Show the extractor derrick the moment it is built, not on respawn

Follow-up to #9: the marker was resolved once in Planet._ready() on the
assumption that extractors are built on PlanetSurface.tscn, so a Planet
node could never outlive a change to its own answer. That assumption was
wrong. Extractors are built from SPACE, via
BuildController._planet_under_fleet() with the fleet parked on the
planet, so the Planet node is already in the tree with _ready() long
since run. The derrick therefore did not appear until the planet
happened to despawn and respawn - building one read as doing nothing.

GameState now emits extractor_added, and Planet keeps its marker in step
with it, redrawing only when its own answer actually changes.

The test missed this because it spawned a fresh planet after registering
the extractor, which is not the order the game does it in. It now keeps
a planet alive across the build and asserts the derrick appears on that
node.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-11 15:43:43 +02:00
commit 2eb779e5de
3 changed files with 42 additions and 4 deletions

View file

@ -270,12 +270,20 @@ func has_extractor_at(planet_name: String) -> bool:
return false
signal extractor_added(planet_name: String)
func add_extractor(planet_name: String, at_position: Vector2) -> void:
extractors.append({
"position": at_position,
"planet_name": planet_name,
"progress": 0.0,
})
# An extractor is built from SPACE, with the fleet parked on the planet -
# so the Planet node is already in the tree with its _ready() long since
# run. Without this it kept showing no derrick until it happened to
# despawn and respawn, which reads as the build having done nothing.
extractor_added.emit(planet_name)
func get_hauler_route_time(extractor: Dictionary) -> float: