A failed start is decided in RunStart.Launch; the scene steps nothing without a live run #26

Merged
nibu merged 2 commits from eureka/aetheria-release-failed-start-halts-1 into master 2026-11-13 13:56:24 +00:00
4 changed files with 72 additions and 14 deletions

View file

@ -106,6 +106,9 @@ public class ActionGameManager : MonoBehaviour
}
public static Galaxy CurrentGalaxy;
// Whether a run is live: a failed start and a finished run both clear the galaxy, and the scene's update paths (this
// manager's, the renderer's) step and draw nothing without one.
public static bool RunLive => CurrentGalaxy != null;
// The scenario a new run starts from: MainMenu.Launch sets it, and StartGame's new-run branch consumes it once.
public static Scenario PendingScenario;
@ -854,21 +857,12 @@ public class ActionGameManager : MonoBehaviour
var scenario = PendingScenario;
PendingScenario = null;
var failures = new List<string>();
RunStart.Staged staged = null;
try
var staged = RunStart.Launch(() => RunSave.Replace(CultCache, () =>
{
staged = RunSave.Replace(CultCache, () =>
{
RunStart.GenerateArena(ItemManager, Settings.ZoneSettings, Settings.PlanetSettings, CurrentGalaxy, scenario);
PopulateLevel(CurrentGalaxy.Entrance);
return RunStart.Stage(ItemManager, Zone, scenario, Settings.StartingHullName, Settings.TutorialGenerationSettings, failures);
});
}
catch (Exception exception)
{
Debug.LogException(exception);
failures.Add(exception.Message);
}
RunStart.GenerateArena(ItemManager, Settings.ZoneSettings, Settings.PlanetSettings, CurrentGalaxy, scenario);
PopulateLevel(CurrentGalaxy.Entrance);
return RunStart.Stage(ItemManager, Zone, scenario, Settings.StartingHullName, Settings.TutorialGenerationSettings, failures);
}), failures, Debug.LogException);
if (staged == null)
{
@ -1348,6 +1342,7 @@ public class ActionGameManager : MonoBehaviour
void Update()
{
if (!RunLive) return;
if(!_paused)
{
_time += Time.deltaTime;

View file

@ -30,6 +30,21 @@ public static class RunStart
itemManager, zoneSettings, planetSettings, galaxy, galaxy.Entrance, galaxy.IsPrelude, scenario.Ambient);
}
// Runs a start and answers whether it produced a run: null, with the reason in `failures`, when `start` throws or
// returns nothing. The caller shows the failure and clears its run; nothing past a null may run the game.
public static Staged Launch(Func<Staged> start, List<string> failures, Action<Exception> log = null)
{
Staged staged = null;
try { staged = start(); }
catch (Exception exception)
{
log?.Invoke(exception);
failures.Add(exception.Message);
}
if (staged == null && failures.Count == 0) failures.Add("the start produced no run");
return staged;
}
// Runs the scenario's Stage, then admits its player and everything it placed: each entity's stance set both ways
// with the player, a pilot for each piloted one. Returns null, with every failure listed and the arena unchanged,
// unless the whole scenario staged.

View file

@ -508,6 +508,7 @@ public class ZoneRenderer : MonoBehaviour
void LateUpdate()
{
if (!ActionGameManager.RunLive) return;
Map.Draw(Zone, ActionGameManager.Clock.Lead);
}
@ -550,6 +551,7 @@ public class ZoneRenderer : MonoBehaviour
void Update()
{
if (!ActionGameManager.RunLive) return;
var lead = ActionGameManager.Clock.Lead;
GravityLowering.Lower(Zone, lead, ref _gravityWells);
foreach (var loot in _floatingItems.Values)

View file

@ -0,0 +1,46 @@
using System;
using System.Collections.Generic;
using Xunit;
// RunStart.Launch decides whether a start produced a run; the game scene halts on its answer (a failed start clears the
// galaxy, and a scene with no galaxy steps nothing). Kills: a start that throws or returns nothing reading as a run, a
// failure with no reason to show on the menu, a thrown exception that is neither logged nor listed, and a start that
// worked being reported failed.
public sealed class RunLaunchTests
{
[Fact]
public void AStartThatThrowsIsNoRunAndSaysWhy()
{
var failures = new List<string>();
var logged = new List<Exception>();
var staged = RunStart.Launch(() => throw new InvalidOperationException("the arena would not generate"), failures, logged.Add);
Assert.Null(staged);
Assert.Equal(new[] { "the arena would not generate" }, failures);
Assert.Single(logged);
}
[Fact]
public void AStartThatReturnsNothingIsNoRunAndKeepsItsOwnReasons()
{
var failures = new List<string>();
Assert.Null(RunStart.Launch(() => { failures.Add("player: the scenario places no player"); return null; }, failures));
Assert.Equal(new[] { "player: the scenario places no player" }, failures);
}
[Fact]
public void AStartThatReturnsNothingAndSaysNothingStillGivesAReason()
{
var failures = new List<string>();
Assert.Null(RunStart.Launch(() => null, failures));
Assert.Single(failures);
}
[Fact]
public void AStartThatStagedIsARunWithNoFailures()
{
var failures = new List<string>();
var made = new RunStart.Staged();
Assert.Same(made, RunStart.Launch(() => made, failures));
Assert.Empty(failures);
}
}