Map size presets chosen from the main menu #158
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liamjd/UntitledColonyBuilder#158
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Milestone 2, item 1. Also on the #90 list ("Specify map size from main menu; smaller maps may make for easier/quicker testing").
Problem
grid_sizeis an export on theMapnode ingame.tscn, currently set to 16, a testing value that every run now plays at. The player cannot choose it, and the camera's zoom limits are hand-tuned metres that assume a 64-tile map (camera_rig.gdsays as much: "must be revisited if TerrainGrid.tile_size or grid_size changes").Proposal
Five presets, picked on the main menu next to the seed field:
The values are a starting proposal; tune them freely. Below 32 every preset struggles (see #159 and #161), and 16 is useful for tests but not for play. If a debug size smaller than TINY is wanted, put it behind
OS.is_debug_build().Seams
MapSizeclass or onGameState. It is run configuration in the same sense asrun_seed.GameStategains the chosen size alongsiderun_seed, defaulting to NORMAL.main_menu.gd: anOptionButtonpopulated from the enum, not from hand-typed items, so adding a preset is one edit. It is read in_start_new_game()alongside the seed. It joins the controls in_set_menu_focusable().game.gd: setsmap.grid_sizefromGameStatebeforemap.generate(), the same way it hands over the seed today.TerrainGridstays ignorant ofGameState.game.tscn:grid_size = 16comes out, so the editor preview falls back to the script default.max_zoom(and probably the defaultzoom) derived frommap.map_extents()rather than fixed at 120 m, which only frames up to 64 tiles.edge_marginis already relative to the extents._reset_stub_pawns) needs nothing, since it already asks the map.Acceptance criteria
game.gdapplies the size before generating.Out of scope