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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dbcuqclg3xhrk"
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path="res://.godot/imported/aux_terrain_tileset.bmp-cfff3a0c5b37bcf01b239cc3e0e49ae5.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/sprites/aux_terrain_tileset.bmp"
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dest_files=["res://.godot/imported/aux_terrain_tileset.bmp-cfff3a0c5b37bcf01b239cc3e0e49ae5.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -33,7 +33,9 @@ This pass re-checks the 15 issues from the prior review and surfaces new finding
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## High Priority
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### A. `apply_proposal` does not validate unit references
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### A. `apply_proposal` does not validate unit references — **Resolved 2026-04-07**
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`apply_proposal` now early-returns if either unit reference is invalid, and re-checks both before the counterattack branch.
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**File:** `nodes/combat_system.gd:129-148`
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@@ -109,7 +111,9 @@ Both systems independently iterate `get_nodes_in_group("units")`, hook `node_add
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---
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### H. Two combat entry points; `process_combat` is dead
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### H. Two combat entry points; `process_combat` is dead — **Resolved 2026-04-07**
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`process_combat()` deleted from `combat_system.gd`. Only `create_proposal` → `apply_proposal` remains.
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**File:** `nodes/combat_system.gd:114-127`
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@@ -151,7 +155,9 @@ Both renderers create one `Sprite2D` per fog tile / per wall half-segment / per
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---
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### L. `target_tile` highlight updates while combat UI is open
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### L. `target_tile` highlight updates while combat UI is open — **Not a bug (2026-04-07)**
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On re-reading `player_controller.gd:44-46`, `_process` already early-returns when `input_disabled` is true. Original finding was based on a misread; no code change needed.
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**File:** `nodes/player_controller.gd:44-52`
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@@ -179,7 +185,9 @@ The function is called but no-ops. The TODO is fine for now, but the matching at
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---
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### O. `WallRenderer._draw_tile_walls` match arms are identical
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### O. `WallRenderer._draw_tile_walls` match arms are identical — **Resolved 2026-04-07**
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Collapsed to a single `for edge in edges: _build_edge_segments(...)` loop as part of finding J's refactor.
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**File:** `nodes/wall_renderer.gd:103-112`
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@@ -219,7 +227,9 @@ Rename to `display_name` or `unit_name` to disambiguate from `Node.name` / `Obje
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---
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### S. `CombatMap.is_wall` and `is_tile_valid` have legacy fallbacks
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### S. `CombatMap.is_wall` and `is_tile_valid` have legacy fallbacks — **Resolved 2026-04-07**
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Fallback branches removed from `is_tile_passable` and `is_tile_valid`; both now `assert(map_layout != null)`. The now-dead `is_wall()` helper was deleted.
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**File:** `nodes/combat_map.gd:97-108`
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@@ -247,22 +257,22 @@ Findings 2 and 9 from the prior review are the largest gameplay gap. Until that
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| # | Finding | Priority | Effort |
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|---|---------|----------|--------|
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| A | `apply_proposal` no `is_instance_valid` | High | Small |
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| A | `apply_proposal` no `is_instance_valid` | ~~High~~ | **Done** |
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| B | No allegiance check | High | Small |
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| C | `queue_free` dangling refs | High | Small |
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| D | `atk_range` not enforced pre-request | High | Small |
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| E | Greedy axis movement, no pathfinding | Medium | Medium |
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| F | Duplicated unit-tracking | Medium | Medium |
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| G | `remove_unit` leaks signal connections | Medium | Small |
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| H | Dead `process_combat` | Medium | Trivial |
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| H | Dead `process_combat` | ~~Medium~~ | **Done** |
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| I | O(n) unit lookup | Medium | Small |
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| J | Sprite-per-tile renderers | ~~Medium~~ | **Done** |
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| K | `MapLayout.initialize` not guarded | Medium | Small |
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| L | Highlight updates while modal open | Medium | Trivial |
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| L | Highlight updates while modal open | ~~Medium~~ | **Not a bug** |
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| M | Inline scripts in `unit.tscn` | Medium | Small |
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| N | `_draw_outer_corners` stub | Low | Medium |
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| O | Redundant `match` in wall renderer | Low | Trivial |
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| O | Redundant `match` in wall renderer | ~~Low~~ | **Done** |
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| P | Magic `FOG_RECT` constant | Low | Trivial |
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| Q | Jolt 3D in 2D project | Low | Trivial |
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| R | `UnitInfo.name` shadows | Low | Trivial |
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| S | Dead fallback paths in `CombatMap` | Low | Trivial |
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| S | Dead fallback paths in `CombatMap` | ~~Low~~ | **Done** |
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@@ -74,9 +74,6 @@ func _apply_deploy(unit: Unit, coords: Vector2i) -> void:
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add_child(unit)
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func is_wall(coords: Vector2i) -> bool:
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return tile_map.get_cell_atlas_coords(coords) == tile_set.wall_tile_coords
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func remove_unit(unit: Unit) -> void:
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if unit.get_parent() == self:
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remove_child(unit)
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@@ -95,17 +92,13 @@ func apply_layout(layout: MapLayout) -> void:
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func is_tile_passable(from: Vector2i, to: Vector2i) -> bool:
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if map_layout:
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return map_layout.is_passable(from, to)
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# Fallback: no room system, use legacy wall check
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return not is_wall(to)
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assert(map_layout != null, "CombatMap.is_tile_passable called before map_layout was set")
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return map_layout.is_passable(from, to)
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func is_tile_valid(coords: Vector2i) -> bool:
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if map_layout:
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return map_layout.is_tile_valid(coords)
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# Fallback: no room system, any non-wall tile is valid
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return not is_wall(coords)
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assert(map_layout != null, "CombatMap.is_tile_valid called before map_layout was set")
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return map_layout.is_tile_valid(coords)
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func draw_room_walls() -> void:
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@@ -111,27 +111,15 @@ func select_ai_tactic(unit: Unit, opponent: Unit, available_tactics: Array[Comba
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return best_tactic
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func process_combat(attacker: Unit, defender: Unit, distance: int) -> void:
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if not attacker.is_alive() or not defender.is_alive():
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return
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var proposal := create_proposal(attacker, defender, distance)
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var atk_name := attacker.current_info.name
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var def_name := defender.current_info.name
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print("=== Combat: %s vs %s ===" % [atk_name, def_name])
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print(" %s — HP:%d ATK:%d DEF:%d HIT:%d" % [atk_name, proposal.attacker.hp, proposal.attacker.atk, proposal.attacker.def, proposal.attacker.hit])
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print(" %s — HP:%d ATK:%d DEF:%d HIT:%d" % [def_name, proposal.defender.hp, proposal.defender.atk, proposal.defender.def, proposal.defender.hit])
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apply_proposal(proposal)
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var atk_hp := attacker.current_stats.current_hp if is_instance_valid(attacker) else 0
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var def_hp := defender.current_stats.current_hp if is_instance_valid(defender) else 0
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print(" Result: %s HP=%d, %s HP=%d" % [atk_name, atk_hp, def_name, def_hp])
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func apply_proposal(proposal: CombatProposal) -> void:
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var atk_stats := proposal.attacker
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var def_stats := proposal.defender
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var atk_unit := atk_stats.unit
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var def_unit := def_stats.unit
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if not is_instance_valid(atk_unit) or not is_instance_valid(def_unit):
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return
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# Attacker strikes (if their tactic deals damage)
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if atk_stats.selected_tactic and atk_stats.selected_tactic.deals_damage():
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var atk_roll := randi_range(1, 100)
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@@ -140,7 +128,9 @@ func apply_proposal(proposal: CombatProposal) -> void:
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def_unit.take_damage(damage)
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# Counterattack if defender survives and their tactic deals damage
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if def_unit.is_alive() and def_stats.selected_tactic and def_stats.selected_tactic.deals_damage():
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if is_instance_valid(def_unit) and def_unit.is_alive() \
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and is_instance_valid(atk_unit) \
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and def_stats.selected_tactic and def_stats.selected_tactic.deals_damage():
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var def_roll := randi_range(1, 100)
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if def_roll <= def_stats.hit:
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var damage := maxi(def_stats.atk - atk_stats.def, 0)
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@@ -5,6 +5,14 @@
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[ext_resource type="Shader" uid="uid://bd8ki8xwym5nc" path="res://shaders/chroma_key.gdshader" id="3_fhs1y"]
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[ext_resource type="Texture2D" uid="uid://dyutp4m5d53gd" path="res://assets/sprites/CP002AA.BMP" id="3_on614"]
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[sub_resource type="GDScript" id="GDScript_on614"]
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resource_name = "UnitSelectorHandler"
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script/source = "extends ColorRect
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func _unit_selected_changed(_unit: Unit, selected: bool) -> void:
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visible = selected
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"
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[sub_resource type="GDScript" id="GDScript_fhs1y"]
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resource_name = "AllegianceIndicatorManager"
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script/source = "extends Sprite2D
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@@ -55,18 +63,17 @@ animations = [{
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"speed": 5.0
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}]
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[sub_resource type="GDScript" id="GDScript_on614"]
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resource_name = "UnitSelectorHandler"
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script/source = "extends ColorRect
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func _unit_selected_changed(_unit: Unit, selected: bool) -> void:
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visible = selected
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"
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[node name="Unit" type="Node2D" unique_id=1893234933 groups=["units"]]
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script = ExtResource("1_cq4v0")
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metadata/_custom_type_script = "uid://c016mxgatcpse"
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[node name="SelectionIndicator" type="ColorRect" parent="." unique_id=1313394023]
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visible = false
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offset_right = 100.0
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offset_bottom = 100.0
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color = Color(1, 1, 0.3019608, 0.36078432)
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script = SubResource("GDScript_on614")
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[node name="AllegianceIndicator" type="Sprite2D" parent="." unique_id=1567439632]
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z_index = 2
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texture = ExtResource("2_fhs1y")
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@@ -80,12 +87,5 @@ sprite_frames = SubResource("SpriteFrames_7jqdg")
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animation = &"idle"
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autoplay = "idle"
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[node name="ColorRect" type="ColorRect" parent="." unique_id=1313394023]
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visible = false
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offset_right = 100.0
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offset_bottom = 100.0
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color = Color(1, 1, 0.3019608, 0.36078432)
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script = SubResource("GDScript_on614")
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[connection signal="unit_allegiance_changed" from="." to="AllegianceIndicator" method="_on_unit_unit_allegiance_changed"]
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[connection signal="unit_selected_changed" from="." to="ColorRect" method="_unit_selected_changed"]
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[connection signal="unit_selected_changed" from="." to="SelectionIndicator" method="_unit_selected_changed"]
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@@ -30,7 +30,7 @@ debug_toggle={
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[physics]
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3d/physics_engine="Jolt Physics"
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3d/physics_engine="Dummy"
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[rendering]
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