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>
107 lines
4.2 KiB
GDScript
107 lines
4.2 KiB
GDScript
extends Node2D
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# Spawns slow-drifting asteroids inside ASTEROID_FIELD biome chunks near
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# the fleet, and despawns them once the fleet has moved far enough away -
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# keeps the scene from accumulating unbounded nodes over a long session
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# while still populating newly-entered asteroid regions on the fly.
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@export var check_interval: float = 1.0
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@export var spawn_radius_chunks: int = 2
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# No asteroid may be created within this distance of the fleet. At cruise
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# speed this is well over a second of warning, so anything that reaches the
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# fleet was visible on its way in.
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@export var safe_spawn_radius: float = 420.0
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@export var despawn_radius_chunks: int = 4
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@export var asteroids_per_chunk: int = 6
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@export var min_speed: float = 12.0
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@export var max_speed: float = 35.0
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@onready var fleet: Node2D = get_node("../Fleet")
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var asteroid_scene: PackedScene = preload("res://world/Asteroid.tscn")
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var populated_chunks: Dictionary = {}
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var timer: float = 0.0
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func _ready() -> void:
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randomize()
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func _process(delta: float) -> void:
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timer += delta
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if timer < check_interval:
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return
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timer = 0.0
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update_chunks()
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func update_chunks() -> void:
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# Public (not just called from _process's own timer): also invoked
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# once synchronously right after the fleet is positioned on a fresh
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# Main.tscn load, so nearby asteroids exist immediately instead of
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# only appearing ~check_interval seconds later - most noticeable as a
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# jarring pop-in right after returning from a planet's surface.
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var center_chunk: Vector2i = WorldGen.chunk_coords(fleet.get_centroid())
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for dx in range(-spawn_radius_chunks, spawn_radius_chunks + 1):
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for dy in range(-spawn_radius_chunks, spawn_radius_chunks + 1):
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var chunk: Vector2i = center_chunk + Vector2i(dx, dy)
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if populated_chunks.has(chunk):
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continue
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if WorldGen.biome_at_chunk(chunk) != WorldGen.Biome.ASTEROID_FIELD:
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continue
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_spawn_chunk_asteroids(chunk)
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var to_remove: Array = []
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for chunk in populated_chunks.keys():
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if _chebyshev_chunk_distance(chunk, center_chunk) > despawn_radius_chunks:
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for asteroid in populated_chunks[chunk]:
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if is_instance_valid(asteroid):
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asteroid.queue_free()
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to_remove.append(chunk)
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for chunk in to_remove:
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populated_chunks.erase(chunk)
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func _chebyshev_chunk_distance(a: Vector2i, b: Vector2i) -> int:
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return max(abs(a.x - b.x), abs(a.y - b.y))
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func _safe_position(candidate: Vector2, centre: Vector2) -> Vector2:
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# Nothing may materialise on top of the fleet. Chunks are populated around
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# wherever the fleet happens to be - including the chunk it is standing in
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# - so without this an asteroid could appear directly on a ship and
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# destroy it with no chance to react. That is worst on the frame a scene
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# loads: arriving back from a planet could cost a ship instantly.
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if candidate.distance_to(centre) >= safe_spawn_radius:
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return candidate
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# Push it out to the edge of the bubble rather than dropping it, so the
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# field keeps its density near the fleet instead of thinning out.
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var away: Vector2 = candidate - centre
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if away.length() < 0.001:
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away = Vector2.RIGHT.rotated(randf() * TAU)
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return centre + away.normalized() * safe_spawn_radius
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func _spawn_chunk_asteroids(chunk: Vector2i) -> void:
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var origin: Vector2 = WorldGen.chunk_origin(chunk)
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var spawned: Array = []
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var fleet_centre: Vector2 = fleet.get_centroid()
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for i in range(asteroids_per_chunk):
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var local_pos: Vector2 = Vector2(randf() * WorldGen.CHUNK_SIZE, randf() * WorldGen.CHUNK_SIZE)
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var asteroid: Node2D = asteroid_scene.instantiate()
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asteroid.position = _safe_position(origin + local_pos, fleet_centre)
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var angle: float = randf() * TAU
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var speed: float = randf_range(min_speed, max_speed)
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asteroid.velocity = Vector2(cos(angle), sin(angle)) * speed
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asteroid.rotation_speed = randf_range(-0.4, 0.4)
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# Deferred: update_chunks() can run synchronously from inside a
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# parent's own _ready() chain (forced once right after the fleet
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# is positioned, to avoid a pop-in on scene load) - Godot refuses
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# a direct add_child() while the tree is still "busy setting up
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# children" in that situation, so this must be deferred either way.
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get_parent().add_child.call_deferred(asteroid)
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spawned.append(asteroid)
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populated_chunks[chunk] = spawned
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