spaceship/tests/_rocky_surface_preview.gd

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Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
extends Node2D
# Preview, not a test - #51's "the rocky surface is unchanged" acceptance
# criterion. Mirrors _gas_surface_preview.gd exactly except for the planet
# type, so the two screenshots are a fair side-by-side comparison.
#
# bash tests/screenshot.sh res://tests/_rocky_surface_preview.tscn /tmp/rocky.png 20 720x1280
func _ready() -> void:
GameState.planet_name = "Kepler's Rest"
GameState.planet_definition_id = "rocky"
GameState.surviving_ship_count = 3
GameState.rocks = 128
GameState.gas = 46
GameState.fleet_cargo = 34
GameState.fleet_gas_cargo = 17
var surface: Node = load("res://PlanetSurface.tscn").instantiate()
surface.get_node("SurfaceController").fade_duration = 0.0
add_child(surface)