spaceship/planets/ResearchLabPlanetVisual.gd

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extends Node2D
# Same informal interface as GasGiantVisual/RockyPlanetVisual - configure(),
# extractor_anchor(), animates via its own _process(). Deliberately angular
# and armoured rather than a natural silhouette (#63: this is an ENEMY
# installation, not a celestial body), with a rotating dish and blinking
# warning lights to read as occupied/hostile at a glance.
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
#
# Built out of NeonPiece children rather than redrawn each frame. Issues #6
# and #10 established that rule for the buildings: every NeonDraw call
# expands into four antialiased polylines, so re-running _draw() to advance
# an animation re-tessellates the whole thing. This visual was doing exactly
# that - nine draw calls a frame, of which eight were fixed geometry - to
# rotate one dish and fade six lights. Both are node properties: the dish is
# a child that spins, the lights are a child whose modulate breathes, and the
# hull is rasterised once and never touched again.
var phase: float = 0.0
const RADIUS: float = 108.0
const HULL_COLOR: Color = Color(0.55, 0.1, 0.08)
const CORE_COLOR: Color = Color(0.9, 0.25, 0.18)
const WARNING_COLOR: Color = Color(1.0, 0.2, 0.15)
const DARK_CORE: Color = Color(0.14, 0.02, 0.02)
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
var _dish: NeonPiece
var _lights: NeonPiece
func _ready() -> void:
_build()
func configure(_shape_seed: int) -> void:
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
if _dish == null:
_build()
func extractor_anchor() -> Vector2:
return Vector2(0.0, -(RADIUS + 40.0))
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
func _build() -> void:
for child in get_children():
child.queue_free()
# The armoured hull and its core: fixed, so drawn once.
var shell: NeonPiece = NeonPiece.create(self, Vector2.ZERO, HULL_COLOR)
shell.core_color = DARK_CORE
shell.add_polygon(_ring(RADIUS, 0.0), 0.85)
var core: NeonPiece = NeonPiece.create(self, Vector2.ZERO, CORE_COLOR)
core.core_color = DARK_CORE
core.add_polygon(_ring(RADIUS * 0.55, PI / 6.0), 0.9)
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
# The dish, drawn along +X and then SPUN by rotating this node - the
# rotation is what used to cost a full re-tessellation every frame.
_dish = NeonPiece.create(self, Vector2.ZERO, CORE_COLOR)
_dish.core_color = DARK_CORE
var tip: Vector2 = Vector2(RADIUS * 1.35, 0.0)
_dish.add_line(Vector2.ZERO, tip, 0.55, 0.8)
_dish.add_polygon(_circle(tip, 11.0), 1.0)
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
# The warning lights blink by fading the whole piece, not by redrawing
# six circles at a new alpha.
_lights = NeonPiece.create(self, Vector2.ZERO, WARNING_COLOR)
_lights.core_color = DARK_CORE
for i in range(6):
var angle: float = TAU * float(i) / 6.0
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
_lights.add_polygon(_circle(Vector2(cos(angle), sin(angle)) * RADIUS, 5.0), 1.0)
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
func _ring(radius: float, offset: float) -> PackedVector2Array:
var points: PackedVector2Array = PackedVector2Array()
for i in range(6):
Stop redrawing what only needs moving Reviewed against the rule issues #6 and #10 set for the buildings: geometry is rasterised once and thereafter only moved, scaled or faded, because every NeonDraw call expands into four antialiased polylines. The planet visuals never got that refactor. The black hole rebuilt ten glowing paths of twenty-five points every frame - forty polylines - to spin five rings; each ring is a NeonPiece that rotates now. The research lab spent nine draw calls a frame, eight of them fixed geometry, to turn one dish and blink six lights; the dish is a child that rotates and the lights a child whose modulate breathes. The gas giant's bands genuinely deform, so they still draw, but its constant rim moved out to a child. NeonPiece gained add_path, which it needed for open arcs. And I had broken the rule myself. ScannerGuidance re-queued a redraw of its arrow every frame for a colour that changes only with the destination - and it runs with PROCESS_MODE_ALWAYS, so it was re-tessellating through every dialog that stops the rest of the game. Guarded, and pinned by a test that counts CanvasItem's own draw signal: 36 rasterisations in 0.6s before, one after. Two smaller things from the same pass: the station menu drew its condition bar by hand where the ship lab already uses a ProgressBar node, so it uses one now and its _draw is gone; and station/upkeep refreshes were wired into _refresh_garrison(), which nothing but a test calls, so both menus showed whatever was true when they opened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 11:35:45 +02:00
var angle: float = TAU * float(i) / 6.0 + offset
points.append(Vector2(cos(angle), sin(angle)) * radius)
return points
func _circle(centre: Vector2, radius: float) -> PackedVector2Array:
var points: PackedVector2Array = PackedVector2Array()
for i in range(12):
var angle: float = TAU * float(i) / 12.0
points.append(centre + Vector2(cos(angle), sin(angle)) * radius)
return points
func _process(delta: float) -> void:
phase += delta
# Two node properties. Nothing is rasterised again.
if _dish != null:
_dish.rotation = phase * 0.6
if _lights != null:
_lights.modulate.a = 0.4 + 0.6 * absf(sin(phase * 4.0))