spaceship/world/Asteroid.gd

101 lines
3.7 KiB
GDScript3
Raw Permalink Normal View History

extends Area2D
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
# A drifting rock that can be shot apart for the ore inside it.
#
# Asteroids used to be pure hazard: they could only ever cost you a ship. Now
# they are also the one resource you can reach without conquering anything,
# which is what the fleet's guns are for out in open space.
#
# Two ways to destroy one, and they are deliberately NOT the same:
# - shot apart, which yields the ore
# - flown into, which does not. The rock shatters against a hull instead of
# being mined, and you have just lost a ship (or a shield charge) for it.
# Without that split, a shield vessel could farm asteroids by ramming.
#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
const ROCK_SCENE: PackedScene = preload("res://surface/Rock.tscn")
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
# Shots needed to crack one open. Low enough that a single vessel clears one
# in a couple of bursts, high enough that a stray shot in passing does not.
const HIT_POINTS: int = 2
# How long the dropped ore survives if nobody comes for it. Surface rocks live
# forever because a planet surface is bounded and hand-authored; open space is
# not, and an asteroid field shot up and left behind would otherwise leak
# nodes for the rest of the session.
const DROP_LIFETIME: float = 60.0
var velocity: Vector2 = Vector2.ZERO
var rotation_speed: float = 0.0
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
var hp: int = HIT_POINTS
var shape_points: PackedVector2Array = PackedVector2Array()
func _ready() -> void:
randomize()
add_to_group("asteroids")
COMBAT_TARGET.register(self, COMBAT_TARGET.RESOURCE_PRIORITY)
area_entered.connect(_on_area_entered)
var point_count: int = 7
for i in range(point_count):
var angle: float = (float(i) / point_count) * TAU
var radius: float = randf_range(14.0, 22.0)
shape_points.append(Vector2(cos(angle), sin(angle)) * radius)
queue_redraw()
func _process(delta: float) -> void:
# Deliberately no queue_redraw() here. position and rotation are node
# TRANSFORM properties - Godot applies them when rendering, and the
# polygon built in _ready() is in local space, so it never changes.
# Redrawing each frame re-tessellated four antialiased polylines per
# asteroid for an identical result; with ~150 asteroids on screen that
# was the single largest source of stutter.
position += velocity * delta
rotation += rotation_speed * delta
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
# Same contract as Enemy.take_damage, so every weapon that already knows how
# to hurt an enemy can hurt an asteroid without learning a second protocol.
func take_damage(amount: int) -> bool:
hp -= maxi(amount, 1)
if hp > 0:
return false
shatter(true)
return true
func shatter(drop_ore: bool) -> void:
AsteroidExplosionVFX.spawn(get_tree().root, position)
# #213. Here rather than in take_damage(), so a rock broken by a ramming
# hull is heard too - and NOT in AsteroidField's despawn, which frees
# rocks the player has simply flown away from.
Sfx.play(get_tree(), Sfx.ASTEROID_BREAK)
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
if drop_ore:
_drop_ore()
queue_free()
func _drop_ore() -> void:
var rock: Node2D = ROCK_SCENE.instantiate()
rock.build_shape(randi())
rock.position = position
rock.lifetime = DROP_LIFETIME
# Inherits the asteroid's drift, so the ore carries on along the path the
# rock it came from was already travelling instead of stopping dead in
# space - which reads as debris rather than as a spawned pickup.
rock.velocity = velocity
# Deferred: this runs from inside an area_entered signal, where the
# physics server is mid-flush and refuses a direct add_child.
get_parent().add_child.call_deferred(rock)
func _on_area_entered(area: Area2D) -> void:
if area.is_in_group("player_ships"):
Asteroids can be shot apart for the ore inside them Asteroids were pure hazard: the only thing one could ever do was cost you a ship. They now take damage like anything else and break open, dropping ore the fleet can fly over and collect - the one resource reachable in open space without conquering anything, and something for the new fire stick to do out there. Two ways to destroy one, deliberately not equivalent. Shot apart yields the ore; flown into does not - the rock shatters against a hull rather than being mined, and a ship or a shield charge has just been spent on it. Without that split a shield vessel could farm asteroids by ramming them. Asteroid.take_damage() matches Enemy's contract exactly, so every weapon that already knew how to hurt an enemy hurts an asteroid through the same branch rather than a second special case: bolts, the laser sweep, and the gas bomb's blast all pick both groups up together. Dropped ore carries the asteroid's own drift, so it reads as debris rather than as a spawned pickup, and it expires after a minute. Rock grew an optional lifetime for that, defaulting to 0 (never) so hand-placed surface rocks are unchanged - a planet surface is bounded and authored, open space is not, and a field shot up and abandoned would otherwise leak nodes for the session. Rock's header note that asteroids and rocks are never on screen together is no longer true and now says so; the hexagon-versus-lump shape language matters more now that they sit side by side, not less. Five weapon tests silenced the asteroid field but never cleared what it had already placed. That was harmless while asteroids were untouchable and is not any more - two of them assert exact hit counts, and a drifting rock in the beam would have made those fail intermittently. Suite 111/111. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 10:27:40 +02:00
# No ore: see the note at the top of this file.
shatter(false)
func _draw() -> void:
NeonDraw.draw_glowing_polygon(self, shape_points, Color(0.65, 0.5, 0.35), 1.0)