Guide the fleet to the nearest unconquered scan target
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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9 changed files with 311 additions and 38 deletions
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@ -2,14 +2,17 @@ extends Node2D
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# Preview, not a test (underscore prefix keeps it out of run_tests.sh).
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# Renders the world map with buildings placed and an extractor built, so the
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# issue #11 building markers and the issue #9 extractor badge can actually be
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# LOOKED at. --headless draws no pixels, so no headless test can tell whether
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# a marker is visible - see tests/screenshot.sh.
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# issue #11 building markers, issue #9 extractor badge, and issue #200 scan
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# reticle can actually be LOOKED at. --headless draws no pixels, so no
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# headless test can tell whether a marker is visible - see tests/screenshot.sh.
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#
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# bash tests/screenshot.sh res://tests/_marker_preview.tscn /tmp/map.png 20 720x1280
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func _ready() -> void:
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GameState.reset_new_game()
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GameState.intro_active = false
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GameState.reset_quests(false)
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.explored_chunks.clear()
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@ -18,6 +21,8 @@ func _ready() -> void:
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GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(900.0, -700.0))
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GameState.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(-1100.0, 300.0))
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GameState.add_building(GameState.BUILDING_COMMAND_CENTER, Vector2(400.0, 1200.0))
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GameState.add_building(GameState.BUILDING_PLANET_SCANNER, Vector2(-350.0, -500.0))
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GameState.scan_for_planet(PlanetDefinitions.GAS_GIANT_ID, Vector2.ZERO)
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# Reveal a patch of map, and put an extractor on whichever planet is
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# nearest the origin so its badge is in frame too.
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@ -42,4 +47,8 @@ func _ready() -> void:
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# open_map(), not `visible = true` - opening also recentres the view on
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# the fleet, and without that the map is drawn from its own origin in the
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# corner of the screen with everything near the fleet cropped off.
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main.get_node("UI/WorldMap").open_map()
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var world_map: Control = main.get_node("UI/WorldMap")
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world_map.open_map()
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var target: Dictionary = GameState.active_scanner_target()
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if not target.is_empty():
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world_map.focus_world_position(Vector2(target.world_position))
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