A rare, deterministically-seeded landable body yielding a fourth
resource, dark matter, obtainable only through an extractor - never a
surface pickup. Reuses every existing generic system (resource/planet
definitions, surface profiles, extractor/transporter pipeline) with no
type-switch branching.
Also fixes a latent conquest-gating gap: a surface profile with no
authored PlanetSetup (like the black hole's "void") never registered
capture points at all, permanently blocking extractor placement.
register_capture_points() now treats zero required points as vacuously
conquered, and PlanetSurfaceController registers that zero-point state
explicitly when no setup exists.
lunar_surface.gdshader recoloured was the whole gas surface backdrop,
so a landed gas giant read as regolith - the crater field never went
away, just changed colour. New gas_surface.gdshader replaces it for
gas profiles only: a nearest-row-wins horizontal band field (same
single-scalar discipline as lunar's nearest-crater field), with
drifting per-row turbulence so the bands ripple instead of reading as
ruled lines. Keeps the exact same uniform interface as lunar
(camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/
base_color/crater_color/highlight_color), so LunarBackground.gd needs
no changes at all.
PlanetSurfaceProfile gains background_shader (default null = keep the
scene's existing lunar shader); PlanetSurfaceController._compose_surface()
swaps the background material's shader in only when a profile names one.
GasSurfaceProfile.tres points at the new shader and retunes its palette
to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres
is untouched, so the rocky surface renders exactly as before.
Precision: every hash input is either an exact integer cell/row index or
a bounded [0,1) local fraction, same split as lunar_surface.gdshader and
Starfield.gd use for the same reason (world coordinates reach the tens of
thousands, where mobile float precision collapses). TIME-based lateral
drift is folded into the lattice coordinate via the same floor/remainder
trick rather than ever being added to a large cell index directly - see
combine_lattice()'s header note.
Tests: new tests/test_surface_profiles.gd (rocky resolves no
background_shader and keeps the lunar shader; gas resolves and applies
its own, different from lunar's). Full suite: 78/78 passed. Screenshot
of the gas surface confirms drifting bands with no craters, rendered
well inside the softpipe performance budget (20 frames in ~2m40s,
against lunar's "minutes per frame" baseline the ticket warns about).
Repo notes for the next agent, confirmed empirically this session:
- Never reference a plain (non-autoload) class_name class by its bare
global name from a -s entry-point test script - `load()` it by path
into a local var instead, same as PlanetSurfaceController.gd and
PlanetSetups.gd already do for exactly this reason. Doing it the
unsafe way here didn't fail to compile - it corrupted something in
the resource-loading state badly enough that an UNRELATED scene's
Rock.tscn lost its script attachment and RockField's rock-spawning
loop exhausted the physics server's entire RID pool. If a test's
crash trace implicates code you never touched, check every bare
global class_name reference in the test first.
- Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely
minutes for a crater-shader scene) at the same time as a
`run_tests.sh` full-suite run starves both for CPU on this device -
kill one before waiting on the other rather than running them
concurrently.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
CapturePoint tracks neutral/blocked/capturing/captured state by polling
proximity each frame (a ship in capture_radius, no enemy within
enemy_clear_radius), draining gradually rather than resetting when
interrupted, and calling GameState.mark_point_captured() on completion.
PlanetSetupHost now instantiates the real CapturePoint scene per
authored point (restoring already-captured state immediately on
re-landing) and spawns each setup's authored enemies, replacing the
placeholder markers from #42. CaptureLabel is a small self-polling HUD
(same convention as ResourceCounter) showing "CAPTURED n/m" or
"CONQUERED" with a one-shot fade on completion, themed per surface
profile alongside the existing bank/fleet captions.
test_planet_atmosphere_transition.gd's "no enemies on a landed
surface" assumption no longer holds now that setups can place guard
enemies by design - narrowed the check to what it actually needs to
prove: no space-side EnemySpawner/AsteroidField node leaks across the
scene swap.
Part of the #40 conquest-mechanic breakdown.
PlanetSetup/PlanetSetupSpawn define a curated capture-point/enemy
layout for a surface profile; PlanetSetups scans res://PlanetSetups/
at first use (not a hardcoded preload table) so dropping in a new
.tres is the only step needed to add one, and resolves the same
setup for the same planet deterministically, same pattern as
WorldGen.planet_data_at_chunk. PlanetSurfaceController composes a
PlanetSetupHost onto the landed surface alongside the existing
resource-provider feature scene.
Ships two starter setups (rocky_default, gas_default) with
placeholder capture-point markers; #43 replaces the markers with the
real CapturePoint scene through the same apply_setup() entry point.
Part of the #40 conquest-mechanic breakdown.
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>