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>
624 lines
21 KiB
GDScript
624 lines
21 KiB
GDScript
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 — expanded with wiki/GTTR content (#780)
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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_PADDING: float = 12.0
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const POPUP_LINE_H: float = 17.0
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const POPUP_GTTR_FONT_SIZE: int = 10
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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 COLOR_INFO_BG: Color = Color(0.05, 0.08, 0.14, 0.92)
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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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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_STOP
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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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## Only force-hides when insert is inactive. Does NOT auto-show — star map is
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## modal (player opens via toggle_visible()), not always-on like the minimap.
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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:
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visible = false
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## Toggle visibility (e.g., from a keybind or button).
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func toggle_visible() -> void:
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visible = not visible
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if visible:
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_dirty = true
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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 = radius + _system_hash(node["system_id"] + "r") * RING_SPACING * 0.3
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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": return 0.0
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"north_reach": return 1.0
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"east_reach": return 2.0
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"south_reach": return 3.0
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"west_reach": return 4.0
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"deep_frontier": return 5.0
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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 for selected system
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if _selected_system != "":
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_draw_info_panel(sz)
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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(label, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size)
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draw_string(font, pos - text_size / 2.0, label, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, color)
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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
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if node.get("is_gateway", false):
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color = COLOR_GATEWAY
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radius = GATEWAY_RADIUS
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# Dim deep frontier slightly
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if sector == "deep_frontier":
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color.a = 0.7
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# Hover highlight
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if sid == _hovered_system and sid != _selected_system:
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draw_arc(pos, radius + 3.0, 0.0, TAU, 16, Color(color.r, color.g, color.b, 0.4), 1.0, true)
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draw_circle(pos, radius, color)
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func _draw_edges(center: Vector2) -> void:
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# Only draw edges connected to the selected system (full web is unreadable at 301 systems)
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var node: Dictionary = _node_lookup.get(_selected_system, {})
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var adj: Array = node.get("adjacent_systems", [])
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if adj.is_empty():
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return
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var color := Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, EDGE_SELECTED_ALPHA)
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var sel_pos: Vector2 = center + _node_positions.get(_selected_system, Vector2.ZERO) * _zoom
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for neighbor_id: String in adj:
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if not _node_positions.has(neighbor_id):
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continue
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var neighbor_pos: Vector2 = center + _node_positions[neighbor_id] * _zoom
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draw_line(sel_pos, neighbor_pos, color, EDGE_WIDTH, true)
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func _draw_selection(center: Vector2) -> void:
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if not _node_positions.has(_selected_system):
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return
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var pos: Vector2 = center + _node_positions[_selected_system] * _zoom
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draw_arc(pos, SELECTION_RING_RADIUS, 0.0, TAU, 24, COLOR_SELECTION, 1.2, true)
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# Draw label next to selection
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var node: Dictionary = _node_lookup.get(_selected_system, {})
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var label: String = node.get("proper_name", _selected_system)
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if label.is_empty():
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label = _selected_system
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var font := get_theme_default_font()
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draw_string(font, pos + Vector2(SELECTION_RING_RADIUS + 4, 4), label,
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HORIZONTAL_ALIGNMENT_LEFT, -1, 12, COLOR_SELECTION)
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func _draw_info_panel(sz: Vector2) -> void:
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var node: Dictionary = _node_lookup.get(_selected_system, {})
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if node.is_empty():
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return
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var font := get_theme_default_font()
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var panel_w: float = POPUP_WIDTH
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var pad: float = POPUP_PADDING
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var line_h: float = 18.0 # line height for single-line text (baseline to baseline)
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var sep_above: float = 6.0 # space from last text baseline to separator line
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var sep_below: float = 12.0 # space from separator line to next text baseline
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var inner_w: float = panel_w - pad * 2.0
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var sep_color := Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, 0.12)
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# ── Prepare all text content before measuring ────────────────────────────
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var sys_name: String = node.get("proper_name", "")
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if sys_name.is_empty():
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sys_name = node.get("system_id", "Unknown")
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var star_type: String = node.get("star_type", "")
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var hop: int = int(node.get("hop_distance", 0))
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var stat_line_1: String
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if star_type.is_empty():
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stat_line_1 = "Hop %d from Gateway" % hop
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else:
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stat_line_1 = "%s star · hop %d" % [star_type, hop]
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var sector_str: String = node.get("geographic_sector", "unknown").replace("_", " ").to_upper()
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var sector_color: Color = SECTOR_COLORS.get(node.get("geographic_sector", ""), COLOR_TEXT_DIM)
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var bodies: String = node.get("bodies", "")
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var population: String = node.get("population", "")
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var stat_line_3: String
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if not bodies.is_empty() and not population.is_empty():
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stat_line_3 = "%s · pop %s" % [bodies, population]
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elif not bodies.is_empty():
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stat_line_3 = bodies
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elif not population.is_empty():
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stat_line_3 = "Population: " + population
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else:
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stat_line_3 = "%d aperture%s" % [
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int(node.get("aperture_count", 0)),
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"s" if int(node.get("aperture_count", 0)) != 1 else ""]
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var gttr: String = node.get("gttr_excerpt", "").replace("**", "")
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var adj: Array = node.get("adjacent_systems", [])
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var adj_line: String = ""
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if not adj.is_empty():
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var adj_names: Array = []
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for neighbor_id: String in adj:
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var neighbor: Dictionary = _node_lookup.get(neighbor_id, {})
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var n_name: String = neighbor.get("proper_name", "")
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adj_names.append(n_name if not n_name.is_empty() else neighbor_id)
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adj_line = " · ".join(adj_names)
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# ── Measure variable-height blocks ───────────────────────────────────────
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var gttr_h: float = 0.0
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if not gttr.is_empty():
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gttr_h = font.get_multiline_string_size(
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gttr, HORIZONTAL_ALIGNMENT_LEFT, inner_w,
|
|
POPUP_GTTR_FONT_SIZE, POPUP_GTTR_MAX_LINES).y
|
|
|
|
var adj_h: float = POPUP_LINE_H # minimum one line
|
|
if not adj_line.is_empty():
|
|
adj_h = font.get_multiline_string_size(
|
|
adj_line, HORIZONTAL_ALIGNMENT_LEFT, inner_w, 10, 3).y
|
|
|
|
# ── Calculate total panel height ─────────────────────────────────────────
|
|
var sep_total: float = sep_above + sep_below # full separator block height
|
|
var panel_h: float = pad # top padding
|
|
panel_h += line_h # system name (15px font)
|
|
panel_h += line_h # system id (10px font)
|
|
panel_h += sep_total # separator
|
|
panel_h += line_h # star type + hop
|
|
panel_h += line_h # corridor
|
|
panel_h += line_h # bodies + pop
|
|
if not gttr.is_empty():
|
|
panel_h += sep_total + gttr_h
|
|
panel_h += sep_total + adj_h # adjacent systems
|
|
panel_h += pad # bottom padding
|
|
|
|
# ── Draw background ──────────────────────────────────────────────────────
|
|
var panel_pos := Vector2(sz.x - panel_w - POPUP_MARGIN, POPUP_MARGIN)
|
|
var x: float = panel_pos.x + pad
|
|
var x_right: float = panel_pos.x + panel_w - pad
|
|
var y: float = panel_pos.y + pad + line_h # first baseline
|
|
|
|
draw_rect(Rect2(panel_pos, Vector2(panel_w, panel_h)), COLOR_INFO_BG)
|
|
draw_rect(Rect2(panel_pos, Vector2(panel_w, panel_h)), sep_color, false, 1.0)
|
|
|
|
# ── Draw content ─────────────────────────────────────────────────────────
|
|
|
|
# System name
|
|
draw_string(font, Vector2(x, y), sys_name,
|
|
HORIZONTAL_ALIGNMENT_LEFT, inner_w, 15, COLOR_TEXT)
|
|
y += line_h
|
|
|
|
# System ID
|
|
draw_string(font, Vector2(x, y), node.get("system_id", ""),
|
|
HORIZONTAL_ALIGNMENT_LEFT, inner_w, 10, COLOR_TEXT_DIM)
|
|
|
|
# Separator — space above from baseline, line, space below to next baseline
|
|
y += sep_above
|
|
draw_line(Vector2(x, y), Vector2(x_right, y), sep_color, 1.0)
|
|
y += sep_below
|
|
|
|
# Star type + hop
|
|
draw_string(font, Vector2(x, y), stat_line_1,
|
|
HORIZONTAL_ALIGNMENT_LEFT, inner_w, 11, COLOR_TEXT_DIM)
|
|
y += line_h
|
|
|
|
# Corridor
|
|
draw_string(font, Vector2(x, y), sector_str + " corridor",
|
|
HORIZONTAL_ALIGNMENT_LEFT, inner_w, 11, sector_color)
|
|
y += line_h
|
|
|
|
# Bodies + population
|
|
draw_string(font, Vector2(x, y), stat_line_3,
|
|
HORIZONTAL_ALIGNMENT_LEFT, inner_w, 11, COLOR_TEXT_DIM)
|
|
|
|
# GTTR excerpt
|
|
if not gttr.is_empty():
|
|
y += sep_above
|
|
draw_line(Vector2(x, y), Vector2(x_right, y), sep_color, 1.0)
|
|
y += sep_below
|
|
draw_multiline_string(font, Vector2(x, y), gttr,
|
|
HORIZONTAL_ALIGNMENT_LEFT, inner_w, POPUP_GTTR_FONT_SIZE,
|
|
POPUP_GTTR_MAX_LINES,
|
|
Color(COLOR_TEXT.r, COLOR_TEXT.g, COLOR_TEXT.b, 0.75))
|
|
y += gttr_h - line_h # multiline size includes first baseline
|
|
|
|
# Adjacent systems
|
|
y += sep_above
|
|
draw_line(Vector2(x, y), Vector2(x_right, y), sep_color, 1.0)
|
|
y += sep_below
|
|
if adj_line.is_empty():
|
|
draw_string(font, Vector2(x, y), "No gate connections",
|
|
HORIZONTAL_ALIGNMENT_LEFT, inner_w, 10, COLOR_TEXT_DIM)
|
|
else:
|
|
draw_multiline_string(font, Vector2(x, y), adj_line,
|
|
HORIZONTAL_ALIGNMENT_LEFT, inner_w, 10, 3, COLOR_TEXT_DIM)
|
|
|
|
|
|
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
|
|
_dirty = true
|
|
|
|
|
|
func _update_hover(pos: Vector2) -> void:
|
|
var nearest := _find_nearest_system(pos)
|
|
if nearest != _hovered_system:
|
|
_hovered_system = nearest
|
|
_dirty = true
|