Files
settled-reach/client/ui/star_map.gd
T
jpmschweitzerandClaude Opus 4.6 28d95c23a8 fix(ui): address PR #124 review — navigation, error handling, cleanup
- Economics panel: replace dead _gui_input LEFT/RIGHT with public
  navigate() method, wire [ ] keys in main.gd (avoids movement
  key conflict, fixes focus_mode=NONE issue)
- Debug console: add explicit effect guard in econ inject no-commodity
  branch so invalid effects don't fall to commodity-form error
- Snapshot consumer: null-clear GameState.economy_snapshot after
  consuming (matches one-shot consumer invariant)
- Star map: remove duplicate doc comment above set_insert_active()
- Generate script: remove stale comment, dead _WORKTREE_PARENT var,
  dead field extraction in parse_wiki_index, add try/except around
  DB queries

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 14:03:49 +02:00

638 lines
20 KiB
GDScript

class_name StarMapRenderer
extends Control
## Star map — concentric hop-ring view of the Settled Reach gate network (#674).
## Renders 301 systems as dots on concentric rings (hop distance from Gateway).
## Sector-colored: core (white-gold), north (blue), south (orange), east (green), west (tan).
##
## Data source: res://data/star_map_data.json (generated from star-map.json + systems.db + wiki).
## Regenerate with: tooling/generate-star-map-data.py
##
## D-013: Diegetic neural insert overlay. Accessible from the insert UI.
## Parent epic: #51 (Diegetic Insert/Minimap), ticket #674.
## Ticket #780: Click-through popup — wiki/GTTR content on system select.
const DATA_PATH := "res://data/star_map_data.json"
# Layout
const MAP_CENTER_FRACTION := Vector2(0.5, 0.5) # center of control
const MIN_RING_RADIUS: float = 30.0 # innermost ring (hop 0 = gateway dot only)
const RING_SPACING: float = 22.0 # pixels between hop rings
const MAX_HOP_RINGS: int = 24 # max hop distance we render rings for
# Dot sizing
const DOT_RADIUS_HUB: float = 4.5
const DOT_RADIUS_JUNCTION: float = 3.5
const DOT_RADIUS_DEFAULT: float = 2.5
const DOT_RADIUS_DEAD_END: float = 2.0
const GATEWAY_RADIUS: float = 6.0
# Selection
const SELECTION_RING_RADIUS: float = 8.0
const HIT_RADIUS: float = 10.0 # click tolerance
# Edge rendering — only shown for selected system (ticket #780 UX rule)
const EDGE_WIDTH: float = 0.8
const EDGE_SELECTED_ALPHA: float = 0.55
# Info popup — uses ImplantPanel component library (D-169)
const POPUP_WIDTH: float = 300.0
const POPUP_MARGIN: float = 16.0
const POPUP_GTTR_MAX_LINES: int = 7
# Colors — sector palette from wireframe
const COLOR_BG: Color = Color("#0d1117")
const COLOR_RING: Color = Color("#1a2030")
const COLOR_RING_MAJOR: Color = Color("#222a3a")
const COLOR_GATEWAY: Color = Color("#f0d060")
const COLOR_SELECTION: Color = Color("#f0d060")
const COLOR_TEXT: Color = Color("#c8d0e0")
const COLOR_TEXT_DIM: Color = Color("#667788")
const SECTOR_COLORS: Dictionary = {
"core": Color("#c8d0e0"),
"north_reach": Color("#4488aa"),
"south_reach": Color("#aa6644"),
"east_reach": Color("#44aa66"),
"west_reach": Color("#aa8844"),
"deep_frontier": Color("#556677"),
"unknown": Color("#445566"),
}
const SECTOR_LABELS: Dictionary = {
"north_reach": "NORTH REACH",
"south_reach": "SOUTH REACH",
"east_reach": "EAST REACH",
"west_reach": "WEST REACH",
}
# Quadrant angles for sector placement (radians, 0 = right, counterclockwise)
# North = top (-PI/2), East = right (0), South = bottom (PI/2), West = left (PI)
const SECTOR_ANGLE_CENTER: Dictionary = {
"north_reach": -PI / 2.0,
"east_reach": 0.0,
"south_reach": PI / 2.0,
"west_reach": PI,
}
const SECTOR_ANGLE_SPREAD: float = PI / 2.5 # each sector occupies ~72° of arc
const CORE_ANGLE_SPREAD: float = TAU # core systems spread full circle
const DEEP_FRONTIER_ANGLE_SPREAD: float = TAU # deep frontier wraps entire outer edge
# Pan/zoom
const ZOOM_MIN: float = 0.3
const ZOOM_MAX: float = 3.0
const ZOOM_STEP: float = 0.15
# Internal state
var _nodes: Array = []
var _edges: Array = []
var _node_positions: Dictionary = {} # system_id -> Vector2 (screen coords relative to map center)
var _node_lookup: Dictionary = {} # system_id -> node dict
var _selected_system: String = ""
var _hovered_system: String = ""
var _zoom: float = 1.0
var _pan_offset: Vector2 = Vector2.ZERO
var _is_panning: bool = false
var _pan_start: Vector2 = Vector2.ZERO
var _pan_start_offset: Vector2 = Vector2.ZERO
var _data_loaded: bool = false
var _insert_active: bool = true
var _dirty: bool = true # redraw needed — set by state changes, cleared after _draw
var _info_panel: ImplantPanel # D-169: component-based info panel
var _implant_theme: ImplantTheme
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_STOP
# D-169: Load implant theme and create info panel
_implant_theme = load("res://ui/implant/default_implant.tres") as ImplantTheme
_info_panel = ImplantPanel.new()
_info_panel.name = "InfoPanel"
_info_panel.theme_resource = _implant_theme
_info_panel.custom_minimum_size.x = POPUP_WIDTH
_info_panel.size.x = POPUP_WIDTH
_info_panel.visible = false
_info_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_info_panel)
# D-170: Register with HUD layer groups
HudGroups.register(self, "implant/map/starchart")
HudGroups.app_changed.connect(_on_app_changed)
_load_data()
if _data_loaded:
_compute_layout()
func _process(_delta: float) -> void:
if not visible:
return
if _dirty and _data_loaded:
queue_redraw()
_dirty = false
## Called from main.gd when insert state changes.
func set_insert_active(active: bool) -> void:
_insert_active = active
if not active and HudGroups.is_app_active("implant/map/starchart"):
HudGroups.close_app()
## Toggle via HUD layer system (D-170).
func toggle_visible() -> void:
HudGroups.toggle_app("implant/map/starchart")
## Respond to app layer changes (D-170).
func _on_app_changed(app_path: String, mode: int) -> void:
if app_path != "implant/map/starchart":
return
if mode == HudGroups.Mode.FULLSCREEN or mode == HudGroups.Mode.INSERT:
visible = true
_dirty = true
else:
visible = false
## Return the currently selected system data, or empty dict.
func get_selected_system() -> Dictionary:
return _node_lookup.get(_selected_system, {})
## Return total system count.
func get_system_count() -> int:
return _nodes.size()
## Return total edge count.
func get_edge_count() -> int:
return _edges.size()
# =============================================================================
# Data loading
# =============================================================================
func _load_data() -> void:
if not FileAccess.file_exists(DATA_PATH):
push_warning("StarMapRenderer: data file not found at %s" % DATA_PATH)
return
var file := FileAccess.open(DATA_PATH, FileAccess.READ)
if file == null:
push_warning("StarMapRenderer: could not open %s" % DATA_PATH)
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not (parsed is Dictionary):
push_warning("StarMapRenderer: invalid JSON in %s" % DATA_PATH)
return
var data := parsed as Dictionary
_nodes = data.get("nodes", [])
_edges = data.get("edges", [])
for node: Dictionary in _nodes:
_node_lookup[node.get("system_id", "")] = node
_data_loaded = true
# =============================================================================
# Layout — place systems on concentric rings by hop distance
# =============================================================================
func _compute_layout() -> void:
_node_positions.clear()
# Group nodes by hop distance
var rings: Dictionary = {} # hop -> Array of nodes
for node: Dictionary in _nodes:
var hop: int = int(node.get("hop_distance", 0))
if not rings.has(hop):
rings[hop] = []
rings[hop].append(node)
# Place each ring
for hop: int in rings:
var ring_nodes: Array = rings[hop]
var radius: float = MIN_RING_RADIUS + hop * RING_SPACING
if hop == 0:
# Gateway at center
for node: Dictionary in ring_nodes:
_node_positions[node["system_id"]] = Vector2.ZERO
continue
# Sort nodes within ring by sector for angular grouping
ring_nodes.sort_custom(_sort_by_sector_angle)
# Distribute nodes within their sector's angular range
var sector_groups: Dictionary = {}
for node: Dictionary in ring_nodes:
var sector: String = node.get("geographic_sector", "unknown")
if not sector_groups.has(sector):
sector_groups[sector] = []
sector_groups[sector].append(node)
for sector: String in sector_groups:
var group: Array = sector_groups[sector]
var count: int = group.size()
var center_angle: float
var spread: float
if sector == "core":
center_angle = 0.0
spread = CORE_ANGLE_SPREAD
elif sector == "deep_frontier":
center_angle = 0.0
spread = DEEP_FRONTIER_ANGLE_SPREAD
elif SECTOR_ANGLE_CENTER.has(sector):
center_angle = SECTOR_ANGLE_CENTER[sector]
spread = SECTOR_ANGLE_SPREAD
else:
center_angle = 0.0
spread = TAU
# Distribute evenly within sector arc, with deterministic offset per system
for i: int in range(count):
var node: Dictionary = group[i]
var t: float
if count == 1:
t = 0.0
else:
t = float(i) / float(count) - 0.5 # -0.5 to +0.5
var angle: float = center_angle + t * spread
# Add small per-node jitter based on system_id hash for visual variety
var jitter: float = _system_hash(node["system_id"]) * 0.08
angle += jitter
# Slight radial variation to avoid perfect circles
var r_var: float = (
radius + _system_hash(node["system_id"] + "r") * RING_SPACING * 0.3
)
_node_positions[node["system_id"]] = Vector2(cos(angle), sin(angle)) * r_var
func _sort_by_sector_angle(a: Dictionary, b: Dictionary) -> bool:
var sa: float = _sector_sort_key(a)
var sb: float = _sector_sort_key(b)
if sa != sb:
return sa < sb
return a.get("system_id", "") < b.get("system_id", "")
func _sector_sort_key(node: Dictionary) -> float:
var sector: String = node.get("geographic_sector", "unknown")
match sector:
"core":
return 0.0
"north_reach":
return 1.0
"east_reach":
return 2.0
"south_reach":
return 3.0
"west_reach":
return 4.0
"deep_frontier":
return 5.0
_:
return 6.0 # gdlint:ignore = max-returns
## Deterministic float in [-1, 1] from a string key.
func _system_hash(key: String) -> float:
var h: int = key.hash() & 0x7FFFFFFF # mask to 31-bit positive range
return float(h) / 2147483647.0 * 2.0 - 1.0
# =============================================================================
# Drawing
# =============================================================================
func _draw() -> void:
if not _data_loaded:
return
var sz: Vector2 = get_rect().size
var center: Vector2 = sz * MAP_CENTER_FRACTION + _pan_offset
# Background
draw_rect(Rect2(Vector2.ZERO, sz), COLOR_BG)
# Hop rings (concentric circles)
_draw_rings(center)
# Sector labels
_draw_sector_labels(center)
# Edges — only draw from selected system (UX rule: full edge web is too dense)
if _selected_system != "":
_draw_edges(center)
# System dots
_draw_systems(center)
# Selection highlight
if _selected_system != "":
_draw_selection(center)
# Info panel positioned in top-right, clamped to screen (D-169)
if _info_panel:
_info_panel.visible = _selected_system != ""
if _info_panel.visible:
# Force layout so size.y is accurate for clamping
_info_panel.reset_size()
var px: float = sz.x - POPUP_WIDTH - POPUP_MARGIN
var py: float = POPUP_MARGIN
# Clamp to keep panel fully on screen
var panel_h: float = _info_panel.size.y
if panel_h > 0.0 and py + panel_h > sz.y - POPUP_MARGIN:
py = sz.y - panel_h - POPUP_MARGIN
px = maxf(POPUP_MARGIN, px)
py = maxf(POPUP_MARGIN, py)
_info_panel.position = Vector2(px, py)
# Title
_draw_title()
func _draw_rings(center: Vector2) -> void:
for hop: int in range(MAX_HOP_RINGS + 1):
var radius: float = (MIN_RING_RADIUS + hop * RING_SPACING) * _zoom
if radius < 1.0 or radius > 2000.0:
continue
var color: Color = COLOR_RING_MAJOR if hop % 5 == 0 else COLOR_RING
draw_arc(center, radius, 0.0, TAU, 64, color, 0.5 if hop % 5 == 0 else 0.3, true)
func _draw_sector_labels(center: Vector2) -> void:
var label_radius: float = (MIN_RING_RADIUS + 12 * RING_SPACING) * _zoom
for sector: String in SECTOR_LABELS:
var angle: float = SECTOR_ANGLE_CENTER.get(sector, 0.0)
var pos: Vector2 = center + Vector2(cos(angle), sin(angle)) * label_radius
var label: String = SECTOR_LABELS[sector]
var color: Color = SECTOR_COLORS.get(sector, COLOR_TEXT_DIM)
var font := get_theme_default_font()
var font_size: int = 10
var text_size: Vector2 = font.get_string_size(
label, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size
)
draw_string(
font, pos - text_size / 2.0, label, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, color
)
func _draw_systems(center: Vector2) -> void:
for node: Dictionary in _nodes:
var sid: String = node.get("system_id", "")
if not _node_positions.has(sid):
continue
var pos: Vector2 = center + _node_positions[sid] * _zoom
var sector: String = node.get("geographic_sector", "unknown")
var topology: String = node.get("gate_topology", "")
var color: Color = SECTOR_COLORS.get(sector, COLOR_TEXT_DIM)
var radius: float = _dot_radius(topology)
# 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