b1fc3f244ba9d5a9111f6e1d13a0f187ce2eba9e
Mirror of the player-status panel, anchored top-right. Per-frame
sample of GetViewport().GetMousePosition() converted to world coords
via the camera transform; surfaces:
- World-pixel and world-tile coords under the cursor
- Biome at that tile
- Feature flag bitmask (HasRoad / HasRiver / HasRail / IsSettlement
/ IsPoi / IsCoast / RiverAdjacent / RailroadAdjacent)
- Settlement on the tile via WorldTile.SettlementId lookup —
name, tier, and economy/governance/pop (or PoI type)
- Bridge under cursor via point-on-segment hit test against
world.Bridges (6 px hit radius, ≤ a few dozen bridges so cheap)
- Tactical block when zoomed in: tactical-tile coords, surface +
variant, deco, walkability tag (walkable / slow / blocked)
- NPC under cursor within 12 px hit radius — display name, role
tag or template id, allegiance, HP
Cached StringBuilder field on PlayScreen (Clear() each frame instead
of new'ing) to keep per-frame GC pressure low. Held keys produce
auto-repeat InputEventKey instances that Godot 4 mono's GC must
collect before engine shutdown; reducing per-frame garbage buys
that collection more headroom and avoided a shutdown-assertion
race observed on the first launch with the panel mounted.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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