spaceship/Rock.gd

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extends Area2D
# A gatherable crystal of asteroid ore lying on a planet's surface. Picked
# up by flying any ship over it; the fleet doesn't need to stop.
#
# Deliberately drawn as a PERFECT HEXAGON rather than the irregular lumpy
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
# polygon Asteroid.gd uses. The two now DO appear together - shooting an
# asteroid drops one of these right next to its neighbours - which makes the
# shape language matter more than when they were kept apart by scene: jagged
# and irregular reads as a natural hazard, regular and faceted reads as
# something valuable and meant to be picked up.
#
# It also drifts toward a nearby ship (see _physics_process). Nothing
# harmful moves helpfully toward you, so the pull doubles as a readability
# cue on top of making gathering feel less fiddly.
signal collected
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
# Seconds before an uncollected rock disappears. 0 means never, which is what
# hand-placed surface rocks use - a planet surface is bounded and authored, so
# nothing accumulates. Ore dropped by a shot asteroid sets a real lifetime,
# because open space is unbounded and a field shot up and left behind would
# otherwise leak nodes for the rest of the session.
@export var lifetime: float = 0.0
@export var attract_radius: float = 220.0
@export var attract_speed: float = 260.0
@export var attract_accel: float = 420.0
var shape_points: PackedVector2Array = PackedVector2Array()
var facet_points: PackedVector2Array = PackedVector2Array()
var size_scale: float = 1.0
var velocity: Vector2 = Vector2.ZERO
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
var age: float = 0.0
func _ready() -> void:
add_to_group("rocks")
z_index = -1
area_entered.connect(_on_area_entered)
queue_redraw()
func build_shape(shape_seed: int) -> void:
# Only the SIZE varies, never the silhouette: every ore node is the same
# regular hexagon, which is the whole point of the cue.
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = shape_seed
size_scale = rng.randf_range(0.85, 1.25)
var r: float = 13.0 * size_scale
shape_points = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU - PI / 2.0
shape_points.append(Vector2(cos(a), sin(a)) * r)
# One flat-to-flat line across the middle, so it reads as a cut face
# rather than a plain outline at small sizes.
facet_points = PackedVector2Array([
shape_points[5], shape_points[2],
])
queue_redraw()
func _physics_process(delta: float) -> void:
# Drift toward the closest ship inside attract_radius. No redraw here:
# position is a transform property and the crystal's shape is fixed.
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
if lifetime > 0.0:
age += delta
if age >= lifetime:
queue_free()
return
var target: Node2D = _nearest_ship()
if target == null:
velocity = velocity.move_toward(Vector2.ZERO, attract_accel * delta)
else:
var desired: Vector2 = (target.position - position).normalized() * attract_speed
velocity = velocity.move_toward(desired, attract_accel * delta)
position += velocity * delta
func _nearest_ship() -> Node2D:
var nearest: Node2D = null
var best: float = attract_radius
for ship in get_tree().get_nodes_in_group("player_ships"):
if not is_instance_valid(ship):
continue
var d: float = position.distance_to(ship.position)
if d <= best:
best = d
nearest = ship
return nearest
func _on_area_entered(area: Area2D) -> void:
if area.is_in_group("player_ships"):
# Into the fleet's hold, not the bank (#14). It only counts as
# spendable once the fleet has flown it back to the mothership.
# #56: the hold has a finite total_capacity now - a full fleet must
# leave the rock behind rather than despawning it for nothing.
if GameState.collect_cargo(1) <= 0:
return
collected.emit()
queue_free()
func _draw() -> void:
if shape_points.is_empty():
return
# Deep teal with a near-black core: a dark, saturated colour reads
# clearly against the bright lunar regolith (sampled at ~0.75 grey),
# where the original warm yellow disappeared into it.
var glow: Color = Color(0.0, 0.62, 0.7)
var core: Color = Color(0.0, 0.12, 0.15)
NeonDraw.draw_glowing_polygon(self, shape_points, glow, 1.0, core)
# One line only - the hexagon has a single flat-to-flat facet. This used
# to draw two lines from a 4-point array; the hexagon rewrite left only
# 2 points, so the second line indexed out of bounds and every rock
# threw on every draw.
if facet_points.size() >= 2:
NeonDraw.draw_glowing_line(self, facet_points[0], facet_points[1], glow, 0.7, 0.3, core)