Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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WorldGen.gd
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WorldGen.gd
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class_name WorldGen
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extends RefCounted
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# Deterministic procedural world generation: the world is divided into
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# square chunks, and each chunk's biome is derived from a seeded
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# low-frequency noise field sampled at the chunk's own coordinates - so
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# revisiting the same chunk always yields the same biome, and biomes form
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# smooth multi-chunk regions instead of a per-chunk random checkerboard.
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enum Biome { SPACE, ASTEROID_FIELD }
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const CHUNK_SIZE: float = 1200.0
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const NOISE_SEED: int = 1337
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const ASTEROID_FIELD_THRESHOLD: float = 0.15
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const PLANET_THRESHOLD: float = 0.33
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const PLANET_NAMES: Array = [
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"Kepler's Rest", "Ceres Minor", "Vesta's Shadow", "Ironhold",
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"Drift Anchor", "Stonefall", "Grey Watch", "Silent Quarry",
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"Baros Rock", "Umbra Point",
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]
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static var _noise: FastNoiseLite
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static var _planet_noise: FastNoiseLite
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static func _get_noise() -> FastNoiseLite:
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if _noise == null:
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_noise = FastNoiseLite.new()
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_noise.seed = NOISE_SEED
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_noise.frequency = 0.06
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return _noise
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static func _get_planet_noise() -> FastNoiseLite:
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if _planet_noise == null:
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_planet_noise = FastNoiseLite.new()
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_planet_noise.seed = NOISE_SEED + 777
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# Higher frequency than the biome noise so it spikes on individual
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# chunks rather than forming its own smooth multi-chunk regions -
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# "once or twice per asteroid biome [region]" needs a sparse, mostly
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# independent chance per chunk, not another smooth blob.
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_planet_noise.frequency = 0.35
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return _planet_noise
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static func chunk_coords(world_pos: Vector2) -> Vector2i:
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return Vector2i(int(floor(world_pos.x / CHUNK_SIZE)), int(floor(world_pos.y / CHUNK_SIZE)))
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static func chunk_origin(chunk: Vector2i) -> Vector2:
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return Vector2(chunk.x * CHUNK_SIZE, chunk.y * CHUNK_SIZE)
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static func biome_at_chunk(chunk: Vector2i) -> int:
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var n: float = _get_noise().get_noise_2d(float(chunk.x), float(chunk.y))
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if n > ASTEROID_FIELD_THRESHOLD:
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return Biome.ASTEROID_FIELD
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return Biome.SPACE
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static func has_planet_at_chunk(chunk: Vector2i) -> bool:
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if biome_at_chunk(chunk) != Biome.ASTEROID_FIELD:
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return false
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var n: float = _get_planet_noise().get_noise_2d(float(chunk.x), float(chunk.y))
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return n > PLANET_THRESHOLD
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static func planet_data_at_chunk(chunk: Vector2i) -> Dictionary:
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# Single source of truth for a planet's identity within its chunk -
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# seeded purely from the chunk's own coordinates (same pattern as the
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# biome/planet noise fields above) so it's reproducible from anywhere,
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# without needing an actual spawned Planet node. Both PlanetField (to
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# actually spawn the planet) and the world map (to draw a marker for
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# an explored-but-not-currently-loaded chunk) call this, so the two
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# can never drift out of sync with each other.
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = hash(chunk)
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var local_pos: Vector2 = Vector2(rng.randf() * CHUNK_SIZE, rng.randf() * CHUNK_SIZE)
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var planet_name: String = PLANET_NAMES[rng.randi() % PLANET_NAMES.size()]
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var shape_seed: int = rng.randi()
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return {"local_pos": local_pos, "name": planet_name, "shape_seed": shape_seed}
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static func biome_color(biome: int) -> Color:
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match biome:
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Biome.ASTEROID_FIELD:
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return Color(0.55, 0.36, 0.18, 1.0)
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_:
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return Color(0.10, 0.13, 0.28, 1.0)
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