#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>
This commit is contained in:
Loïc Wisniewski 2026-08-21 19:44:14 +02:00
commit 2f161621c3
495 changed files with 571 additions and 567 deletions

113
world/WorldMapContent.gd Normal file
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extends Node2D
const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
const WORLD_TO_LOCAL: float = 0.04
# A structure built on a planet's surface (see GameState.extractors) is not
# itself a map marker - it is a small badge on the existing planet marker,
# in a colour distinct from both the planets and the space buildings so it
# reads as "something is mined here" rather than another building type.
const EXTRACTOR_BADGE_COLOR: Color = Color(1.0, 0.85, 0.3)
const EXTRACTOR_BADGE_OFFSET: Vector2 = Vector2(8.0, -8.0)
const EXTRACTOR_BADGE_RADIUS: float = 5.0
@onready var tracker: Node2D = get_node("../../../ExplorationTracker")
@onready var fleet: Node2D = get_node("../../../Fleet")
func _process(_delta: float) -> void:
if is_visible_in_tree():
queue_redraw()
# Local-space marker data for every player-placed building (GameState.
# buildings), one entry per building with its colour already resolved. Kept
# as a separate, callable step (rather than inlined in _draw()) so a
# headless test - which has no GPU and cannot check drawn pixels - can
# verify a built building actually produces a marker.
func building_markers() -> Array:
var markers: Array = []
for b in GameState.buildings:
var definition: Resource = BUILDING_DEFINITIONS.get_definition(String(b.type))
if definition == null:
continue
markers.append({
"position": b.position * WORLD_TO_LOCAL,
"type": b.type,
"color": definition.map_color,
"sides": definition.map_sides,
"radius": definition.map_radius,
"phase": definition.map_phase,
})
return markers
# Whether the planet in this (explored) chunk has an extractor on it, per
# GameState.has_extractor_at(). A separate predicate for the same
# GPU-less-testability reason as building_markers().
func chunk_has_extractor_badge(chunk: Vector2i) -> bool:
if not WorldGen.has_planet_at_chunk(chunk):
return false
return GameState.has_extractor_at(WorldGen.planet_data_at_chunk(chunk).planet_id)
func _regular_polygon(center: Vector2, radius: float, sides: int, phase: float = 0.0) -> PackedVector2Array:
var pts: PackedVector2Array = PackedVector2Array()
for i in range(sides):
var a: float = (float(i) / float(sides)) * TAU + phase
pts.append(center + Vector2(cos(a), sin(a)) * radius)
return pts
# Filled shape plus a thin white outline - the same construction the fleet
# marker below already uses, just factored out since buildings now need it
# three times over (once per type) and the extractor badge needs it too.
func _draw_marker_polygon(pts: PackedVector2Array, color: Color) -> void:
draw_colored_polygon(pts, color)
var closed: PackedVector2Array = pts.duplicate()
closed.append(pts[0])
draw_polyline(closed, Color(1, 1, 1), 1.5, true)
func _draw() -> void:
var chunk_size_local: float = WorldGen.CHUNK_SIZE * WORLD_TO_LOCAL
for chunk in tracker.get_explored_chunks():
var origin_local: Vector2 = WorldGen.chunk_origin(chunk) * WORLD_TO_LOCAL
var biome: int = WorldGen.biome_at_chunk(chunk)
var color: Color = WorldGen.biome_color(biome)
var rect: Rect2 = Rect2(origin_local, Vector2(chunk_size_local, chunk_size_local))
draw_rect(rect, color, true)
draw_rect(rect, Color(0.0, 0.0, 0.0, 0.4), false, 1.5)
if WorldGen.has_planet_at_chunk(chunk):
# Same deterministic per-chunk data PlanetField spawns the
# actual Planet from - the marker stays put on the map even
# for a chunk whose Planet node isn't currently loaded (out of
# spawn_radius_chunks of the fleet).
var data: Dictionary = WorldGen.planet_data_at_chunk(chunk)
var planet_local: Vector2 = origin_local + data.local_pos * WORLD_TO_LOCAL
var definition: Resource = PLANET_DEFINITIONS.get_definition(String(data.definition_id))
draw_circle(planet_local, 5.0, definition.map_color)
draw_arc(planet_local, 5.0, 0.0, TAU, 16, Color(1.0, 1.0, 1.0, 0.9), 1.0, true)
if chunk_has_extractor_badge(chunk):
var badge_pts: PackedVector2Array = _regular_polygon(
planet_local + EXTRACTOR_BADGE_OFFSET, EXTRACTOR_BADGE_RADIUS, 4, PI / 4.0)
_draw_marker_polygon(badge_pts, EXTRACTOR_BADGE_COLOR)
# Buildings are placed freely in space rather than tied to a chunk, so
# they get their own pass rather than living inside the chunk loop above.
for marker in building_markers():
_draw_marker_polygon(_regular_polygon(marker.position, marker.radius, marker.sides, marker.phase), marker.color)
var fleet_local: Vector2 = fleet.get_centroid() * WORLD_TO_LOCAL
var marker_points: PackedVector2Array = PackedVector2Array([
fleet_local + Vector2(0, -10),
fleet_local + Vector2(7, 8),
fleet_local + Vector2(-7, 8),
])
draw_colored_polygon(marker_points, Color(0.3, 0.9, 1.0))
draw_polyline(PackedVector2Array([marker_points[0], marker_points[1], marker_points[2], marker_points[0]]), Color(1, 1, 1), 1.5, true)