fix(ui): PR #195 review round — attractor stroke widths zoom-compensated (Tyre I1/I2/I3)
I1: _draw_attractor_shape's three stroke-width args (Confluence arc, Coastal/NaturalHarbor arc, Oasis spokes) were raw screen-space literals — Godot multiplies stroke widths by canvas scale exactly like radii, so at the Region orbital fit zoom the outlines rasterized at ~0.01px, the identical sub-pixel class the dot/ring compensation fixed, missed on glyph internals (and attractors are Region-only — precisely where it bites). Widths now arrive pre-compensated via a px_w param, keeping the primitive pure. Regression pin: a source-scan test asserting no draw_arc/draw_line in the function carries a bare numeric width (the draw-smoke suite documents its own vacuous-pass mode, so source-scan is the environment-independent gate); revert-verified by name. I2: D-226 visibility-direction sentence — Araminta's fade-down inversion recorded as pre-T-1170 with its single revisit point named. I3: class-header call-site claim corrected (enter() funnels through _enter_at_rung). Tickets: T-1156 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -32,8 +32,10 @@ extends Node2D
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## through AtlasWindowViewer's own _on_atlas_layers_received() — the viewer
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## stays at the gdlint max-file-lines cap with this node needing zero new
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## lines in that function. Requested once per body entry via request_layer1()
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## (called from the viewer's own enter()/_enter_at_rung()/_enter_tile_mode() —
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## one line each), which owns clearing stale data on a body change itself
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## (call sites: the viewer's _enter_at_rung() and _enter_tile_mode() — every
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## fresh descent funnels through one of those two; enter() itself is a thin
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## wrapper over _enter_at_rung and has no call of its own), which owns
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## clearing stale data on a body change itself
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## (see that function's own doc, no separate reset() call needed) — cached
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## thereafter, rivers are static per body, no re-request on pan/zoom/rung
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## crossing.
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@@ -338,21 +340,27 @@ func _draw_attractors(ctx: Dictionary) -> void:
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var p: Vector2 = _pos(float(pos_rc[0]), float(pos_rc[1]), ctx)
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var size: float = _zs(5.0 + strength * 4.0, ctx)
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var color: Color = AtlasOverlayColors.sub_biome_color(str(a.get("sub_biome", "")))
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_draw_attractor_shape(str(a.get("attractor_type", "")), p, size, color)
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_draw_attractor_shape(str(a.get("attractor_type", "")), p, size, color, _zs(1.0, ctx))
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## Attractor type -> marker shape — verbatim from the retired
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## atlas_marker_overlay.gd _draw_attractor_shape(), ported unchanged. `size`
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## arrives ALREADY zoom-compensated from _draw_attractors() — this function
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## stays a pure "draw at this literal size" primitive with no ctx/zoom
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## knowledge of its own, matching the retired code's own signature exactly.
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func _draw_attractor_shape(atype: String, pos: Vector2, size: float, color: Color) -> void:
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## Attractor type -> marker shape — from the retired atlas_marker_overlay.gd
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## _draw_attractor_shape(). `size` AND `px_w` (the 1-screen-px stroke unit)
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## both arrive ALREADY zoom-compensated from _draw_attractors() — this
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## function stays a pure "draw at these literal dimensions" primitive with no
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## ctx/zoom knowledge of its own. px_w exists because Godot multiplies stroke
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## WIDTH args by the canvas scale exactly like radii (PR #195 review, Tyre
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## I1: the retired code's raw 1.0/2.0 widths rasterized at ~0.01px at the
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## Region orbital fit zoom — the same sub-pixel failure the dot/ring
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## compensation fixed, missed on glyph outlines).
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func _draw_attractor_shape(
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atype: String, pos: Vector2, size: float, color: Color, px_w: float
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) -> void:
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match atype:
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"RiverMouth":
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draw_circle(pos, size, color)
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"Confluence":
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draw_circle(pos, size * 0.8, color)
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draw_arc(pos, size * 1.3, 0.0, TAU, 12, color, 1.0)
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draw_arc(pos, size * 1.3, 0.0, TAU, 12, color, px_w)
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"Alpine", "PassEntrance":
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var pts := PackedVector2Array(
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[
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@@ -363,11 +371,11 @@ func _draw_attractor_shape(atype: String, pos: Vector2, size: float, color: Colo
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)
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draw_colored_polygon(pts, color)
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"Coastal", "NaturalHarbor":
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draw_arc(pos, size, PI * 0.15, PI * 0.85, 10, color, 2.0)
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draw_arc(pos, size, PI * 0.15, PI * 0.85, 10, color, 2.0 * px_w)
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"Oasis":
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draw_circle(pos, size * 0.5, color)
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for i in range(6):
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var ang: float = TAU * float(i) / 6.0
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draw_line(pos, pos + Vector2(cos(ang), sin(ang)) * size, color, 1.0)
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draw_line(pos, pos + Vector2(cos(ang), sin(ang)) * size, color, px_w)
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_:
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draw_circle(pos, size * 0.6, color)
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