spaceship/Rock.gd
Loïc Wisniewski fc32e26d1b Fleet carries mined ore until it delivers it to the mothership
Forgejo #14, part 1 of #12. Rock.gd credited GameState.rocks on pickup,
so ore was banked instantly from anywhere on the map and a mining run
had nothing at stake. Ore now goes into GameState.fleet_cargo and only
becomes spendable when the fleet reaches the mothership.

Delivery lives in BuildingField because that node already knows where
the buildings are and already answers "is the fleet standing on one?",
using the fleet CENTROID - the same stable single-number test Planet
and Building use, rather than per-ship collision that flickers as ships
jostle in formation.

Cargo lives in the GameState autoload so it survives Main.tscn being
torn down on every trip to a planet's surface - cargo mined ON a
surface would otherwise be dropped the moment the player took off.

test_resources_and_buildings asserted the old behaviour (gathering a
rock raises `rocks`) and now asserts the new one. That is a spec
change, not a weakened test - the gathering assertion itself is intact.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:55:45 +02:00

104 lines
3.7 KiB
GDScript

extends Area2D
# A gatherable crystal of asteroid ore lying on a planet's surface. Picked
# up by flying any ship over it; the fleet doesn't need to stop.
#
# Deliberately drawn as a PERFECT HEXAGON rather than the irregular lumpy
# polygon Asteroid.gd uses. The two are never on screen
# together (asteroids are space-only, rocks surface-only), so the player
# can only tell "collect this" from "this hurts" by learned shape language:
# irregular and jagged reads as a natural hazard, regular and faceted reads
# as something valuable and meant to be picked up.
#
# It also drifts toward a nearby ship (see _physics_process). Nothing
# harmful moves helpfully toward you, so the pull doubles as a readability
# cue on top of making gathering feel less fiddly.
signal collected
@export var attract_radius: float = 220.0
@export var attract_speed: float = 260.0
@export var attract_accel: float = 420.0
var shape_points: PackedVector2Array = PackedVector2Array()
var facet_points: PackedVector2Array = PackedVector2Array()
var size_scale: float = 1.0
var velocity: Vector2 = Vector2.ZERO
func _ready() -> void:
add_to_group("rocks")
z_index = -1
area_entered.connect(_on_area_entered)
queue_redraw()
func build_shape(shape_seed: int) -> void:
# Only the SIZE varies, never the silhouette: every ore node is the same
# regular hexagon, which is the whole point of the cue.
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = shape_seed
size_scale = rng.randf_range(0.85, 1.25)
var r: float = 13.0 * size_scale
shape_points = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU - PI / 2.0
shape_points.append(Vector2(cos(a), sin(a)) * r)
# One flat-to-flat line across the middle, so it reads as a cut face
# rather than a plain outline at small sizes.
facet_points = PackedVector2Array([
shape_points[5], shape_points[2],
])
queue_redraw()
func _physics_process(delta: float) -> void:
# Drift toward the closest ship inside attract_radius. No redraw here:
# position is a transform property and the crystal's shape is fixed.
var target: Node2D = _nearest_ship()
if target == null:
velocity = velocity.move_toward(Vector2.ZERO, attract_accel * delta)
else:
var desired: Vector2 = (target.position - position).normalized() * attract_speed
velocity = velocity.move_toward(desired, attract_accel * delta)
position += velocity * delta
func _nearest_ship() -> Node2D:
var nearest: Node2D = null
var best: float = attract_radius
for ship in get_tree().get_nodes_in_group("player_ships"):
if not is_instance_valid(ship):
continue
var d: float = position.distance_to(ship.position)
if d <= best:
best = d
nearest = ship
return nearest
func _on_area_entered(area: Area2D) -> void:
if area.is_in_group("player_ships"):
# Into the fleet's hold, not the bank (#14). It only counts as
# spendable once the fleet has flown it back to the mothership.
GameState.collect_cargo(1)
collected.emit()
queue_free()
func _draw() -> void:
if shape_points.is_empty():
return
# Deep teal with a near-black core: a dark, saturated colour reads
# clearly against the bright lunar regolith (sampled at ~0.75 grey),
# where the original warm yellow disappeared into it.
var glow: Color = Color(0.0, 0.62, 0.7)
var core: Color = Color(0.0, 0.12, 0.15)
NeonDraw.draw_glowing_polygon(self, shape_points, glow, 1.0, core)
# One line only - the hexagon has a single flat-to-flat facet. This used
# to draw two lines from a 4-point array; the hexagon rewrite left only
# 2 points, so the second line indexed out of bounds and every rock
# threw on every draw.
if facet_points.size() >= 2:
NeonDraw.draw_glowing_line(self, facet_points[0], facet_points[1], glow, 0.7, 0.3, core)