spaceship/surface/RockField.gd

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extends Node2D
# Scatters gatherable rocks across a planet's surface around the fleet, and
# tops them back up as they are collected, so there is always something to
# mine wherever the player flies.
#
# Unlike AsteroidField/PlanetField this is deliberately NOT deterministic
# per chunk: rocks are consumable, and a chunk-seeded layout would respawn
# the very same rock in the very same spot the moment the player flew back,
# making them infinite and free. Tracking every collected rock forever would
# grow without bound, so they are simply scattered at random within a ring
# around the fleet and despawned once left far behind.
@export var target_count: int = 14
@export var spawn_radius: float = 1400.0
@export var min_spawn_distance: float = 320.0
@export var despawn_radius: float = 2600.0
@export var check_interval: float = 0.5
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@export var fleet_path: NodePath = NodePath("../Fleet")
@onready var fleet: Node2D = get_node(fleet_path)
#84: move 215 root files into a folder hierarchy 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>
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var rock_scene: PackedScene = preload("res://surface/Rock.tscn")
var rocks: Array = []
var timer: float = 0.0
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
func _ready() -> void:
rng.randomize()
# Populate immediately rather than waiting out the first interval, so
# the surface isn't visibly empty for half a second on arrival.
update_rocks()
func _process(delta: float) -> void:
timer += delta
if timer < check_interval:
return
timer = 0.0
update_rocks()
func update_rocks() -> void:
var centre: Vector2 = fleet.get_centroid()
var surviving: Array = []
for rock in rocks:
if not is_instance_valid(rock):
continue
if rock.position.distance_to(centre) > despawn_radius:
rock.queue_free()
continue
surviving.append(rock)
rocks = surviving
while rocks.size() < target_count:
_spawn_rock(centre)
func _spawn_rock(centre: Vector2) -> void:
# Ring, not disc: spawning right on top of the fleet would hand the
# player free rocks without flying anywhere.
var angle: float = rng.randf() * TAU
var distance: float = rng.randf_range(min_spawn_distance, spawn_radius)
var rock: Area2D = rock_scene.instantiate()
rock.position = centre + Vector2(cos(angle), sin(angle)) * distance
rock.build_shape(rng.randi())
# Keep pickups under this field so its visibility and lifecycle really
# own them. Deferred is still required because this can run from _ready().
add_child.call_deferred(rock)
rocks.append(rock)