spaceship/tests/_marker_preview.gd
Loïc Wisniewski 10d19a369b Guide the fleet to the nearest unconquered scan target
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-04 21:46:24 +02:00

54 lines
2.3 KiB
GDScript

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