Forgejo #11: buildings the player has placed now appear on the world map. They are placed freely in space rather than tied to a chunk, so they get their own pass in WorldMapContent._draw() rather than riding along with the chunk markers. Each type has its own shape and colour, mirroring Building.gd's constants so a marker reads as the same building you built. Forgejo #9: a planet with an extractor built on it now shows it, in both places you look at a planet - an amber derrick on its outline in space, and a matching badge on its world-map marker. The extractor lives on PlanetSurface.tscn, a scene you are not looking at from space, so an already-mined planet was otherwise indistinguishable from an untouched one until you landed on it. The positioning steps are factored out (building_markers(), chunk_has_extractor_badge(), extractor_derrick_tip()) so headless tests can assert on them - --headless has no GPU and draws no pixels, so there is nothing to check in _draw() itself. Both features were also rendered for real via tests/screenshot.sh and looked at. extractor_derrick_tip() exists because the first version of the "derrick is not buried inside the planet" check measured the furthest of all four derrick points, which passes a derrick pointing straight into the ground: the base corners sit a half-width off the rim vertex and clear the outline on their own. Mutation-testing caught it. screenshot.sh now clears a stale /tmp/.X99-lock. A run killed mid-screenshot leaves it behind and Xvfb then refuses :99, which resurfaces later as Godot's misleading "X11 Display is not available". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
95 lines
3.8 KiB
GDScript
95 lines
3.8 KiB
GDScript
extends Node2D
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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_type: String = "big_stable_asteroid"
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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 shape_points: PackedVector2Array = PackedVector2Array()
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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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# Resolved once in _ready() rather than polled: building an extractor happens
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# on PlanetSurface.tscn, and coming back to space rebuilds Main.tscn from
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# scratch, so a Planet node never outlives a change to its own answer.
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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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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = shape_seed
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var point_count: int = 10
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for i in range(point_count):
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var angle: float = (float(i) / point_count) * TAU
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var radius: float = rng.randf_range(70.0, 100.0)
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shape_points.append(Vector2(cos(angle), sin(angle)) * radius)
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shows_extractor = GameState.has_extractor_at(planet_name)
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queue_redraw()
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func extractor_derrick_anchor() -> Vector2:
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# The rim vertex the derrick stands on: the shape's own topmost point,
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# rather than a fixed radius, so it sits ON the outline whatever lumpy
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# shape the seed drew instead of floating off it or sinking inside it.
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var base: Vector2 = Vector2(0.0, -100.0)
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for p in shape_points:
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if p.y < base.y:
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base = p
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return base
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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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NeonDraw.draw_glowing_polygon(self, shape_points, Color(0.6, 0.55, 0.5), 1.0)
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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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