spaceship/planets/PlanetAtmosphereController.gd
Loïc Wisniewski 397983b611 #129 (#131, #132, #133): a quest chain, and a World Ship out of reach
Sixteen quests that walk a new game through the things it contains: ore,
the mothership, exploration, a yard and a second hull, planetfall and
conquest, extractors, gas, freight, power, the lab, a new vessel type, an
outpost, and a survey.

The chain turns on the second quest. The fleet builds the mothership to
call the World Ship and hears nothing - and the array is not at fault. The
breach put them further out than that signal will carry, so every quest
after it is a search that has to be flown rather than transmitted.

Three pieces:

  Quests.gd  the chain, as data and nothing else. Two rules it obeys:
             nothing may ask for something unreachable - research points
             come only from conquering a planet, so every doctrine that
             costs them sits after the conquest quest - and a quest names
             one goal, with the research it implies said in the brief
             rather than split into an errand of its own.
  GameState  how far along the chain the player is, and the answer to each
             goal kind. Progress latches for free: the chain is walked one
             quest at a time, so collecting five ore and spending it cannot
             un-complete the quest that asked for five - by then nothing is
             asking. It lives here so a quest finished on a planet surface
             is still finished after take-off.
  the HUD    QuestTracker, the standing objective, in the wave alert's
             idiom; QuestDirector, which reads the lines out.

Lines are QUEUED by GameState and drained by the director rather than
emitted at a banner, because quests advance in the autoload, which runs on
a planet surface too - where a line emitted straight at a banner would be
lost. Both scenes now carry a banner, a tracker and a director, so a quest
finished underground is announced underground.

The chain is armed by reset_new_game(), the same gate the prologue uses -
the only door into a real game - so instantiating a scene is not by itself
a reason to start briefing somebody.
2026-08-28 14:41:03 +02:00

144 lines
6.4 KiB
GDScript

extends Node2D
# Space-side: bootstraps the fleet on Main.tscn startup (a fresh 5-ship
# fleet at the origin on first launch, or GameState's surviving ship
# count/position if we just returned from a planet's surface), shows an
# "enter atmosphere" prompt (name + button) when the fleet is standing on
# a landable planet, and - on press - fades out and swaps to a completely
# separate PlanetSurface.tscn scene (not an overlay toggled in place), so
# asteroids/enemies genuinely cannot exist there rather than merely being
# hidden. Fleet size and the world position/zoom to return to are handed
# off via the GameState autoload, since change_scene_to_file() tears down
# this whole scene tree.
@export var fade_duration: float = 0.4
@export var prompt_debounce_time: float = 0.15
@onready var planet_field: Node2D = get_node("../PlanetField")
@onready var asteroid_field: Node2D = get_node("../AsteroidField")
@onready var fleet: Node2D = get_node("../Fleet")
@onready var camera: Camera2D = get_node("../Camera2D")
@onready var planet_name_label: Label = get_node("../UI/PlanetNameLabel")
@onready var enter_button: IconButton = get_node("../UI/EnterAtmosphereButton")
@onready var world_map: Control = get_node("../UI/WorldMap")
@onready var build_controller: Node2D = get_node("../BuildController")
@onready var fade_rect: ColorRect = get_node("../FadeOverlay/FadeRect")
var current_planet: Node2D = null
var transitioning: bool = false
var pending_planet: Node2D = null
var pending_time: float = 0.0
func _ready() -> void:
enter_button.pressed.connect(_on_enter_pressed)
if GameState.has_return_position:
fleet.spawn_ships(GameState.surviving_ship_count, GameState.return_world_position,
GameState.surviving_vessel_types)
camera.position = GameState.return_world_position
camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
GameState.has_return_position = false
elif GameState.intro_active:
# #108: the prologue opens with a convoy, and crews it itself. This
# node still runs first, so spawning the ordinary opening fleet here
# would be immediately thrown away - and worse, would be the fleet
# for the one frame before the director replaced it.
pass
else:
# A brand new game. STARTING_SHIP_COUNT rather than a literal: this
# said 5, which was the old BASE_FLEET_SIZE written out by hand, and
# it silently became "however many slots exist" once max_fleet_size()
# clamped it. The opening fleet size is one decision and it lives in
# GameState.
fleet.spawn_ships(GameState.STARTING_SHIP_COUNT, Vector2.ZERO)
# AsteroidField/PlanetField normally only populate nearby chunks once
# their own check_interval timer elapses (~1s) - fine during normal
# continuous play (things appear far off-screen, gradually), but
# right after a fresh scene load it means an empty-looking world for
# a second before asteroids/the planet visibly pop in. Force an
# immediate synchronous populate now that the fleet is correctly
# positioned, so nothing is missing on the very first visible frame.
# DEFERRED, not called straight through. Everything above runs inside the
# single frame that builds Main.tscn, and these two populate 25 and 49
# chunks of world on top of it - 150-odd asteroids plus planets and their
# visuals. On a phone browser that frame is where the scene appeared to
# hang forever: nothing can paint until it ends, so a slow frame and a
# freeze look identical. One frame later is still immediate to the eye,
# and it lets the scene draw first.
asteroid_field.update_chunks.call_deferred()
planet_field.update_chunks.call_deferred()
func _process(delta: float) -> void:
if transitioning:
return
if world_map.visible or build_controller.is_showing_building_prompt():
# Context actions belong to BuildController. This controller owns the
# debounced planet selection and label, and suppresses both while a modal
# screen is open.
current_planet = null
pending_planet = null
planet_name_label.visible = false
return
# Debounced: only commit a visible/hidden change once the raw
# landing-detection result has stayed the same for prompt_debounce_time
# in a row, instead of reacting to every single frame's reading. Belt
# and suspenders on top of get_planet_fleet_is_on() already using the
# fleet's centroid (a single stable number - see Planet.gd) rather
# than any individual ship's position, so this only has to absorb
# genuine sub-debounce-window boundary crossings, not constant noise.
var detected_planet: Node2D = planet_field.get_planet_fleet_is_on()
if detected_planet != pending_planet:
pending_planet = detected_planet
pending_time = 0.0
else:
pending_time += delta
if pending_time < prompt_debounce_time or pending_planet == current_planet:
return
current_planet = pending_planet
if current_planet != null:
planet_name_label.text = current_planet.planet_name
planet_name_label.visible = true
else:
planet_name_label.visible = false
func _on_enter_pressed() -> void:
if transitioning or current_planet == null:
return
transitioning = true
planet_name_label.visible = false
enter_button.visible = false
GameState.has_return_position = true
GameState.surviving_ship_count = fleet.ships.size()
GameState.surviving_vessel_types = fleet.vessel_types()
# The planet's own position, not fleet.get_centroid() - the fleet only
# needs to be somewhere within the planet's landing radius (not
# centered exactly on it) for the prompt to show, so the centroid can
# be tens of units off from the planet. Returning should always place
# the fleet back at the planet itself.
GameState.return_world_position = current_planet.position
GameState.return_camera_zoom = camera.zoom.x
GameState.planet_name = current_planet.planet_name
GameState.planet_id = current_planet.planet_id
GameState.planet_definition_id = current_planet.definition_id
# #133: quests ask about worlds LANDED ON, which is a different question
# from the ones flown past that explored_chunks answers. Recorded at the
# moment of committing to the descent - the same moment the three lines
# above are written - so the two can never disagree.
GameState.note_planet_visited(current_planet.planet_id, current_planet.definition_id)
var tween: Tween = create_tween()
tween.tween_property(fade_rect, "color:a", 1.0, fade_duration)
tween.tween_callback(_enter_surface)
func _enter_surface() -> void:
get_tree().change_scene_to_file("res://surface/PlanetSurface.tscn")