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>
133 lines
5 KiB
GDScript
133 lines
5 KiB
GDScript
extends Area2D
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# A gatherable crystal of asteroid ore lying on a planet's surface. Picked
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# up by flying any ship over it; the fleet doesn't need to stop.
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#
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# Deliberately drawn as a PERFECT HEXAGON rather than the irregular lumpy
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# polygon Asteroid.gd uses. The two now DO appear together - shooting an
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# asteroid drops one of these right next to its neighbours - which makes the
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# shape language matter more than when they were kept apart by scene: jagged
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# and irregular reads as a natural hazard, regular and faceted reads as
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# something valuable and meant to be picked up.
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#
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# It also drifts toward a nearby ship (see _physics_process). Nothing
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# harmful moves helpfully toward you, so the pull doubles as a readability
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# cue on top of making gathering feel less fiddly.
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signal collected
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# By path, not by its `ResourcePickupVFX` global name: a bare class-name
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# reference needs the global class cache already warm, which it is not when
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# this script is reached indirectly - loading Main.tscn from inside a preview
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# scene made it a hard parse error. Same workaround PlanetSetups and
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# PlanetSetupEditor already use.
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const RESOURCE_PICKUP_VFX = preload("res://vfx/ResourcePickupVFX.gd")
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# Seconds before an uncollected rock disappears. 0 means never, which is what
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# hand-placed surface rocks use - a planet surface is bounded and authored, so
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# nothing accumulates. Ore dropped by a shot asteroid sets a real lifetime,
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# because open space is unbounded and a field shot up and left behind would
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# otherwise leak nodes for the rest of the session.
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@export var lifetime: float = 0.0
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@export var attract_radius: float = 220.0
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@export var attract_speed: float = 260.0
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@export var attract_accel: float = 420.0
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var shape_points: PackedVector2Array = PackedVector2Array()
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var facet_points: PackedVector2Array = PackedVector2Array()
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var size_scale: float = 1.0
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var velocity: Vector2 = Vector2.ZERO
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var age: float = 0.0
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func _ready() -> void:
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add_to_group("rocks")
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z_index = -1
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area_entered.connect(_on_area_entered)
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queue_redraw()
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func build_shape(shape_seed: int) -> void:
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# Only the SIZE varies, never the silhouette: every ore node is the same
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# regular hexagon, which is the whole point of the cue.
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = shape_seed
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size_scale = rng.randf_range(0.85, 1.25)
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var r: float = 13.0 * size_scale
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shape_points = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU - PI / 2.0
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shape_points.append(Vector2(cos(a), sin(a)) * r)
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# One flat-to-flat line across the middle, so it reads as a cut face
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# rather than a plain outline at small sizes.
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facet_points = PackedVector2Array([
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shape_points[5], shape_points[2],
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])
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queue_redraw()
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func _physics_process(delta: float) -> void:
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# Drift toward the closest ship inside attract_radius. No redraw here:
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# position is a transform property and the crystal's shape is fixed.
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if lifetime > 0.0:
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age += delta
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if age >= lifetime:
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queue_free()
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return
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var target: Node2D = _nearest_ship()
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if target == null:
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velocity = velocity.move_toward(Vector2.ZERO, attract_accel * delta)
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else:
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var desired: Vector2 = (target.position - position).normalized() * attract_speed
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velocity = velocity.move_toward(desired, attract_accel * delta)
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position += velocity * delta
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func _nearest_ship() -> Node2D:
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var nearest: Node2D = null
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var best: float = attract_radius
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for ship in get_tree().get_nodes_in_group("player_ships"):
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if not is_instance_valid(ship):
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continue
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var d: float = position.distance_to(ship.position)
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if d <= best:
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best = d
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nearest = ship
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return nearest
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func _on_area_entered(area: Area2D) -> void:
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if area.is_in_group("player_ships"):
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# Into the fleet's hold, not the bank (#14). It only counts as
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# spendable once the fleet has flown it back to the mothership.
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# #56: the hold has a finite total_capacity now - a full fleet must
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# leave the rock behind rather than despawning it for nothing.
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var taken: int = GameState.collect_cargo(1)
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if taken <= 0:
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return
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# #79: say what was picked up, where it was picked up. Parented to the
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# root rather than to this node, which is about to be freed.
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RESOURCE_PICKUP_VFX.spawn(get_tree().root, global_position,
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GameState.RESOURCE_ORE, taken)
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collected.emit()
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queue_free()
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func _draw() -> void:
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if shape_points.is_empty():
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return
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# Deep teal with a near-black core: a dark, saturated colour reads
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# clearly against the bright lunar regolith (sampled at ~0.75 grey),
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# where the original warm yellow disappeared into it.
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var glow: Color = Color(0.0, 0.62, 0.7)
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var core: Color = Color(0.0, 0.12, 0.15)
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NeonDraw.draw_glowing_polygon(self, shape_points, glow, 1.0, core)
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# One line only - the hexagon has a single flat-to-flat facet. This used
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# to draw two lines from a 4-point array; the hexagon rewrite left only
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# 2 points, so the second line indexed out of bounds and every rock
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# threw on every draw.
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if facet_points.size() >= 2:
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NeonDraw.draw_glowing_line(self, facet_points[0], facet_points[1], glow, 0.7, 0.3, core)
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