fix(ui): PR #131 review round 1 — retire starchart, harden registry
Addresses blocker comments from PR review: - Delete star_map.gd and star_map.tscn — dead implant/map/starchart HudGroups registration that should have landed with the atlas unification (D-191 criterion 1) - Remove test_star_map_is_accessible_from_insert_ui and test_star_map_scene_exists from test_sprint30.gd — D-191 supersedes the insert-UI accessibility pattern - ImplantRegistry._scan() now detects default_key collisions (first-wins with push_warning) and validates default_mode against HudGroups.Mode enum (skip + warn on invalid) star_map_data.json remains — still used by atlas_app and economics_app for system index lookups. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -17,6 +17,8 @@ func get_manifests() -> Array:
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func _scan() -> void:
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_scanned = true
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_manifests.clear()
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var key_owners: Dictionary = {} # default_key -> app_path (collision detection)
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var valid_modes: Array = HudGroups.Mode.values()
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var dir := DirAccess.open("res://ui/implant/apps")
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if dir == null:
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push_warning("ImplantRegistry: could not open res://ui/implant/apps")
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@@ -28,10 +30,28 @@ func _scan() -> void:
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var tres_path: String = "res://ui/implant/apps/%s/app.tres" % entry
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if ResourceLoader.exists(tres_path):
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var m = load(tres_path)
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if _is_valid_manifest(m):
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_manifests.append(m)
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else:
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if not _is_valid_manifest(m):
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push_warning("ImplantRegistry: invalid or missing app_path in %s" % tres_path)
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else:
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var app_path: String = m.get("app_path")
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var default_mode: int = m.get("default_mode", 2)
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var default_key: int = m.get("default_key", -1)
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if not valid_modes.has(default_mode):
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push_warning(
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"ImplantRegistry: invalid default_mode %d in %s — skipping" % [
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default_mode, tres_path
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]
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)
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elif default_key >= 0 and key_owners.has(default_key):
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push_warning(
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"ImplantRegistry: key binding collision — key %d already bound to %s, skipping %s" % [
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default_key, key_owners[default_key], app_path
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]
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)
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else:
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if default_key >= 0:
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key_owners[default_key] = app_path
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_manifests.append(m)
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entry = dir.get_next()
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dir.list_dir_end()
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@@ -1,637 +0,0 @@
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class_name StarMapRenderer
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extends Control
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## Star map — concentric hop-ring view of the Settled Reach gate network (#674).
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## Renders 301 systems as dots on concentric rings (hop distance from Gateway).
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## Sector-colored: core (white-gold), north (blue), south (orange), east (green), west (tan).
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##
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## Data source: res://data/star_map_data.json (generated from star-map.json + systems.db + wiki).
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## Regenerate with: tooling/generate-star-map-data.py
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##
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## D-013: Diegetic neural insert overlay. Accessible from the insert UI.
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## Parent epic: #51 (Diegetic Insert/Minimap), ticket #674.
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## Ticket #780: Click-through popup — wiki/GTTR content on system select.
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const DATA_PATH := "res://data/star_map_data.json"
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# Layout
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const MAP_CENTER_FRACTION := Vector2(0.5, 0.5) # center of control
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const MIN_RING_RADIUS: float = 30.0 # innermost ring (hop 0 = gateway dot only)
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const RING_SPACING: float = 22.0 # pixels between hop rings
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const MAX_HOP_RINGS: int = 24 # max hop distance we render rings for
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# Dot sizing
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const DOT_RADIUS_HUB: float = 4.5
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const DOT_RADIUS_JUNCTION: float = 3.5
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const DOT_RADIUS_DEFAULT: float = 2.5
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const DOT_RADIUS_DEAD_END: float = 2.0
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const GATEWAY_RADIUS: float = 6.0
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# Selection
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const SELECTION_RING_RADIUS: float = 8.0
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const HIT_RADIUS: float = 10.0 # click tolerance
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# Edge rendering — only shown for selected system (ticket #780 UX rule)
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const EDGE_WIDTH: float = 0.8
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const EDGE_SELECTED_ALPHA: float = 0.55
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# Info popup — uses ImplantPanel component library (D-169)
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const POPUP_WIDTH: float = 300.0
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const POPUP_MARGIN: float = 16.0
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const POPUP_GTTR_MAX_LINES: int = 7
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# Colors — sector palette from wireframe
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const COLOR_BG: Color = Color("#0d1117")
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const COLOR_RING: Color = Color("#1a2030")
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const COLOR_RING_MAJOR: Color = Color("#222a3a")
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const COLOR_GATEWAY: Color = Color("#f0d060")
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const COLOR_SELECTION: Color = Color("#f0d060")
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const COLOR_TEXT: Color = Color("#c8d0e0")
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const COLOR_TEXT_DIM: Color = Color("#667788")
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const SECTOR_COLORS: Dictionary = {
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"core": Color("#c8d0e0"),
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"north_reach": Color("#4488aa"),
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"south_reach": Color("#aa6644"),
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"east_reach": Color("#44aa66"),
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"west_reach": Color("#aa8844"),
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"deep_frontier": Color("#556677"),
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"unknown": Color("#445566"),
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}
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const SECTOR_LABELS: Dictionary = {
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"north_reach": "NORTH REACH",
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"south_reach": "SOUTH REACH",
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"east_reach": "EAST REACH",
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"west_reach": "WEST REACH",
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}
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# Quadrant angles for sector placement (radians, 0 = right, counterclockwise)
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# North = top (-PI/2), East = right (0), South = bottom (PI/2), West = left (PI)
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const SECTOR_ANGLE_CENTER: Dictionary = {
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"north_reach": -PI / 2.0,
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"east_reach": 0.0,
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"south_reach": PI / 2.0,
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"west_reach": PI,
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}
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const SECTOR_ANGLE_SPREAD: float = PI / 2.5 # each sector occupies ~72° of arc
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const CORE_ANGLE_SPREAD: float = TAU # core systems spread full circle
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const DEEP_FRONTIER_ANGLE_SPREAD: float = TAU # deep frontier wraps entire outer edge
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# Pan/zoom
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const ZOOM_MIN: float = 0.3
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const ZOOM_MAX: float = 3.0
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const ZOOM_STEP: float = 0.15
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# Internal state
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var _nodes: Array = []
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var _edges: Array = []
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var _node_positions: Dictionary = {} # system_id -> Vector2 (screen coords relative to map center)
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var _node_lookup: Dictionary = {} # system_id -> node dict
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var _selected_system: String = ""
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var _hovered_system: String = ""
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var _zoom: float = 1.0
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var _pan_offset: Vector2 = Vector2.ZERO
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var _is_panning: bool = false
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var _pan_start: Vector2 = Vector2.ZERO
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var _pan_start_offset: Vector2 = Vector2.ZERO
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var _data_loaded: bool = false
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var _insert_active: bool = true
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var _dirty: bool = true # redraw needed — set by state changes, cleared after _draw
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var _info_panel: ImplantPanel # D-169: component-based info panel
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var _implant_theme: ImplantTheme
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_STOP
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# D-169: Load implant theme and create info panel
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_implant_theme = load("res://ui/implant/default_implant.tres") as ImplantTheme
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_info_panel = ImplantPanel.new()
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_info_panel.name = "InfoPanel"
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_info_panel.theme_resource = _implant_theme
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_info_panel.custom_minimum_size.x = POPUP_WIDTH
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_info_panel.size.x = POPUP_WIDTH
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_info_panel.visible = false
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_info_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_info_panel)
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# D-170: Register with HUD layer groups
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HudGroups.register(self, "implant/map/starchart")
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HudGroups.app_changed.connect(_on_app_changed)
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_load_data()
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if _data_loaded:
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_compute_layout()
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func _process(_delta: float) -> void:
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if not visible:
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return
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if _dirty and _data_loaded:
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queue_redraw()
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_dirty = false
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## Called from main.gd when insert state changes.
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func set_insert_active(active: bool) -> void:
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_insert_active = active
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if not active and HudGroups.is_app_active("implant/map/starchart"):
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HudGroups.close_app()
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## Toggle via HUD layer system (D-170).
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func toggle_visible() -> void:
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HudGroups.toggle_app("implant/map/starchart")
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## Respond to app layer changes (D-170).
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func _on_app_changed(app_path: String, mode: int) -> void:
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if app_path != "implant/map/starchart":
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return
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if mode == HudGroups.Mode.FULLSCREEN or mode == HudGroups.Mode.INSERT:
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visible = true
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_dirty = true
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else:
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visible = false
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## Return the currently selected system data, or empty dict.
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func get_selected_system() -> Dictionary:
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return _node_lookup.get(_selected_system, {})
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## Return total system count.
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func get_system_count() -> int:
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return _nodes.size()
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## Return total edge count.
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func get_edge_count() -> int:
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return _edges.size()
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# =============================================================================
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# Data loading
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# =============================================================================
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func _load_data() -> void:
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if not FileAccess.file_exists(DATA_PATH):
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push_warning("StarMapRenderer: data file not found at %s" % DATA_PATH)
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return
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var file := FileAccess.open(DATA_PATH, FileAccess.READ)
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if file == null:
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push_warning("StarMapRenderer: could not open %s" % DATA_PATH)
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return
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var parsed: Variant = JSON.parse_string(file.get_as_text())
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file.close()
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if not (parsed is Dictionary):
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push_warning("StarMapRenderer: invalid JSON in %s" % DATA_PATH)
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return
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var data := parsed as Dictionary
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_nodes = data.get("nodes", [])
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_edges = data.get("edges", [])
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for node: Dictionary in _nodes:
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_node_lookup[node.get("system_id", "")] = node
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_data_loaded = true
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# =============================================================================
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# Layout — place systems on concentric rings by hop distance
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# =============================================================================
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func _compute_layout() -> void:
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_node_positions.clear()
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# Group nodes by hop distance
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var rings: Dictionary = {} # hop -> Array of nodes
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for node: Dictionary in _nodes:
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var hop: int = int(node.get("hop_distance", 0))
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if not rings.has(hop):
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rings[hop] = []
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rings[hop].append(node)
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# Place each ring
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for hop: int in rings:
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var ring_nodes: Array = rings[hop]
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var radius: float = MIN_RING_RADIUS + hop * RING_SPACING
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if hop == 0:
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# Gateway at center
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for node: Dictionary in ring_nodes:
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_node_positions[node["system_id"]] = Vector2.ZERO
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continue
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# Sort nodes within ring by sector for angular grouping
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ring_nodes.sort_custom(_sort_by_sector_angle)
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# Distribute nodes within their sector's angular range
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var sector_groups: Dictionary = {}
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for node: Dictionary in ring_nodes:
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var sector: String = node.get("geographic_sector", "unknown")
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if not sector_groups.has(sector):
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sector_groups[sector] = []
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sector_groups[sector].append(node)
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for sector: String in sector_groups:
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var group: Array = sector_groups[sector]
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var count: int = group.size()
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var center_angle: float
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var spread: float
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if sector == "core":
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center_angle = 0.0
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spread = CORE_ANGLE_SPREAD
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elif sector == "deep_frontier":
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center_angle = 0.0
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spread = DEEP_FRONTIER_ANGLE_SPREAD
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elif SECTOR_ANGLE_CENTER.has(sector):
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center_angle = SECTOR_ANGLE_CENTER[sector]
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spread = SECTOR_ANGLE_SPREAD
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else:
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center_angle = 0.0
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spread = TAU
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# Distribute evenly within sector arc, with deterministic offset per system
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for i: int in range(count):
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var node: Dictionary = group[i]
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var t: float
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if count == 1:
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t = 0.0
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else:
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t = float(i) / float(count) - 0.5 # -0.5 to +0.5
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var angle: float = center_angle + t * spread
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# Add small per-node jitter based on system_id hash for visual variety
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var jitter: float = _system_hash(node["system_id"]) * 0.08
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angle += jitter
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# Slight radial variation to avoid perfect circles
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var r_var: float = (
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radius + _system_hash(node["system_id"] + "r") * RING_SPACING * 0.3
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)
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_node_positions[node["system_id"]] = Vector2(cos(angle), sin(angle)) * r_var
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func _sort_by_sector_angle(a: Dictionary, b: Dictionary) -> bool:
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var sa: float = _sector_sort_key(a)
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var sb: float = _sector_sort_key(b)
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if sa != sb:
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return sa < sb
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return a.get("system_id", "") < b.get("system_id", "")
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func _sector_sort_key(node: Dictionary) -> float:
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var sector: String = node.get("geographic_sector", "unknown")
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match sector:
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"core":
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return 0.0
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"north_reach":
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return 1.0
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"east_reach":
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return 2.0
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"south_reach":
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return 3.0
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"west_reach":
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return 4.0
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"deep_frontier":
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return 5.0
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_:
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return 6.0 # gdlint:ignore = max-returns
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## Deterministic float in [-1, 1] from a string key.
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func _system_hash(key: String) -> float:
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var h: int = key.hash() & 0x7FFFFFFF # mask to 31-bit positive range
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return float(h) / 2147483647.0 * 2.0 - 1.0
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# =============================================================================
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# Drawing
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# =============================================================================
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func _draw() -> void:
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if not _data_loaded:
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return
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var sz: Vector2 = get_rect().size
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var center: Vector2 = sz * MAP_CENTER_FRACTION + _pan_offset
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# Background
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draw_rect(Rect2(Vector2.ZERO, sz), COLOR_BG)
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# Hop rings (concentric circles)
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_draw_rings(center)
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# Sector labels
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_draw_sector_labels(center)
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# Edges — only draw from selected system (UX rule: full edge web is too dense)
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if _selected_system != "":
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_draw_edges(center)
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# System dots
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_draw_systems(center)
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# Selection highlight
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if _selected_system != "":
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_draw_selection(center)
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# Info panel positioned in top-right, clamped to screen (D-169)
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if _info_panel:
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_info_panel.visible = _selected_system != ""
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if _info_panel.visible:
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# Force layout so size.y is accurate for clamping
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_info_panel.reset_size()
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var px: float = sz.x - POPUP_WIDTH - POPUP_MARGIN
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var py: float = POPUP_MARGIN
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# Clamp to keep panel fully on screen
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var panel_h: float = _info_panel.size.y
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if panel_h > 0.0 and py + panel_h > sz.y - POPUP_MARGIN:
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py = sz.y - panel_h - POPUP_MARGIN
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px = maxf(POPUP_MARGIN, px)
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py = maxf(POPUP_MARGIN, py)
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_info_panel.position = Vector2(px, py)
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# Title
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_draw_title()
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func _draw_rings(center: Vector2) -> void:
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for hop: int in range(MAX_HOP_RINGS + 1):
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var radius: float = (MIN_RING_RADIUS + hop * RING_SPACING) * _zoom
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if radius < 1.0 or radius > 2000.0:
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continue
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var color: Color = COLOR_RING_MAJOR if hop % 5 == 0 else COLOR_RING
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draw_arc(center, radius, 0.0, TAU, 64, color, 0.5 if hop % 5 == 0 else 0.3, true)
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func _draw_sector_labels(center: Vector2) -> void:
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var label_radius: float = (MIN_RING_RADIUS + 12 * RING_SPACING) * _zoom
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for sector: String in SECTOR_LABELS:
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var angle: float = SECTOR_ANGLE_CENTER.get(sector, 0.0)
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var pos: Vector2 = center + Vector2(cos(angle), sin(angle)) * label_radius
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var label: String = SECTOR_LABELS[sector]
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var color: Color = SECTOR_COLORS.get(sector, COLOR_TEXT_DIM)
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var font := get_theme_default_font()
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var font_size: int = 10
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var text_size: Vector2 = font.get_string_size(
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label, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size
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)
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draw_string(
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font, pos - text_size / 2.0, label, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, color
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)
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|
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func _draw_systems(center: Vector2) -> void:
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for node: Dictionary in _nodes:
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var sid: String = node.get("system_id", "")
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if not _node_positions.has(sid):
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continue
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var pos: Vector2 = center + _node_positions[sid] * _zoom
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var sector: String = node.get("geographic_sector", "unknown")
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var topology: String = node.get("gate_topology", "")
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var color: Color = SECTOR_COLORS.get(sector, COLOR_TEXT_DIM)
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var radius: float = _dot_radius(topology)
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# Gateway gets special treatment
|
||||
if node.get("is_gateway", false):
|
||||
color = COLOR_GATEWAY
|
||||
radius = GATEWAY_RADIUS
|
||||
|
||||
# Dim deep frontier slightly
|
||||
if sector == "deep_frontier":
|
||||
color.a = 0.7
|
||||
|
||||
# Hover highlight
|
||||
if sid == _hovered_system and sid != _selected_system:
|
||||
draw_arc(
|
||||
pos, radius + 3.0, 0.0, TAU, 16, Color(color.r, color.g, color.b, 0.4), 1.0, true
|
||||
)
|
||||
|
||||
draw_circle(pos, radius, color)
|
||||
|
||||
# System name label — centered below dot, zoom-based LoD
|
||||
var label: String = node.get("proper_name", "")
|
||||
if not label.is_empty() and label != sid:
|
||||
var show_label := false
|
||||
if sid == _selected_system or sid == _hovered_system:
|
||||
show_label = true # always show selected/hovered
|
||||
elif _zoom >= 2.0:
|
||||
show_label = true # zoomed in: show all
|
||||
elif _zoom >= 1.2:
|
||||
show_label = topology in ["hub", "junction", ""] # medium: hubs + junctions + gateway
|
||||
# else: zoomed out, only selected/hovered
|
||||
|
||||
if show_label:
|
||||
var label_color: Color
|
||||
if sid == _selected_system or sid == _hovered_system:
|
||||
label_color = COLOR_TEXT
|
||||
else:
|
||||
label_color = COLOR_TEXT_DIM
|
||||
var font := get_theme_default_font()
|
||||
var label_size := font.get_string_size(label, HORIZONTAL_ALIGNMENT_LEFT, -1, 9)
|
||||
draw_string(
|
||||
font,
|
||||
pos + Vector2(-label_size.x / 2.0, radius + 10.0),
|
||||
label,
|
||||
HORIZONTAL_ALIGNMENT_LEFT,
|
||||
-1,
|
||||
9,
|
||||
label_color,
|
||||
)
|
||||
|
||||
|
||||
func _draw_edges(center: Vector2) -> void:
|
||||
# Only draw edges connected to the selected system (full web is unreadable at 301 systems)
|
||||
var node: Dictionary = _node_lookup.get(_selected_system, {})
|
||||
var adj: Array = node.get("adjacent_systems", [])
|
||||
if adj.is_empty():
|
||||
return
|
||||
var color := Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, EDGE_SELECTED_ALPHA)
|
||||
var sel_pos: Vector2 = center + _node_positions.get(_selected_system, Vector2.ZERO) * _zoom
|
||||
for neighbor_id: String in adj:
|
||||
if not _node_positions.has(neighbor_id):
|
||||
continue
|
||||
var neighbor_pos: Vector2 = center + _node_positions[neighbor_id] * _zoom
|
||||
draw_line(sel_pos, neighbor_pos, color, EDGE_WIDTH, true)
|
||||
|
||||
|
||||
func _draw_selection(center: Vector2) -> void:
|
||||
if not _node_positions.has(_selected_system):
|
||||
return
|
||||
var pos: Vector2 = center + _node_positions[_selected_system] * _zoom
|
||||
# Selection ring only — label is drawn by _draw_systems()
|
||||
draw_arc(pos, SELECTION_RING_RADIUS, 0.0, TAU, 24, COLOR_SELECTION, 1.2, true)
|
||||
|
||||
|
||||
## Rebuild the info panel with components for the selected system (D-169).
|
||||
func _rebuild_info_panel() -> void:
|
||||
if not _info_panel:
|
||||
return
|
||||
_info_panel.clear()
|
||||
|
||||
var node: Dictionary = _node_lookup.get(_selected_system, {})
|
||||
if node.is_empty():
|
||||
_info_panel.visible = false
|
||||
return
|
||||
|
||||
# ── Header ───────────────────────────────────────────────────────────────
|
||||
var sys_name: String = node.get("proper_name", "")
|
||||
if sys_name.is_empty():
|
||||
sys_name = node.get("system_id", "Unknown")
|
||||
_info_panel.add_component(ImplantHeader.new(sys_name, node.get("system_id", "")))
|
||||
|
||||
_info_panel.add_component(ImplantSeparator.new())
|
||||
|
||||
# ── Stats ────────────────────────────────────────────────────────────────
|
||||
var star_type: String = node.get("star_type", "")
|
||||
if not star_type.is_empty():
|
||||
_info_panel.add_component(ImplantDataRow.new(star_type + " star"))
|
||||
|
||||
var sector_str: String = node.get("geographic_sector", "unknown").replace("_", " ").to_upper()
|
||||
var hop: int = int(node.get("hop_distance", 0))
|
||||
var sector_color: Color = SECTOR_COLORS.get(node.get("geographic_sector", ""), COLOR_TEXT_DIM)
|
||||
_info_panel.add_component(
|
||||
ImplantDataRow.new("%s corridor (hop %d)" % [sector_str, hop], sector_color)
|
||||
)
|
||||
|
||||
# Bodies — single line
|
||||
var bodies: String = node.get("bodies", "")
|
||||
if not bodies.is_empty():
|
||||
_info_panel.add_component(ImplantDataRow.new(bodies))
|
||||
|
||||
# Population + GDP
|
||||
var population: String = node.get("population", "")
|
||||
var gdp: String = node.get("gdp", "")
|
||||
if not population.is_empty() or not gdp.is_empty():
|
||||
_info_panel.add_component(ImplantDataRow.new("")) # blank line spacer
|
||||
if not population.is_empty():
|
||||
_info_panel.add_component(ImplantDataRow.new("pop " + population))
|
||||
var gdp_label: String = "gdp " + (gdp if not gdp.is_empty() else "—")
|
||||
_info_panel.add_component(ImplantDataRow.new(gdp_label))
|
||||
|
||||
# ── GTTR excerpt ─────────────────────────────────────────────────────────
|
||||
var gttr: String = node.get("gttr_excerpt", "")
|
||||
if not gttr.is_empty():
|
||||
_info_panel.add_component(ImplantSeparator.new())
|
||||
_info_panel.add_component(ImplantTextBlock.new(gttr, POPUP_GTTR_MAX_LINES))
|
||||
|
||||
# ── Adjacent systems ─────────────────────────────────────────────────────
|
||||
var adj: Array = node.get("adjacent_systems", [])
|
||||
if not adj.is_empty():
|
||||
_info_panel.add_component(ImplantSeparator.new())
|
||||
var adj_names: Array = []
|
||||
for neighbor_id: String in adj:
|
||||
var neighbor: Dictionary = _node_lookup.get(neighbor_id, {})
|
||||
var n_name: String = neighbor.get("proper_name", "")
|
||||
adj_names.append(n_name if not n_name.is_empty() else neighbor_id)
|
||||
_info_panel.add_component(ImplantTextBlock.new(" · ".join(adj_names)))
|
||||
|
||||
|
||||
func _draw_title() -> void:
|
||||
var font := get_theme_default_font()
|
||||
draw_string(
|
||||
font,
|
||||
Vector2(16, 28),
|
||||
"THE REACH — NAVIGATOR",
|
||||
HORIZONTAL_ALIGNMENT_LEFT,
|
||||
-1,
|
||||
16,
|
||||
COLOR_TEXT
|
||||
)
|
||||
draw_string(
|
||||
font,
|
||||
Vector2(16, 44),
|
||||
"Concord Assembly Gate Network — %d Systems" % _nodes.size(),
|
||||
HORIZONTAL_ALIGNMENT_LEFT,
|
||||
-1,
|
||||
10,
|
||||
COLOR_TEXT_DIM
|
||||
)
|
||||
|
||||
|
||||
func _dot_radius(topology: String) -> float:
|
||||
match topology:
|
||||
"hub":
|
||||
return DOT_RADIUS_HUB
|
||||
"junction":
|
||||
return DOT_RADIUS_JUNCTION
|
||||
"dead_end":
|
||||
return DOT_RADIUS_DEAD_END
|
||||
_:
|
||||
return DOT_RADIUS_DEFAULT
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Input — selection, pan, zoom
|
||||
# =============================================================================
|
||||
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton:
|
||||
var mb := event as InputEventMouseButton
|
||||
if mb.pressed:
|
||||
match mb.button_index:
|
||||
MOUSE_BUTTON_LEFT:
|
||||
_handle_click(mb.position)
|
||||
MOUSE_BUTTON_MIDDLE:
|
||||
_is_panning = true
|
||||
_pan_start = mb.position
|
||||
_pan_start_offset = _pan_offset
|
||||
MOUSE_BUTTON_WHEEL_UP:
|
||||
var old_zoom := _zoom
|
||||
_zoom = clampf(_zoom + ZOOM_STEP, ZOOM_MIN, ZOOM_MAX)
|
||||
if _zoom != old_zoom:
|
||||
_dirty = true
|
||||
MOUSE_BUTTON_WHEEL_DOWN:
|
||||
var old_zoom := _zoom
|
||||
_zoom = clampf(_zoom - ZOOM_STEP, ZOOM_MIN, ZOOM_MAX)
|
||||
if _zoom != old_zoom:
|
||||
_dirty = true
|
||||
else:
|
||||
if mb.button_index == MOUSE_BUTTON_MIDDLE:
|
||||
_is_panning = false
|
||||
|
||||
elif event is InputEventMouseMotion:
|
||||
var mm := event as InputEventMouseMotion
|
||||
if _is_panning:
|
||||
_pan_offset = _pan_start_offset + (mm.position - _pan_start)
|
||||
_dirty = true
|
||||
else:
|
||||
_update_hover(mm.position)
|
||||
|
||||
|
||||
## Find the system_id of the nearest node to screen position, or "" if none within HIT_RADIUS.
|
||||
func _find_nearest_system(pos: Vector2) -> String:
|
||||
var sz: Vector2 = get_rect().size
|
||||
var center: Vector2 = sz * MAP_CENTER_FRACTION + _pan_offset
|
||||
var best_dist: float = HIT_RADIUS
|
||||
var best_sid: String = ""
|
||||
for node: Dictionary in _nodes:
|
||||
var sid: String = node.get("system_id", "")
|
||||
if not _node_positions.has(sid):
|
||||
continue
|
||||
var node_pos: Vector2 = center + _node_positions[sid] * _zoom
|
||||
var dist: float = pos.distance_to(node_pos)
|
||||
if dist < best_dist:
|
||||
best_dist = dist
|
||||
best_sid = sid
|
||||
return best_sid
|
||||
|
||||
|
||||
func _handle_click(pos: Vector2) -> void:
|
||||
var nearest := _find_nearest_system(pos)
|
||||
_selected_system = nearest
|
||||
_rebuild_info_panel()
|
||||
_dirty = true
|
||||
|
||||
|
||||
func _update_hover(pos: Vector2) -> void:
|
||||
var nearest := _find_nearest_system(pos)
|
||||
if nearest != _hovered_system:
|
||||
_hovered_system = nearest
|
||||
_dirty = true
|
||||
@@ -1,18 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://ui/star_map.gd" id="1_starmap"]
|
||||
|
||||
; #674: Star map insert module — concentric hop-ring view of the Settled Reach gate network.
|
||||
; Sector-colored, interactive selection, pan/zoom. Accessible from the insert UI.
|
||||
; Data source: res://data/star_map_data.json (enriched from star-map.json + systems.db).
|
||||
; Positioned as full-size overlay. Toggle visibility via set_insert_active() or toggle_visible().
|
||||
|
||||
[node name="StarMapRenderer" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 1
|
||||
script = ExtResource("1_starmap")
|
||||
Reference in New Issue
Block a user