spaceship/planets/PlanetAtmosphereController.gd
Claude 62acb0052c #227: resume at the mothership, with the crew the save had
Loading a save fell through to the brand-new-game branch in
PlanetAtmosphereController, which spawns STARTING_SHIP_COUNT interceptors at
the world origin. So resuming stranded the player in empty space with the
wrong ships while their base sat wherever they had left it - thousands of
units away on a charted map.

fleet_position was in the save all along, but nothing ever read it: only
Fleet writes it, as a mirror for payment-range checks.

A resumed run now spawns at get_mothership_position(). That is already the
canonical home - BuildController._check_fleet_wipe rebuilds a wiped fleet
there - so this is the existing answer to "where does the fleet belong",
not a new one. It falls back to the position the save was written at, and
only then to the origin, because a run can have no mothership standing.

resumed_from_save is a one-shot handoff like has_return_position, and is
deliberately NOT saved: it describes this launch, not the run.

Verified by reverting the branch: "resumed at (0.0, -48.0), but the
mothership is at (7400.0, -3100.0)".

One note for whoever writes the next fleet test: asserting a three-ship crew
proves nothing without capacity. Since #219 the fleet holds BASE_FLEET_SIZE
(1) plus one berth per supplied fleet office, so spawn_ships clamps to 1 and
the assertion passes against the wrong number. Case A gives the save two
offices and checks max_fleet_size() first.

176/176 at JOBS=3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-12 15:57:48 +02:00

161 lines
7.2 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
elif GameState.resumed_from_save:
# #227: a resumed run used to fall through to the brand-new-game
# branch below, which put the STARTING fleet at the world origin -
# so loading a save stranded the player in empty space with the
# wrong ships while their base sat wherever they had left it.
#
# The mothership is where a wiped-out fleet is already rebuilt (see
# BuildController._check_fleet_wipe), so it is the run's home whether
# or not this is a resume. Falls back to the position the save was
# written at, and only then to the origin, because a run can have no
# mothership standing.
var home: Variant = GameState.get_mothership_position()
var at: Vector2 = home if home != null else GameState.fleet_position
fleet.spawn_ships(GameState.fleet_vessel_types.size(), at,
GameState.fleet_vessel_types)
camera.position = at
GameState.resumed_from_save = false
elif GameState.intro_active:
# #108: the prologue opens with a convoy, and crews it itself. This
# node still runs first, so spawning the ordinary opening fleet here
# would be immediately thrown away - and worse, would be the fleet
# for the one frame before the director replaced it.
pass
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.
# DEFERRED, not called straight through. Everything above runs inside the
# single frame that builds Main.tscn, and these two populate 25 and 49
# chunks of world on top of it - 150-odd asteroids plus planets and their
# visuals. On a phone browser that frame is where the scene appeared to
# hang forever: nothing can paint until it ends, so a slow frame and a
# freeze look identical. One frame later is still immediate to the eye,
# and it lets the scene draw first.
asteroid_field.update_chunks.call_deferred()
planet_field.update_chunks.call_deferred()
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
# #133: quests ask about worlds LANDED ON, which is a different question
# from the ones flown past that explored_chunks answers. Recorded at the
# moment of committing to the descent - the same moment the three lines
# above are written - so the two can never disagree.
GameState.note_planet_visited(current_planet.planet_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://surface/PlanetSurface.tscn")