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>
45 lines
1.9 KiB
GDScript
45 lines
1.9 KiB
GDScript
extends Node2D
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# Preview, not a test (underscore prefix keeps it out of run_tests.sh).
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# Renders the world map with buildings placed and an extractor built, so the
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# issue #11 building markers and the issue #9 extractor badge can actually be
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# LOOKED at. --headless draws no pixels, so no headless test can tell whether
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# a marker is visible - see tests/screenshot.sh.
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#
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# bash tests/screenshot.sh res://tests/_marker_preview.tscn /tmp/map.png 20 720x1280
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func _ready() -> void:
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GameState.buildings.clear()
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GameState.extractors.clear()
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GameState.explored_chunks.clear()
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# Near the origin, where the fleet starts, so everything lands on screen.
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GameState.add_building(GameState.BUILDING_MOTHERSHIP, Vector2(900.0, -700.0))
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GameState.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(-1100.0, 300.0))
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GameState.add_building(GameState.BUILDING_COMMAND_CENTER, Vector2(400.0, 1200.0))
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# Reveal a patch of map, and put an extractor on whichever planet is
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# nearest the origin so its badge is in frame too.
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var best: Vector2i = Vector2i.ZERO
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var best_distance: int = 1 << 30
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for x in range(-6, 7):
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for y in range(-6, 7):
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var chunk: Vector2i = Vector2i(x, y)
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GameState.explored_chunks[chunk] = true
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if WorldGen.has_planet_at_chunk(chunk):
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var d: int = absi(x) + absi(y)
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if d < best_distance:
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best_distance = d
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best = chunk
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if best_distance < (1 << 30):
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var data: Dictionary = WorldGen.planet_data_at_chunk(best)
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GameState.add_extractor(data.name, WorldGen.chunk_origin(best) + data.local_pos)
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print("extractor on '%s' at chunk %s" % [data.name, best])
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var main: Node = load("res://world/Main.tscn").instantiate()
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add_child(main)
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# open_map(), not `visible = true` - opening also recentres the view on
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# the fleet, and without that the map is drawn from its own origin in the
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# corner of the screen with everything near the fleet cropped off.
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main.get_node("UI/WorldMap").open_map()
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