spaceship/tests/_planet_derrick_preview.gd

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Show buildings on the world map, and extractors on their planets Forgejo #11: buildings the player has placed now appear on the world map. They are placed freely in space rather than tied to a chunk, so they get their own pass in WorldMapContent._draw() rather than riding along with the chunk markers. Each type has its own shape and colour, mirroring Building.gd's constants so a marker reads as the same building you built. Forgejo #9: a planet with an extractor built on it now shows it, in both places you look at a planet - an amber derrick on its outline in space, and a matching badge on its world-map marker. The extractor lives on PlanetSurface.tscn, a scene you are not looking at from space, so an already-mined planet was otherwise indistinguishable from an untouched one until you landed on it. The positioning steps are factored out (building_markers(), chunk_has_extractor_badge(), extractor_derrick_tip()) so headless tests can assert on them - --headless has no GPU and draws no pixels, so there is nothing to check in _draw() itself. Both features were also rendered for real via tests/screenshot.sh and looked at. extractor_derrick_tip() exists because the first version of the "derrick is not buried inside the planet" check measured the furthest of all four derrick points, which passes a derrick pointing straight into the ground: the base corners sit a half-width off the rim vertex and clear the outline on their own. Mutation-testing caught it. screenshot.sh now clears a stale /tmp/.X99-lock. A run killed mid-screenshot leaves it behind and Xvfb then refuses :99, which resurfaces later as Godot's misleading "X11 Display is not available". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
extends Node2D
# Preview, not a test. Two planets side by side in SPACE - the left one has
# an extractor built on it, the right one does not - so the issue #9 derrick
# can be compared against a plain planet and judged as actually visible.
#
# bash tests/screenshot.sh res://tests/_planet_derrick_preview.tscn /tmp/derrick.png 15 1280x720
func _ready() -> void:
GameState.extractors.clear()
GameState.buildings.clear()
GameState.add_extractor("Mined World", Vector2.ZERO)
_spawn("Mined World", Vector2(380.0, 380.0), 12345)
_spawn("Untouched World", Vector2(900.0, 380.0), 4242)
func _spawn(planet_name: String, at: Vector2, shape_seed: int) -> void:
#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>
2026-08-21 19:44:14 +02:00
var planet: Node2D = load("res://planets/Planet.tscn").instantiate()
Show buildings on the world map, and extractors on their planets Forgejo #11: buildings the player has placed now appear on the world map. They are placed freely in space rather than tied to a chunk, so they get their own pass in WorldMapContent._draw() rather than riding along with the chunk markers. Each type has its own shape and colour, mirroring Building.gd's constants so a marker reads as the same building you built. Forgejo #9: a planet with an extractor built on it now shows it, in both places you look at a planet - an amber derrick on its outline in space, and a matching badge on its world-map marker. The extractor lives on PlanetSurface.tscn, a scene you are not looking at from space, so an already-mined planet was otherwise indistinguishable from an untouched one until you landed on it. The positioning steps are factored out (building_markers(), chunk_has_extractor_badge(), extractor_derrick_tip()) so headless tests can assert on them - --headless has no GPU and draws no pixels, so there is nothing to check in _draw() itself. Both features were also rendered for real via tests/screenshot.sh and looked at. extractor_derrick_tip() exists because the first version of the "derrick is not buried inside the planet" check measured the furthest of all four derrick points, which passes a derrick pointing straight into the ground: the base corners sit a half-width off the rim vertex and clear the outline on their own. Mutation-testing caught it. screenshot.sh now clears a stale /tmp/.X99-lock. A run killed mid-screenshot leaves it behind and Xvfb then refuses :99, which resurfaces later as Godot's misleading "X11 Display is not available". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:29:56 +02:00
planet.planet_name = planet_name
planet.shape_seed = shape_seed
planet.position = at
add_child(planet)
print("%s: derrick=%s" % [planet_name, planet.shows_extractor])