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
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_map_building_markers.gd
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# Forgejo issue #11: a building the player has placed must appear on the
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# world map. Without it the map showed explored chunks, planets and the
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# fleet, but nothing the player had actually built - so there was no way to
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# find your own base again once you had flown away from it.
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#
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# Buildings are not tied to a chunk (they are placed freely in space), so
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# they cannot ride along with the chunk markers and need their own pass.
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#
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# --headless has no GPU and draws no pixels, so this cannot assert on what
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# was rendered. It asserts on building_markers(), the step that turns
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# GameState.buildings into map-local marker data, which is the part that
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# _draw() then simply stamps out.
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#
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# Verifies:
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# 1. no buildings -> no markers (so a passing count is not just "always 3")
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# 2. every placed building produces exactly one marker
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# 3. markers land at the building's world position scaled into map space
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# 4. the three building types are told apart by colour, rather than all
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# being drawn as the same anonymous dot
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var scene: Node
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var game_state: Node
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var map_content: Node2D
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var stage: int = 0
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const MOTHERSHIP_AT: Vector2 = Vector2(2000.0, -1200.0)
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const CRAFTER_AT: Vector2 = Vector2(-800.0, 400.0)
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const COMMAND_AT: Vector2 = Vector2(150.0, 3000.0)
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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#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
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scene = load("res://world/Main.tscn").instantiate()
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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
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root.add_child(scene)
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map_content = scene.get_node("UI/WorldMap/MapContent")
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func _process(_delta: float) -> bool:
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match stage:
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0:
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# Nothing built yet: the map must show no building markers at all.
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var empty: Array = map_content.building_markers()
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if not empty.is_empty():
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print("TEST_MAP_BUILDING_MARKERS: FAIL (%d markers with nothing built)" % empty.size())
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quit(1)
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return true
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game_state.add_building(GameState.BUILDING_MOTHERSHIP, MOTHERSHIP_AT)
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game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, CRAFTER_AT)
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game_state.add_building(GameState.BUILDING_COMMAND_CENTER, COMMAND_AT)
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stage = 1
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return false
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1:
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var markers: Array = map_content.building_markers()
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print("markers=%d for %d buildings" % [markers.size(), game_state.buildings.size()])
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if markers.size() != 3:
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print("TEST_MAP_BUILDING_MARKERS: FAIL (expected one marker per building)")
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quit(1)
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return true
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var scale: float = map_content.WORLD_TO_LOCAL
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var expected: Dictionary = {
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GameState.BUILDING_MOTHERSHIP: MOTHERSHIP_AT * scale,
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GameState.BUILDING_SHIP_CRAFTER: CRAFTER_AT * scale,
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GameState.BUILDING_COMMAND_CENTER: COMMAND_AT * scale,
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}
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var colours: Array = []
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for m in markers:
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if not expected.has(m.type):
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print("TEST_MAP_BUILDING_MARKERS: FAIL (unexpected marker type %s)" % m.type)
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quit(1)
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return true
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var want: Vector2 = expected[m.type]
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if m.position.distance_to(want) > 0.001:
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print("%s marker at %s, expected %s" % [m.type, m.position, want])
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print("TEST_MAP_BUILDING_MARKERS: FAIL (marker is not where the building is)")
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quit(1)
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return true
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colours.append(m.color)
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# Three buildings drawn in one indistinguishable colour would
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# satisfy every check above and still be useless to read.
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if colours[0] == colours[1] or colours[1] == colours[2] or colours[0] == colours[2]:
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print("colours=%s" % [colours])
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print("TEST_MAP_BUILDING_MARKERS: FAIL (building types are not visually distinct)")
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quit(1)
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return true
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print("all 3 markers positioned correctly, colours distinct: %s" % [colours])
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print("TEST_MAP_BUILDING_MARKERS: PASS")
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quit(0)
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return true
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return false
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