and the vent
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# emission advances continuously so the source visibly looks active.
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game_state.planet_name = "Gas Test"
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game_state.planet_definition_id = "gas_giant"
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var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
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root.add_child(surface)
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var gas_field: Node = surface.get_node("SurfaceFeatures/ResourceProvider")
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if gas_field.get_script() != load("res://surface/GasVentField.gd"):
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surface.free()
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return _fail("gas surface did not compose the gas feature scene")
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if surface.get_node_or_null("RockField") != null:
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surface.free()
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return _fail("gas surface tree contains an ore producer")
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gas_field._process(0.5)
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if gas_field.emission_phase <= 0.0:
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surface.free()
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return _fail("gas-source emission animation did not advance")
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surface.free()
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game_state.planet_definition_id = "rocky"
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var rocky_surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
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root.add_child(rocky_surface)
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var rocky_features: Node = rocky_surface.get_node("SurfaceFeatures/ResourceProvider")
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if rocky_features.get_script() != load("res://surface/RockField.gd"):
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rocky_surface.free()
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return _fail("rocky surface did not compose the ore feature scene")
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if rocky_surface.get_node_or_null("GasVentField") != null:
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rocky_surface.free()
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return _fail("rocky surface tree contains a gas producer")
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rocky_surface.free()
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var found_giant: bool = false
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for x in range(-12, 13):
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for y in range(-12, 13):
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var data: Dictionary = WorldGen.planet_data_at_chunk(Vector2i(x, y))
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if String(data.get("definition_id", "")) == "gas_giant":
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found_giant = true
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break
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if found_giant:
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break
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if not found_giant:
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return _fail("world generation produced no deterministic gas giant")
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var giant: Node2D = load("res://planets/Planet.tscn").instantiate()
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giant.definition_id = "gas_giant"
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root.add_child(giant)
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giant.visual._process(0.5)
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if giant.gas_phase <= 0.0:
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return _fail("gas giant animation did not advance")
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giant.free()
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
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game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(100, 0))
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game_state.add_extractor("Aurelia", Vector2(400, 0), "gas")
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game_state.extractors[0].stock = game_state.transporter_load_limit()
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var transporter: Dictionary = game_state.transporters[0]
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transporter.state = GameState.TRANSPORTER_TO_EXTRACTOR
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transporter.target_id = 0
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transporter.extractor_index = 0
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transporter.carrying = 0
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transporter.resource_type = "gas"
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transporter.progress = 1.0
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transporter.from = Vector2(100, 0)
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transporter.to = Vector2(400, 0)
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game_state._arrive(transporter)
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if game_state.transporters[0].state != GameState.TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR:
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return _fail("transporter did not collect gas from the extractor")
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game_state._arrive(transporter)
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if game_state.gas != game_state.transporter_load_limit() or game_state.rocks != 0:
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return _fail("gas delivery banked gas=%d ore=%d" % [game_state.gas, game_state.rocks])
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var mothership_id: int = int(game_state.buildings[0].id)
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if game_state.transfer_gas_to_fleet(mothership_id, 7) != 7 or game_state.fleet_gas_cargo != 7:
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return _fail("could not load banked gas into fleet cargo")
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if game_state.transfer_gas_to_building(2, 7) != 7 or game_state.building_gas_holdings(2) != 7:
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return _fail("could not unload fleet gas into a building")
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print("gas giant animated; transporter banked %d gas without creating ore" % game_state.gas)
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print("TEST_GAS_SYSTEM: 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) -> bool:
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print("TEST_GAS_SYSTEM: FAIL (%s)" % message)
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quit(1)
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return true
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