The setup editor and the landed surface drew different backgrounds for the same planet. Each scene carried its own hand-written ShaderMaterial, and only the game side ever swapped in a profile's shader, so a gas giant authored in the editor showed recoloured craters while the game showed cloud bands. Both now instance one SurfaceBackground.tscn and configure it through one method, and every profile names its own shader - the old "null means keep whatever the scene already had" convention was the drift, since each scene "already had" something different. The shared material is resource_local_to_scene, or two live surfaces would repaint each other. The gas giant's bands broke into disjoint segments once per cell: the second turbulence octave doubled only the INTEGER half of a lattice coordinate, which is a different point in every cell rather than the same point at twice the frequency. Measured, the old form steps 0.153 at a cell boundary against 0.0002 now. A second discontinuity went with it - the camera cell index arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32 cells; hashes are now wrapped per octave and the field is exactly periodic. Bands also gained low-frequency octaves and per-row differential drift. WorldMap swallowed every touch in _input(), which runs before the GUI system, so CloseButton never saw one: the map could be opened and not closed. Android and desktop hid it behind Godot's emulated mouse event, which this never swallowed; a phone browser gives no such second chance. Its test had been closing the map by calling the method the button was failing to reach. Construction now draws on the fleet hold as well as the bank. With an empty starting bank and ore bankable only at a mothership, charging construction to the bank alone made the first mothership cost ore that could not yet exist. Also: a conquered planet no longer re-spawns its garrison (guarded on having capture points, since a setup with none registers as vacuously conquered); planets keep the map they drew, with the candidate list sorted rather than left in filesystem order and assignments pruned rather than cleared on rescan; and the map editor lists setups at a tappable size and can delete one, as an explicit armed mode rather than a tap away from destroying work. Full suite 106/106. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
60 lines
2.1 KiB
GDScript
60 lines
2.1 KiB
GDScript
class_name PlanetSetupHost
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extends Node2D
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# Instantiates the contents of a PlanetSetup onto a landed surface: one
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# CapturePoint per authored point - registering/restoring conquest progress
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# through GameState so re-landing on a partly-taken planet keeps its
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# progress - and one enemy per authored spawn.
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const CAPTURE_POINT_SCENE: PackedScene = preload("res://CapturePoint.tscn")
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const ENEMY_SCENE: PackedScene = preload("res://Enemy.tscn")
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var setup: Resource
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func apply_setup(new_setup: Resource) -> void:
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setup = new_setup
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for child in get_children():
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child.queue_free()
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if setup == null:
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return
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GameState.register_capture_points(GameState.planet_id, setup.capture_points.size(),
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GameState.planet_definition_id, int(setup.research_point_reward))
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for i in range(setup.capture_points.size()):
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_add_capture_point(i, setup.capture_points[i])
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if _garrison_is_defeated():
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return
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for spawn in setup.enemy_spawns:
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_add_enemy(spawn)
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# A conquered planet stays conquered. Its garrison was destroyed to take it,
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# so re-landing must not quietly restore it - the capture points already come
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# back marked captured, and enemies standing on a planet the player owns read
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# as the conquest having been undone.
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#
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# Guarded on there being capture points to take, not on the conquered flag
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# alone: register_capture_points() treats a setup with none as vacuously
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# conquered (see PlanetSurfaceController's note on unregistered planets), and
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# a setup that authored enemies but no capture points is a garrison nobody
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# can ever have beaten. Suppressing those would delete them on first sight.
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func _garrison_is_defeated() -> bool:
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return not setup.capture_points.is_empty() \
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and GameState.is_planet_conquered(GameState.planet_id)
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func _add_capture_point(index: int, at: Vector2) -> void:
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var point: Node = CAPTURE_POINT_SCENE.instantiate()
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point.point_index = index
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point.position = at
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add_child(point)
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if GameState.is_point_captured(GameState.planet_id, index):
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point.mark_captured()
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func _add_enemy(spawn: Resource) -> void:
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var enemy: Node = ENEMY_SCENE.instantiate()
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enemy.enemy_id = spawn.enemy_id
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enemy.position = spawn.position
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add_child(enemy)
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