Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
96 lines
3.7 KiB
GDScript
96 lines
3.7 KiB
GDScript
extends Node2D
|
|
|
|
|
|
# Spawns "Big Stable Asteroid" planets in ASTEROID_FIELD biome chunks near
|
|
# the fleet where WorldGen says one belongs, and despawns them once the
|
|
# fleet has moved far enough away - mirrors AsteroidField's chunk-lifecycle
|
|
# pattern, but at a sparser, larger-radius scale since planets are rare
|
|
# landmarks rather than common decoration.
|
|
|
|
@export var check_interval: float = 1.0
|
|
@export var spawn_radius_chunks: int = 3
|
|
@export var despawn_radius_chunks: int = 6
|
|
|
|
@onready var fleet: Node2D = get_node("../Fleet")
|
|
|
|
var planet_scene: PackedScene = preload("res://planets/Planet.tscn")
|
|
var populated_chunks: Dictionary = {}
|
|
var timer: float = 0.0
|
|
|
|
|
|
func _process(delta: float) -> void:
|
|
timer += delta
|
|
if timer < check_interval:
|
|
return
|
|
timer = 0.0
|
|
update_chunks()
|
|
|
|
|
|
func get_planet_fleet_is_on() -> Node2D:
|
|
# Fleet centroid distance, not per-ship Area2D overlap - a single
|
|
# stable number instead of many independently-noisy ship positions.
|
|
# See Planet.gd for why this matters.
|
|
var fleet_centroid: Vector2 = fleet.get_centroid()
|
|
for chunk in populated_chunks.keys():
|
|
for planet in populated_chunks[chunk]:
|
|
if is_instance_valid(planet) and planet.position.distance_to(fleet_centroid) <= planet.landing_radius:
|
|
return planet
|
|
return null
|
|
|
|
|
|
func update_chunks() -> void:
|
|
# Public (not just called from _process's own timer): also invoked
|
|
# once synchronously right after the fleet is positioned on a fresh
|
|
# Main.tscn load, so a nearby planet exists immediately instead of
|
|
# only appearing ~check_interval seconds later - most noticeable as a
|
|
# jarring pop-in right after returning from a planet's surface.
|
|
var center_chunk: Vector2i = WorldGen.chunk_coords(fleet.get_centroid())
|
|
|
|
for dx in range(-spawn_radius_chunks, spawn_radius_chunks + 1):
|
|
for dy in range(-spawn_radius_chunks, spawn_radius_chunks + 1):
|
|
var chunk: Vector2i = center_chunk + Vector2i(dx, dy)
|
|
if populated_chunks.has(chunk):
|
|
continue
|
|
if not WorldGen.has_planet_at_chunk(chunk):
|
|
continue
|
|
_spawn_chunk_planet(chunk)
|
|
|
|
var to_remove: Array = []
|
|
for chunk in populated_chunks.keys():
|
|
if _chebyshev_chunk_distance(chunk, center_chunk) > despawn_radius_chunks:
|
|
for planet in populated_chunks[chunk]:
|
|
if is_instance_valid(planet):
|
|
planet.queue_free()
|
|
to_remove.append(chunk)
|
|
for chunk in to_remove:
|
|
populated_chunks.erase(chunk)
|
|
|
|
|
|
func _chebyshev_chunk_distance(a: Vector2i, b: Vector2i) -> int:
|
|
return max(abs(a.x - b.x), abs(a.y - b.y))
|
|
|
|
|
|
func _spawn_chunk_planet(chunk: Vector2i) -> void:
|
|
# WorldGen.planet_data_at_chunk() is seeded purely from the chunk's own
|
|
# coordinates, so a given chunk always produces the exact same planet -
|
|
# name, position within the chunk, and shape - no matter how many times
|
|
# it's despawned and respawned across a scene reload. It's also the
|
|
# same function the world map uses to place a marker for a
|
|
# not-currently-loaded explored chunk, so the two never disagree.
|
|
var data: Dictionary = WorldGen.planet_data_at_chunk(chunk)
|
|
var origin: Vector2 = WorldGen.chunk_origin(chunk)
|
|
|
|
var planet: Node2D = planet_scene.instantiate()
|
|
planet.position = origin + data.local_pos
|
|
planet.planet_name = data.name
|
|
planet.planet_id = data.planet_id
|
|
planet.shape_seed = data.shape_seed
|
|
planet.definition_id = String(data.get("definition_id", "rocky"))
|
|
# Deferred: update_chunks() can run synchronously from inside a
|
|
# parent's own _ready() chain (forced once right after the fleet is
|
|
# positioned, to avoid a pop-in on scene load) - Godot refuses a
|
|
# direct add_child() while the tree is still "busy setting up
|
|
# children" in that situation, so this must be deferred either way.
|
|
get_parent().add_child.call_deferred(planet)
|
|
|
|
populated_chunks[chunk] = [planet]
|