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>
123 lines
4.6 KiB
GDScript
123 lines
4.6 KiB
GDScript
extends Node2D
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const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
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# A landable world-object - unlike regular Asteroid.gd, planets are
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# stationary ("Big Stable Asteroid" - stable means it doesn't drift or
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# destroy ships on touch). Whether the fleet counts as "landed" is decided
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# by PlanetField comparing the fleet's CENTROID distance to landing_radius,
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# not per-ship Area2D collision - a single stable number, immune to the
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# constant minor jostling of individual ships holding formation, which
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# used to make the "enter atmosphere" prompt flicker on/off as ships
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# drifted in and out of the boundary independently of each other even
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# while the fleet as a whole was clearly sitting on the planet.
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@export var planet_name: String = ""
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@export var planet_id: String = ""
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@export var definition_id: String = PLANET_DEFINITIONS.DEFAULT_DEFINITION_ID
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@export var landing_radius: float = 140.0
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# Set by whoever spawns this planet (PlanetField, seeded from the chunk's
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# own coordinates) so the outline shape is stable across respawns of the
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# same chunk, instead of reading as a "different" planet every time.
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@export var shape_seed: int = 0
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var definition: Resource
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var visual: Node2D
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var resource_type: String:
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get: return String(definition.resource_id) if definition != null else "ore"
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var surface_profile_id: String:
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get: return String(definition.surface_profile_id) if definition != null else "rocky"
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var shape_points: PackedVector2Array:
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get:
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if visual != null and "shape_points" in visual:
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return visual.shape_points
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return PackedVector2Array()
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var gas_phase: float:
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get:
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if visual != null and "gas_phase" in visual:
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return float(visual.gas_phase)
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return 0.0
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# An extractor is built down on this planet's SURFACE, in a different scene
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# the player is no longer looking at, so from space nothing distinguished a
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# planet already being mined from an untouched one - you had to land to find
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# out. This is a derrick planted on the rim: the same amber the world map
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# uses for its extractor badge, so the two read as the same fact.
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const EXTRACTOR_MARKER_COLOR: Color = Color(1.0, 0.85, 0.3)
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const DERRICK_HEIGHT: float = 44.0
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const DERRICK_HALF_WIDTH: float = 16.0
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# Kept in step with GameState.extractor_added rather than polled per frame.
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# An extractor is built from SPACE (BuildController._planet_under_fleet(),
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# with the fleet parked on the planet), so this node is already in the tree
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# with its _ready() long since run when the answer changes - resolving it
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# only at _ready() left the planet looking untouched until it happened to
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# despawn and respawn.
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var shows_extractor: bool = false
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func _ready() -> void:
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add_to_group("planets")
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z_index = -1
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definition = PLANET_DEFINITIONS.get_definition(definition_id)
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visual = definition.visual_scene.instantiate()
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visual.configure(shape_seed)
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get_node("VisualHost").add_child(visual)
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if planet_id == "":
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planet_id = planet_name
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shows_extractor = GameState.has_extractor_at(planet_id)
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GameState.extractor_added.connect(_on_extractor_added)
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queue_redraw()
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func _on_extractor_added(built_on: String) -> void:
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# Only the planet it was actually built on, and only a redraw when the
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# answer really changed - every other planet in range gets this too.
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if built_on != planet_id or shows_extractor:
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return
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shows_extractor = true
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queue_redraw()
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func extractor_derrick_anchor() -> Vector2:
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if visual != null and visual.has_method("extractor_anchor"):
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return visual.extractor_anchor()
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return Vector2(0.0, -100.0)
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func extractor_derrick_tip() -> Vector2:
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# Exposed separately from the polygon because "does the derrick clear the
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# planet's outline" is a question about the TIP alone. The base corners
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# sit a half-width off to either side, so they are sqrt(|base|^2 + w^2)
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# from the centre and can clear the rim on their own even when the tower
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# points straight into the ground.
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var base: Vector2 = extractor_derrick_anchor()
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var out: Vector2 = base.normalized()
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if out == Vector2.ZERO:
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out = Vector2.UP
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return base + out * DERRICK_HEIGHT
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func extractor_derrick_points() -> PackedVector2Array:
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var base: Vector2 = extractor_derrick_anchor()
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var out: Vector2 = base.normalized()
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if out == Vector2.ZERO:
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out = Vector2.UP
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var side: Vector2 = Vector2(-out.y, out.x)
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var tip: Vector2 = extractor_derrick_tip()
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return PackedVector2Array([
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base - side * DERRICK_HALF_WIDTH,
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tip - side * (DERRICK_HALF_WIDTH * 0.35),
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tip + side * (DERRICK_HALF_WIDTH * 0.35),
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base + side * DERRICK_HALF_WIDTH,
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])
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func _draw() -> void:
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if shows_extractor:
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NeonDraw.draw_glowing_polygon(self, extractor_derrick_points(), EXTRACTOR_MARKER_COLOR, 1.0)
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