fix(ui): address PR #124 review — navigation, error handling, cleanup

- Economics panel: replace dead _gui_input LEFT/RIGHT with public
  navigate() method, wire [ ] keys in main.gd (avoids movement
  key conflict, fixes focus_mode=NONE issue)
- Debug console: add explicit effect guard in econ inject no-commodity
  branch so invalid effects don't fall to commodity-form error
- Snapshot consumer: null-clear GameState.economy_snapshot after
  consuming (matches one-shot consumer invariant)
- Star map: remove duplicate doc comment above set_insert_active()
- Generate script: remove stale comment, dead _WORKTREE_PARENT var,
  dead field extraction in parse_wiki_index, add try/except around
  DB queries

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-10 14:03:49 +02:00
co-authored by Claude Opus 4.6
parent 532fcd64a5
commit 28d95c23a8
6 changed files with 69 additions and 79 deletions
+6
View File
@@ -287,6 +287,12 @@ func _econ_inject(parts: Array) -> void:
magnitude_str = args[2]
if args.size() >= 4:
ticks_str = args[3]
elif args.size() == 3:
# 3 args but args[1] isn't shock/boost — bad effect keyword, not a commodity
_append_text(
"econ inject: effect must be 'shock' or 'boost', got '%s'" % args[1], ERROR_COLOR
)
return
else:
# With commodity_id: econ inject <system> <commodity> <effect> <magnitude> [ticks]
commodity_id = args[1]
+10 -25
View File
@@ -167,10 +167,11 @@ func _load_system_list() -> void:
var sid: String = node.get("system_id", "")
if not sid.is_empty():
_systems.append(node)
_systems.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
var na: String = a.get("proper_name", a.get("system_id", ""))
var nb: String = b.get("proper_name", b.get("system_id", ""))
return na < nb
_systems.sort_custom(
func(a: Dictionary, b: Dictionary) -> bool:
var na: String = a.get("proper_name", a.get("system_id", ""))
var nb: String = b.get("proper_name", b.get("system_id", ""))
return na < nb
)
if not _systems.is_empty():
selected_system = _systems[0].get("system_id", "")
@@ -256,7 +257,7 @@ func _rebuild_panel() -> void:
_panel.add_component(_placeholder_notice)
_panel.add_component(ImplantSeparator.new())
_panel.add_component(ImplantTextBlock.new("◄ ► select · E close"))
_panel.add_component(ImplantTextBlock.new("[ ] select system · E close"))
func _current_node() -> Dictionary:
@@ -304,27 +305,11 @@ func _on_economy_data_updated(system_id: String, data: Dictionary) -> void:
_placeholder_notice.text = "LIVE DATA ACTIVE"
# =============================================================================
# Input — LEFT/RIGHT arrow navigation between systems
# =============================================================================
func _gui_input(event: InputEvent) -> void:
if not visible:
return
if event is InputEventKey and event.pressed and not event.is_echo():
match event.keycode:
KEY_LEFT:
_cycle_system(-1)
get_viewport().set_input_as_handled()
KEY_RIGHT:
_cycle_system(1)
get_viewport().set_input_as_handled()
func _cycle_system(direction: int) -> void:
## Cycle the system selector by delta steps (+1 or -1).
## Called from main.gd _unhandled_key_input — [ and ] keys when panel is active.
func navigate(delta: int) -> void:
if _systems.is_empty():
return
_selected_idx = wrapi(_selected_idx + direction, 0, _systems.size())
_selected_idx = wrapi(_selected_idx + delta, 0, _systems.size())
selected_system = _systems[_selected_idx].get("system_id", "")
_rebuild_panel()
-1
View File
@@ -135,7 +135,6 @@ func _process(_delta: float) -> void:
_dirty = false
## Called from main.gd when insert state changes.
## Called from main.gd when insert state changes.
func set_insert_active(active: bool) -> void:
_insert_active = active