spaceship/vessels/VesselWeaponComponent.gd

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class_name VesselWeaponComponent
extends Node
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
# The fleet's gun. It does NOT pick its own targets: the player aims it with
# the fire stick, and it shoots along whatever heading that stick reports for
# as long as it is held.
#
# It used to seek the nearest enemy in range and fire on its own, which meant
# combat happened whether or not the player did anything - there was nothing
# to aim, and nothing to decide. Firing is now an action like any other, and
# the right-hand stick is what performs it.
#
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
# #172: it is aimed at a POINT, not along a heading.
#
# Every gun in the fleet used to be handed the SAME direction, so a fleet
# firing at something threw a sheet of parallel bolts past either side of it
# and only the middle hull could ever hit. Handed a point instead, each hull
# works out its own heading to that point, and the fleet's fire converges
# where the player is actually pointing - which is what having several ships
# should be worth.
#
# The point is set every frame by FireStickController, from the mouse's own
# world position or from where the fire stick is pushed, and cleared the
# moment the trigger is let go. No point means not firing, which is the
# resting state.
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
var capability_id: String = "weapon"
var fire_range: float
var fire_cooldown: float
var projectile_damage: int
var fire_timer: float = 0.0
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
# Where this gun is pointed, in WORLD space, and whether it is pointed at all.
# A point rather than a Vector2.ZERO sentinel: the origin is a perfectly
# ordinary place to aim at, and a fleet that happened to be near it would
# stop firing.
var fire_target: Vector2 = Vector2.ZERO
var has_fire_target: bool = false
#84: move 215 root files into a folder hierarchy Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
var projectile_scene: PackedScene = preload("res://vessels/Projectile.tscn")
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
Implement #85, #86, #87 and #88 #85 - on a computer the sticks and the pivot pair are dead weight: WASD steers, the mouse aims, Q/E pivot. All four go together the first time a keyboard or a mouse is used, and only where there is no touchscreen. A touch device with a keyboard attached keeps everything, because a finger is still a way to play it. #86 - the default gun shoots faster (500 -> 850) and further (320 -> 620). The interesting half is that a bolt now STOPS where the gun's range ends. Projectile lifetime is derived from fire_range at launch rather than set independently, so the distance a shot covers and the distance the aim guide draws are one number. They were two, and they disagreed: the guide promised 320 while a bolt actually flew speed * lifetime = 750, so shots landed on things well past the line saying where they would stop. #87 - the ship that fires throws sparks, so a shot is visibly attached to the vessel it came from; with a whole fleet shooting there was nothing tying the two together, which started mattering once the player had to aim. Enemy deaths gained a shockwave ring and roughly double the debris - a kill used to read as a small red puff that was easy to miss in a fight. #88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and acceleration, and every enemy's. Scaling the enemies too keeps it a change of TEMPO rather than a difficulty cut, and scaling acceleration alongside speed keeps the handling from #77's tuning intact. Three tests carried assertions that were really about one balance pass: test_enemy_mothership pinned a literal 35.0 and now compares against the chaser, which is what "never reaches ramming speed" actually means; test_planet_atmosphere_transition flew far enough at the new speed to reach the landed garrison, and now clears it, since that test is about the handoff and not about a fight it never meant to pick. Also repaired real data loss, caught only because test_gas_burner failed: Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped collected_outputs, capabilities, map_radius and map_phase, and had recreated a stale copy of it at the pre-#84 root path. Without collected_outputs no transporter ever collects a burner's energy. Both files restored from git. It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and lunar_surface.gdshader at their old root paths - the root Main.tscn still carried 27 references to the flat layout. They are dead weight the engine never loads, since project.godot and every preload point into the folders, but they are exactly the kind of thing that wastes an hour later when someone edits the wrong copy. Deleted, and the root is now down to ui_theme.tres, icon.svg, web_shell.html and the two config files. Suite 119/119. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 02:19:14 +02:00
# By path, not by class name - see the note at the top of MuzzleSparkVFX.
const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
func apply_stats() -> void:
var ship: Node = get_parent()
var state: Node = ship.get_tree().root.get_node("GameState")
fire_range = state.vessel_stat(ship.vessel_type, "fire_range")
fire_cooldown = state.vessel_stat(ship.vessel_type, "fire_cooldown")
projectile_damage = int(state.vessel_stat(ship.vessel_type, "damage"))
# Forgejo #89: how far off the aimed heading a target may sit and still be
# picked up. 28 degrees is wide enough that pointing roughly at something hits
# it, and narrow enough that the shot still goes where the player pointed -
# past about 45 the gun starts choosing targets on its own, which is the
# behaviour #80 deliberately took away.
const ASSIST_CONE_DEGREES: float = 28.0
2026-09-02 17:15:12 +02:00
# #181: a nearby cursor is a second way to express intent. This is deliberately
# smaller than the directional cone at ordinary weapon range: it catches a
# pointer placed beside something without making the whole screen magnetic.
const ASSIST_CURSOR_RADIUS: float = 180.0
# The concrete point an aim should stick to. A target can qualify in two ways:
# it is close to the cursor, or it lies inside the established directional
# cone. Cursor proximity wins, then distance from the shooter breaks the old
# directional case. This preserves approximate stick aiming while letting a
# deliberately placed cursor choose a farther target in the same direction.
#
2026-09-02 17:15:12 +02:00
# Targets opt in through one group rather than this utility branching on
# enemies versus asteroids. That keeps future aimable compositions out of the
# weapon code: joining the contract is all they need to do.
static func assisted_point(tree: SceneTree, origin: Vector2, point: Vector2,
reach: float) -> Vector2:
2026-09-02 17:15:12 +02:00
var to_point: Vector2 = point - origin
var heading: Vector2 = to_point.normalized()
if heading == Vector2.ZERO or tree == null or reach <= 0.0:
return point
var cone: float = cos(deg_to_rad(ASSIST_CONE_DEGREES))
2026-09-02 17:15:12 +02:00
var cursor_pick: Node2D = null
var cursor_distance: float = INF
var direction_pick: Node2D = null
var direction_distance: float = INF
for target_node in tree.get_nodes_in_group(COMBAT_TARGET.GROUP):
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if not is_instance_valid(target_node) or not (target_node is Node2D) \
or target_node.is_queued_for_deletion():
continue
2026-09-02 17:15:12 +02:00
var target: Node2D = target_node as Node2D
var to_target: Vector2 = target.global_position - origin
var distance: float = to_target.length()
if distance > reach or distance < 0.001:
continue
2026-09-02 17:15:12 +02:00
var from_cursor: float = target.global_position.distance_to(point)
if from_cursor <= ASSIST_CURSOR_RADIUS and from_cursor < cursor_distance:
cursor_distance = from_cursor
cursor_pick = target
if to_target.normalized().dot(heading) >= cone and distance < direction_distance:
direction_distance = distance
direction_pick = target
if cursor_pick != null:
return cursor_pick.global_position
if direction_pick != null:
return direction_pick.global_position
return point
# Compatibility entry point for systems that genuinely have only a heading.
# Their virtual cursor sits at maximum range; the returned vector still points
# at the same target selected by assisted_point().
static func assisted_heading(tree: SceneTree, origin: Vector2, direction: Vector2,
reach: float) -> Vector2:
var heading: Vector2 = direction.normalized()
if heading == Vector2.ZERO:
return heading
var point: Vector2 = assisted_point(tree, origin, origin + heading * reach, reach)
return (point - origin).normalized()
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
# Where this gun is firing FROM. The hull it is bolted to.
func muzzle() -> Vector2:
var ship: Node2D = get_parent() as Node2D
return ship.global_position if ship != null else Vector2.ZERO
# Called by FireStickController every frame the trigger is held.
func aim_at(point: Vector2) -> void:
fire_target = point
has_fire_target = true
func hold_fire() -> void:
has_fire_target = false
# For anything that knows a DISPLACEMENT rather than a place: an outpost
# garrison has already measured the vector to the enemy it picked (see
# VesselGarrisonComponent._shoot), and a lone stationed vessel has no fleet
# to converge with anyway. Zero still means stop.
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
func set_fire_direction(direction: Vector2) -> void:
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
if direction.length() <= 0.001:
hold_fire()
return
aim_at(muzzle() + direction)
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
func is_firing() -> bool:
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
return has_fire_target
# The heading a shot from THIS hull will actually take: from the muzzle to the
# aimed point, bent onto an enemy sitting inside the assist cone. Zero when the
# gun is not firing, or when the point is on top of the ship - there is no
# heading to a place you are already at.
func firing_heading() -> Vector2:
if not has_fire_target:
return Vector2.ZERO
2026-09-02 17:15:12 +02:00
var origin: Vector2 = muzzle()
var to_point: Vector2 = fire_target - origin
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
if to_point.length() <= 0.001:
return Vector2.ZERO
2026-09-02 17:15:12 +02:00
var point: Vector2 = assisted_point(get_tree(), origin, fire_target, fire_range)
return (point - origin).normalized()
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
func tick(delta: float) -> void:
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
# The cooldown runs down whether or not the trigger is held, so tapping
# the stick in a new direction is not punished by a timer that only
# started when the stick moved.
fire_timer -= delta
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
if not has_fire_target or fire_timer > 0.0:
return
# #172: worked out per HULL, from this ship to the aimed point, which is
# what makes the fleet's fire converge rather than run parallel.
var heading: Vector2 = firing_heading()
if heading == Vector2.ZERO:
return
var ship: Node2D = get_parent()
var projectile: Node2D = projectile_scene.instantiate()
projectile.position = ship.position
projectile.damage = projectile_damage
Implement #85, #86, #87 and #88 #85 - on a computer the sticks and the pivot pair are dead weight: WASD steers, the mouse aims, Q/E pivot. All four go together the first time a keyboard or a mouse is used, and only where there is no touchscreen. A touch device with a keyboard attached keeps everything, because a finger is still a way to play it. #86 - the default gun shoots faster (500 -> 850) and further (320 -> 620). The interesting half is that a bolt now STOPS where the gun's range ends. Projectile lifetime is derived from fire_range at launch rather than set independently, so the distance a shot covers and the distance the aim guide draws are one number. They were two, and they disagreed: the guide promised 320 while a bolt actually flew speed * lifetime = 750, so shots landed on things well past the line saying where they would stop. #87 - the ship that fires throws sparks, so a shot is visibly attached to the vessel it came from; with a whole fleet shooting there was nothing tying the two together, which started mattering once the player had to aim. Enemy deaths gained a shockwave ring and roughly double the debris - a kill used to read as a small red puff that was easy to miss in a fight. #88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and acceleration, and every enemy's. Scaling the enemies too keeps it a change of TEMPO rather than a difficulty cut, and scaling acceleration alongside speed keeps the handling from #77's tuning intact. Three tests carried assertions that were really about one balance pass: test_enemy_mothership pinned a literal 35.0 and now compares against the chaser, which is what "never reaches ramming speed" actually means; test_planet_atmosphere_transition flew far enough at the new speed to reach the landed garrison, and now clears it, since that test is about the handoff and not about a fight it never meant to pick. Also repaired real data loss, caught only because test_gas_burner failed: Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped collected_outputs, capabilities, map_radius and map_phase, and had recreated a stale copy of it at the pre-#84 root path. Without collected_outputs no transporter ever collects a burner's energy. Both files restored from git. It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and lunar_surface.gdshader at their old root paths - the root Main.tscn still carried 27 references to the flat layout. They are dead weight the engine never loads, since project.godot and every preload point into the folders, but they are exactly the kind of thing that wastes an hour later when someone edits the wrong copy. Deleted, and the root is now down to ui_theme.tres, icon.svg, web_shell.html and the two config files. Suite 119/119. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 02:19:14 +02:00
# The bolt stops where the gun's range ends, and the aim guide draws that
# same range - one number, one meaning.
projectile.set_range(fire_range)
ship.get_tree().root.add_child(projectile)
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00
# The bolt is sent the gun's own range along that heading, whether the
# aimed point is nearer or further: range is a property of the gun, not of
# where the player pointed. A point beyond reach is fired toward and falls
# short; a point inside it is flown through.
projectile.launch(heading * fire_range)
Implement #85, #86, #87 and #88 #85 - on a computer the sticks and the pivot pair are dead weight: WASD steers, the mouse aims, Q/E pivot. All four go together the first time a keyboard or a mouse is used, and only where there is no touchscreen. A touch device with a keyboard attached keeps everything, because a finger is still a way to play it. #86 - the default gun shoots faster (500 -> 850) and further (320 -> 620). The interesting half is that a bolt now STOPS where the gun's range ends. Projectile lifetime is derived from fire_range at launch rather than set independently, so the distance a shot covers and the distance the aim guide draws are one number. They were two, and they disagreed: the guide promised 320 while a bolt actually flew speed * lifetime = 750, so shots landed on things well past the line saying where they would stop. #87 - the ship that fires throws sparks, so a shot is visibly attached to the vessel it came from; with a whole fleet shooting there was nothing tying the two together, which started mattering once the player had to aim. Enemy deaths gained a shockwave ring and roughly double the debris - a kill used to read as a small red puff that was easy to miss in a fight. #88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and acceleration, and every enemy's. Scaling the enemies too keeps it a change of TEMPO rather than a difficulty cut, and scaling acceleration alongside speed keeps the handling from #77's tuning intact. Three tests carried assertions that were really about one balance pass: test_enemy_mothership pinned a literal 35.0 and now compares against the chaser, which is what "never reaches ramming speed" actually means; test_planet_atmosphere_transition flew far enough at the new speed to reach the landed garrison, and now clears it, since that test is about the handoff and not about a fight it never meant to pick. Also repaired real data loss, caught only because test_gas_burner failed: Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped collected_outputs, capabilities, map_radius and map_phase, and had recreated a stale copy of it at the pre-#84 root path. Without collected_outputs no transporter ever collects a burner's energy. Both files restored from git. It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and lunar_surface.gdshader at their old root paths - the root Main.tscn still carried 27 references to the flat layout. They are dead weight the engine never loads, since project.godot and every preload point into the folders, but they are exactly the kind of thing that wastes an hour later when someone edits the wrong copy. Deleted, and the root is now down to ui_theme.tres, icon.svg, web_shell.html and the two config files. Suite 119/119. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 02:19:14 +02:00
# #87: sparks off the hull that fired, so a shot is visibly attached to
# the vessel it came from.
MUZZLE_SPARK.spawn(ship.get_tree().root, ship.global_position, heading)
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
# #146: and heard. Beside the spark rather than inside it, because the
# spark is about this hull and the sound is about the shot.
Sfx.play(ship.get_tree(), Sfx.SHOT)
fire_timer = fire_cooldown