Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
54 lines
2.3 KiB
GDScript
54 lines
2.3 KiB
GDScript
extends Node2D
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# Preview, not a test (underscore prefix keeps it out of run_tests.sh).
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# Renders the world map with buildings placed and an extractor built, so the
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# issue #11 building markers, issue #9 extractor badge, and issue #200 scan
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# reticle can actually be LOOKED at. --headless draws no pixels, so no
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# headless test can tell whether a marker is visible - see tests/screenshot.sh.
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#
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# bash tests/screenshot.sh res://tests/_marker_preview.tscn /tmp/map.png 20 720x1280
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func _ready() -> void:
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GameState.reset_new_game()
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GameState.intro_active = false
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GameState.reset_quests(false)
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.explored_chunks.clear()
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# Near the origin, where the fleet starts, so everything lands on screen.
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GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(900.0, -700.0))
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GameState.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(-1100.0, 300.0))
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GameState.add_building(GameState.BUILDING_COMMAND_CENTER, Vector2(400.0, 1200.0))
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GameState.add_building(GameState.BUILDING_PLANET_SCANNER, Vector2(-350.0, -500.0))
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GameState.scan_for_planet(PlanetDefinitions.GAS_GIANT_ID, Vector2.ZERO)
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# Reveal a patch of map, and put an extractor on whichever planet is
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# nearest the origin so its badge is in frame too.
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var best: Vector2i = Vector2i.ZERO
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var best_distance: int = 1 << 30
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for x in range(-6, 7):
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for y in range(-6, 7):
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var chunk: Vector2i = Vector2i(x, y)
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GameState.explored_chunks[chunk] = true
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if WorldGen.has_planet_at_chunk(chunk):
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var d: int = absi(x) + absi(y)
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if d < best_distance:
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best_distance = d
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best = chunk
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if best_distance < (1 << 30):
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var data: Dictionary = WorldGen.planet_data_at_chunk(best)
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GameState.add_extractor(data.name, WorldGen.chunk_origin(best) + data.local_pos)
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print("extractor on '%s' at chunk %s" % [data.name, best])
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var main: Node = load("res://world/Main.tscn").instantiate()
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add_child(main)
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# open_map(), not `visible = true` - opening also recentres the view on
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# the fleet, and without that the map is drawn from its own origin in the
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# corner of the screen with everything near the fleet cropped off.
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var world_map: Control = main.get_node("UI/WorldMap")
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world_map.open_map()
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var target: Dictionary = GameState.active_scanner_target()
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if not target.is_empty():
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world_map.focus_world_position(Vector2(target.world_position))
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