spaceship/PlanetAtmosphereController.gd
Loïc Wisniewski a3c6316676 Rework how a game starts: dev mode, a bare opening, and fleet growth
Adds a Dev Mode entry to the main menu and takes the play-testing
conveniences out of a normal game, which turn out to be the same change
from two directions.

DEV MODE. Banks 2000 of every resource, grants 500 research points, and
plants one of each planet type in the chunks around the spawn. Built ON TOP
of reset_new_game() rather than beside it, so a dev game is a normal game
plus a stock rather than a second definition of "fresh game" to keep in
sync. Offered only when running from Godot - OS.has_feature("editor"), the
tag an export clears - as is the map editor. Hidden AND guarded: pressing
either anyway is refused, because visibility is presentation and the rule is
the rule.

The menu now lays its stack out in code. Hiding two of four entries with
scene-authored offsets would leave holes in a shipped build - the same
failure the HUD columns had - so it measures the entries that actually exist
and centres on them.

A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both
reset_new_game and the autoload's own default, so the two cannot disagree),
and no gas giant guaranteed in the origin chunk. Both were play-testing
conveniences that had become part of the real world's shape: every player
got the same landmark in the same place. Play-testing wanted all four planet
types anyway, and a normal game wanted none of them - different needs, now
different mechanisms.

WorldGen cannot read GameState back (an autoload is not resolvable as a
global identifier that early, the hazard PlanetSetups.gd already works
around), so GameState.dev_mode's setter PUSHES the flag down. World
generation stays static and dependency-free, GameState stays the single
source of truth, and dev planting is applied after every rng draw so a dev
world and a normal one differ only in those four chunks.

FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND
how many ships you start with - which forced a new game to open with a full
fleet, leaving the first ship crafter nothing to do. Split into
BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening
has two empty slots to fill. A third copy of the old value turned up in
PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently
degraded into "however many slots exist" once max_fleet_size() clamped it.

The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron
(70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game
luxury but the ordinary way out of the opening, and pricing them as a luxury
made the early game feel stuck. Armada follows at 90/2. Two new tiers,
Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in
one lane would be a long monotonous chain for a branch that only ever does
one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size()
clamps to its length and a doctrine past that would charge real resources
for nothing; test_fleet_growth.gd asserts that invariant directly.

TEST FALLOUT, all of it from the deliberate change rather than a defect:

- Tests that silently inherited the old 5-ship default now ask for the fleet
  they need. Several had to crew it from their first frame rather than
  _initialize(), where the engine's deferred tree-entry finalization undoes
  it - the same hazard those tests already documented for set_process(false).
- test_planet_landing_proximity and test_return_position_matches_planet take
  the FIRST chunk holding a planet and land there. The guaranteed gas giant
  had been masking that this can now be a black hole, which destroys ships on
  contact. They exclude it, and clear the asteroids the field already placed.
- test_pivot_controls measured rotation with angle_difference, which wraps at
  +/-pi, so a hold that turned a full circle read as no rotation. Latent
  flakiness that only ever showed under load; it now reads the controller's
  unwrapped pivot_hold_amount.
- test_research_points was failing on ore, not points: can_unlock() checks
  the ore price too, and a fresh game banks nothing now.
- test_gas_system's "a reachable gas source near the spawn" premise moved to
  dev mode, which is where that guarantee now lives.

Full suite green at 97/97.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 12:10:14 +02:00

126 lines
5.2 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
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.
asteroid_field.update_chunks()
planet_field.update_chunks()
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
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://PlanetSurface.tscn")