Add planet scanner and octopus biome

This commit is contained in:
Loïc Wisniewski 2026-09-04 15:56:07 +02:00
commit 8fbcc340ce
21 changed files with 784 additions and 30 deletions

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@ -0,0 +1,22 @@
extends Node2D
# Phone-sized visual fixture for the scene-owned scanner panel.
# bash tests/screenshot.sh res://tests/_scanner_menu_preview.tscn /tmp/scanner.png 20 720x1280
func _ready() -> void:
GameState.reset_new_game()
GameState.intro_active = false
GameState.reset_quests(false)
GameState.unlocked.append("deep_space_scanning")
GameState.add_building(GameState.BUILDING_PLANET_SCANNER, Vector2.ZERO)
for definition_id in GameState.SCANNER_SURVEY_TYPES:
GameState.note_planet_visited("preview:%s" % definition_id, definition_id)
# The panel owns a full-screen backdrop, so loading the entire live world
# only adds software-renderer work and no pixels that can be seen.
var menu: Control = load("res://ui/menus/ScannerMenu.tscn").instantiate()
add_child(menu)
menu.set_anchors_preset(Control.PRESET_TOP_LEFT)
menu.position = Vector2.ZERO
menu.size = get_viewport_rect().size
menu.open_menu()

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_scanner_menu_preview.gd" id="1"]
[node name="ScannerMenuPreview" type="Node2D"]
script = ExtResource("1")

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@ -4,8 +4,9 @@ extends SceneTree
# point loop. This test drives the real landed surface and encounter nodes.
#
# Covers:
# A. the planet/profile are registered, dev mode plants it nearby, and its
# scripted profile is excluded from the map editor
# A. the planet/profile are registered, dev mode plants it nearby, normal
# generation owns exactly one inside its octopus biome, and its scripted
# profile is excluded from the map editor
# B. landing composes BossEncounter instead of a PlanetSetup and does not
# mark the world conquered for free
# C. the off-screen approach remains controllable and reveals with its own cue
@ -86,20 +87,20 @@ func _process(delta: float) -> bool:
!= PlanetDefinitions.BOSS_ID:
return _fail("dev mode does not plant the boss planet")
state.dev_mode = false
var normal_boss_found: bool = false
var normal_boss_count: int = 0
for x in range(-24, 25):
for y in range(-24, 25):
var chunk := Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk) \
and String(WorldGen.planet_data_at_chunk(chunk).get(
"definition_id", "")) == PlanetDefinitions.BOSS_ID:
normal_boss_found = true
break
if normal_boss_found:
break
if not normal_boss_found:
return _fail("normal world generation never produces the boss planet")
print("boss planet registered, editor-hidden, and generated normally plus in dev mode")
normal_boss_count += 1
if normal_boss_count != 1 \
or WorldGen.biome_at_chunk(WorldGen.OCTOPUS_BIOME_CENTER) \
!= WorldGen.Biome.OCTOPUS:
return _fail("normal world generation has %d bosses, or its only boss is outside the octopus biome" \
% normal_boss_count)
print("boss planet registered, editor-hidden, unique in its normal octopus biome, plus nearby in dev mode")
# --- B. generic surface composition ---------------------------
encounter = surface.get_node_or_null("SurfaceFeatures/BossEncounter")

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@ -21,10 +21,16 @@ func _initialize() -> void:
])
return
var provider: Node = building.visual.get_node_or_null("ActionProvider")
if definition.definition_id == GameState.BUILDING_TRANSPORT_HUB:
if "transport_hub" in definition.capabilities:
if provider != null or not building.available_actions().is_empty():
_fail("transport hub composed a manual action")
return
elif "planet_scanner" in definition.capabilities:
if provider == null or not provider.actions.has("scanner") \
or provider.actions.has("transfer"):
_fail("%s did not compose its scanner-only action" \
% definition.definition_id)
return
elif provider == null or not provider.actions.has("transfer"):
_fail("%s has no composed transfer action" % definition.definition_id)
return

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@ -0,0 +1,132 @@
extends SceneTree
# Focused coverage for #192-#196: the scanner progression, its scene-owned
# menu, the one hostile region and the ambient enemies that inhabit it.
const QUESTS = preload("res://core/Quests.gd")
class FakeFleet:
extends Node2D
var ships: Array = [Node2D.new()]
func get_centroid() -> Vector2:
return position
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
var state: Node = root.get_node("GameState")
state.reset_new_game()
state.intro_active = false
state.reset_quests(false)
# #194: exact, finite hostile geography instead of an endless rare roll.
WorldGen.dev_planets_enabled = false
var boss_count: int = 0
for x in range(-40, 41):
for y in range(-40, 41):
var chunk := Vector2i(x, y)
if WorldGen.has_planet_at_chunk(chunk) \
and String(WorldGen.planet_data_at_chunk(chunk).definition_id) \
== PlanetDefinitions.BOSS_ID:
boss_count += 1
if boss_count != 1:
return _fail("normal generation contains %d boss planets, expected exactly one" % boss_count)
if WorldGen.biome_at_chunk(WorldGen.OCTOPUS_BIOME_CENTER) \
!= WorldGen.Biome.OCTOPUS:
return _fail("the unique boss is not inside the octopus biome")
if WorldGen.octopus_biome_chunks().size() < 5:
return _fail("the octopus biome is not a multi-chunk region")
for chunk in WorldGen.octopus_biome_chunks():
if WorldGen.biome_at_chunk(chunk) != WorldGen.Biome.OCTOPUS:
return _fail("declared octopus chunk %s has another biome" % chunk)
if chunk != WorldGen.OCTOPUS_BIOME_CENTER \
and WorldGen.has_planet_at_chunk(chunk):
return _fail("the hostile region contains an extra planet at %s" % chunk)
print("one finite nine-chunk octopus biome contains the one normal boss planet")
# #193/#195: research gate, real generated scan results and boss gating.
if state.is_building_unlocked(GameState.BUILDING_PLANET_SCANNER):
return _fail("planet scanner is available without research")
state.unlocked.append("coordination")
state.bank_inventory.deposit(GameState.RESOURCE_ORE, 50)
state.bank_inventory.deposit(GameState.RESOURCE_GAS, 15)
state.research_points = 1
if not state.unlock("deep_space_scanning") \
or not state.is_building_unlocked(GameState.BUILDING_PLANET_SCANNER):
return _fail("Deep-Space Scanning did not unlock its building")
state.add_building(GameState.BUILDING_PLANET_SCANNER, Vector2.ZERO)
var rocky: Dictionary = state.scan_for_planet(PlanetDefinitions.ROCKY_ID,
Vector2.ZERO)
if rocky.is_empty() or String(rocky.definition_id) != PlanetDefinitions.ROCKY_ID:
return _fail("the scanner did not find a real rocky planet")
if not state.explored_chunks.has(Vector2i(rocky.chunk)):
return _fail("a scan result was not revealed on the persistent map")
if PlanetDefinitions.BOSS_ID in state.scanner_available_planet_types():
return _fail("boss signature is available before the four-world survey")
var menu: Control = load("res://ui/menus/ScannerMenu.tscn").instantiate()
root.add_child(menu)
menu.open_menu()
if menu.get_node("BossButton").visible:
return _fail("scanner menu shows the boss before the survey")
for definition_id in GameState.SCANNER_SURVEY_TYPES:
state.note_planet_visited("scanner:test:%s" % definition_id, definition_id)
menu.refresh()
if not menu.get_node("BossButton").visible \
or not menu.get_node("BossLabel").visible:
return _fail("the fifth scanner option did not appear after four planet types")
var boss: Dictionary = state.scan_for_planet(PlanetDefinitions.BOSS_ID,
Vector2.ZERO)
if boss.is_empty() or Vector2i(boss.chunk) != WorldGen.OCTOPUS_BIOME_CENTER:
return _fail("boss scan did not resolve the unique hostile region")
print("researched scanner reveals generated destinations; the fifth option waits for 4/4")
# #192: the scanner is taught immediately before the widened survey.
var scanner_quest_at: int = -1
var worlds_at: int = -1
for i in range(QUESTS.count()):
if String(QUESTS.at(i).id) == "planet_scanner":
scanner_quest_at = i
if String(QUESTS.at(i).id) == "worlds":
worlds_at = i
if scanner_quest_at < 0 or worlds_at != scanner_quest_at + 1:
return _fail("scanner quest is not directly before the world survey")
if int(QUESTS.at(worlds_at).goal.count) != 4:
return _fail("world survey does not require four planet types")
print("the quest chain teaches the scanner immediately before the four-world survey")
# #196: entering/leaving the biome owns a bounded roaming population.
var host := Node2D.new()
root.add_child(host)
var fake_fleet := FakeFleet.new()
fake_fleet.name = "Fleet"
fake_fleet.position = WorldGen.chunk_origin(WorldGen.OCTOPUS_BIOME_CENTER) \
+ Vector2(WorldGen.CHUNK_SIZE * 0.5, WorldGen.CHUNK_SIZE * 0.5)
fake_fleet.add_to_group("player_fleet")
host.add_child(fake_fleet)
var field: Node2D = load("res://world/OctopusField.gd").new()
field.name = "OctopusField"
host.add_child(field)
field._process(0.1)
if field.active.size() != 1:
return _fail("entering the octopus biome spawned %d roamers" % field.active.size())
var roamer: Node = field.active[0]
if roamer.max_hp < 7 or not roamer.is_in_group("roaming_octopuses"):
return _fail("ambient octopus lacks its durable roaming composition")
fake_fleet.position = Vector2.ZERO
field._process(0.1)
if not field.active.is_empty():
return _fail("roaming octopuses followed the fleet outside their biome")
print("octopus biome spawns bounded durable roamers and retires them at its edge")
print("TEST_PLANET_SCANNER: PASS")
quit(0)
func _fail(message: String) -> void:
print("FAIL: %s" % message)
quit(1)