Labels now appear based on zoom level and system importance:
- Always: selected + hovered
- Zoom >= 1.2: hubs, junctions, gateway
- Zoom >= 2.0: all named systems
- Below 1.2: only selected/hovered
Prevents label soup at overview zoom levels.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
All named systems get a label below their dot. text_dim for default,
text_primary for selected/hovered. Removed duplicate label from
_draw_selection (now handled by _draw_systems).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
"CORE corridor (hop 1)" with sector color. Bodies back to single line
"1 habitable · 1 inhabited" as originally formatted in the data.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Layout now shows each field on its own line:
star type / hop / corridor / habitable / inhabited / pop / GDP
GDP shows "—" placeholder until economics data is available.
Population shows full number without ellipsis.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- CursorRenderer z_index=100 so it renders above all HUD/implant layers
- Adjacent systems uses ImplantTextBlock (wraps) instead of ImplantDataRow (clips)
- Panel calls reset_size() before clamping to get accurate height on first frame
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Moved signals above enum per gdlint class-definitions-order rule.
app_changed signal uses int instead of Mode type to avoid the
forward-reference that forced wrong ordering. Callers compare
against HudGroups.Mode.FULLSCREEN etc unchanged.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replaced visibility toggling with z-index layer management. Nothing
gets hidden — fullscreen apps render on top, gameplay stays underneath.
Supports future hybrid layouts (insert-mode map alongside gameplay).
Added gameplay_occluded signal: WorldRenderer skips tile/fog/entity
updates when a fullscreen implant app covers it. Prevents wasted
render work behind opaque overlays. Other renderers can connect to
the same signal.
Modes: GAMEPLAY (z=0), INSERT (z=10), FULLSCREEN (z=20), MODAL (z=30).
Star map uses app_changed signal to toggle its own visibility based
on whether its app is active.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Deeper taxonomy: map is a family of views (starchart, system, station,
planet, location), not one app. Same HudGroups mechanics — just a
more specific path.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Implant apps use hierarchical groups: implant/map, implant/wiki,
implant/journal, etc. Apps are mutually exclusive with each other
and with gameplay. Opening implant/map hides gameplay + any other
implant app. Closing returns to gameplay.
API: open_app(), close_app(), toggle_app(), is_app_active().
Star map uses implant/map. Future apps register their own group.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
New HudGroups autoload manages show/hide of related HUD elements as
groups. Exclusive groups (gameplay, implant) are mutually exclusive —
opening the star map hides stance indicator, minimap, interaction
prompts, etc. Closing it restores them.
Gameplay nodes registered in main.gd _ready(). Star map registers as
implant group and uses toggle_group() instead of direct visibility.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
ImplantDataRow uses clip_text + ellipsis instead of wrapping — each
info item stays on one line. Panel position clamped so bottom edge
never exceeds screen bounds.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Panel now clips content and constrains children to its width.
Components set autowrap and SIZE_FLAGS_FILL so text wraps within
the panel instead of overflowing. Bold markdown markers stripped
in ImplantTextBlock constructor.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
New component library at client/ui/implant/:
- ImplantTheme: shared Resource with colors, spacing, font sizes
- ImplantPanel: PanelContainer root with themed background/border
- ImplantHeader: title + subtitle
- ImplantSeparator: themed horizontal rule with above/below spacing
- ImplantDataRow: single-line text with optional color override
- ImplantTextBlock: RichTextLabel for wrapping narrative text
- default_implant.tres: default theme resource
Star map info panel refactored from 140 lines of manual draw_string
calls to 50 lines of component composition via _rebuild_info_panel().
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Separators now have explicit above (6px) and below (12px) spacing
relative to text baselines. Previously a single 8px block didn't
account for baseline positioning, causing text to merge with
separator lines. Line height bumped to 18px.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Panel now measures all variable content (GTTR text, adjacent systems)
before calculating height. Fixes clipping on hub systems with many
neighbors and long GTTR excerpts. Unified separator spacing (8px).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Show system profile popup on select: name, star type, hop distance,
corridor, GTTR excerpt, body count, population, adjacent systems.
Edge rendering changed to show no edges by default, only selected
system's gate lines on click. Star map data extended with wiki fields
for all 301 systems.
Ticket: #780
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add _unhandled_key_input to main.gd: M toggles star_map.toggle_visible()
- Remove topology line from info panel (internal data, not player-facing)
- Cast aperture_count to int (was showing decimal point)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Star map (W1-W3, S3):
- _process visibility guard + dirty flag (no redraw when hidden/unchanged)
- _system_hash masked to 31-bit positive range
- Extracted _find_nearest_system() shared helper
game_state.gd (W4):
- Inline load() in apply_snapshot() replaces per-tick overhead; safe at
runtime because script is already in resource cache
Data pipeline (W5-W6):
- Script-relative path resolution via __file__
- --check mode + make check-star-map staleness target
Minor (S1-S2, S5):
- Removed redundant bone_idx assignment
- Simplified double-negative test assertion
- Documented autoload parse-order convention in CLAUDE.md
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New StarMapRenderer: 301 systems in concentric hop-rings from player
location, sector-colored, click-to-select with info panel, pan/zoom.
Integrated into HUD (hidden by default), insert state propagation
wired in main.gd. Data enriched from systems.db + star-map.json via
tooling/generate-star-map-data.py regeneration script.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>