2026-08-16 21:38:07 +02:00
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class_name AimedFleetAbilityController
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extends Node2D
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# Shared press-drag-release input and camera behavior for manually aimed fleet
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# abilities. Subclasses provide the component, ammunition, target calculation,
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# shot effect, and effect visuals.
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const AIM_DEADZONE: float = 22.0
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@export var minimum_zoom: float = 0.4
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@onready var fleet: Node2D = get_node("../Fleet")
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@onready var camera: Camera2D = get_node("../Camera2D")
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var button: IconButton
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var status: Label
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var status_message_until: int = 0
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var aiming: bool = false
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var aim_touch: int = -1
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var aim_start_screen: Vector2 = Vector2.ZERO
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var aim_screen: Vector2 = Vector2.ZERO
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var aim_target: Vector2 = Vector2.ZERO
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var saved_zoom: float = 1.0
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var restoring_zoom: bool = false
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func _ready() -> void:
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button = get_node(_button_path())
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status = get_node(_status_path())
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button.visible = false
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status.text = ""
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queue_redraw()
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func _process(delta: float) -> void:
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var had_visuals: bool = aiming or _has_effect_visuals()
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button.visible = fleet.has_capability(_component_id())
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button.enabled = _next_ready_ship() != null and _can_afford_shot()
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if not button.visible and aiming:
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_cancel_aim()
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if status.text != "" and Time.get_ticks_msec() >= status_message_until:
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status.text = ""
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if restoring_zoom and not aiming:
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var zoom: float = move_toward(camera.zoom.x, saved_zoom,
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maxf(saved_zoom, 0.1) * delta * 5.0)
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camera.zoom = Vector2(zoom, zoom)
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if is_equal_approx(zoom, saved_zoom):
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restoring_zoom = false
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_advance_effects(delta)
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if aiming or _has_effect_visuals() or had_visuals:
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queue_redraw()
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func can_begin_aim() -> bool:
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# An unaffordable shot still claims the press so the status label can
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# explain what is missing instead of silently passing the touch through.
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return button.visible and not button._blocked_by_modal() \
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and not aiming and _next_ready_ship() != null
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Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.
The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.
It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.
#81 - the bottom-left control hint is gone, from both scenes and from
GameController.
#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.
#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.
test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00
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# Fires immediately at a world point, with no press-drag-release. The mouse
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# path (#80) has a crosshair already - it does not need to be dragged into
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# existence - so it aims and fires in one call rather than pretending to be
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# a touch.
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func fire_at(world_target: Vector2) -> bool:
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if not button.visible or button._blocked_by_modal() or _next_ready_ship() == null:
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return false
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if not _can_afford_shot():
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_say(_unaffordable_message())
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return false
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# Recorded before firing because _fire() ends by restoring it, and a stale
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# value from an earlier aim would snap the camera somewhere unrelated.
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saved_zoom = camera.zoom.x
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restoring_zoom = false
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aim_target = world_target
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_fire()
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return true
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2026-08-16 21:38:07 +02:00
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func handle_touch(event: InputEventScreenTouch) -> bool:
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if event.pressed:
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if not can_begin_aim() \
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or not Rect2(button.global_position, button.size).has_point(event.position):
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return false
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if not _can_afford_shot():
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_say(_unaffordable_message())
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return true
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aiming = true
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aim_touch = event.index
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aim_start_screen = event.position
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aim_screen = event.position
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saved_zoom = camera.zoom.x
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restoring_zoom = false
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button.pressed_down = true
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button.queue_redraw()
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_update_aim()
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return true
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if event.index != aim_touch:
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return false
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if aim_start_screen.distance_to(aim_screen) >= AIM_DEADZONE:
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_fire()
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Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
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elif _aim_at_nearest_enemy():
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# Tapping the button used to do nothing at all - the press was claimed,
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# the aim began, and releasing without dragging simply threw it away.
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# A tap now fires at the nearest enemy in range; dragging remains the
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# way to place a shot precisely.
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_fire()
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2026-08-16 21:38:07 +02:00
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else:
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Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
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_say("Nothing in range - drag from the button to aim")
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2026-08-16 21:38:07 +02:00
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_cancel_aim()
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return true
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Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
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# Points aim_target at the closest enemy within reach, or reports that there
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# is none. Both aimed abilities read only the aim_target when they fire - the
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# laser takes its DIRECTION and always extends to full range, the gas bomb
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# takes the point itself - so setting it here is all auto-aim has to do, and
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# each ability keeps its own meaning for it.
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func _aim_at_nearest_enemy() -> bool:
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var origin: Vector2 = _aim_origin()
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var reach: float = _aim_max_range()
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var nearest: Node2D = null
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var nearest_distance: float = INF
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if not is_instance_valid(enemy) or not (enemy is Node2D):
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continue
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var distance: float = origin.distance_to((enemy as Node2D).global_position)
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if distance > reach or distance >= nearest_distance:
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continue
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nearest_distance = distance
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nearest = enemy
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if nearest == null:
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return false
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aim_target = nearest.global_position
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queue_redraw()
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return true
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2026-08-16 21:38:07 +02:00
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func handle_drag(event: InputEventScreenDrag) -> bool:
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if not aiming or event.index != aim_touch:
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return false
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aim_screen = event.position
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_update_aim()
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return true
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func _update_aim() -> void:
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var origin: Vector2 = _aim_origin()
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aim_target = _calculate_aim_target(aim_screen - aim_start_screen, origin)
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_update_aim_zoom(origin, aim_target)
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queue_redraw()
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func _update_aim_zoom(origin: Vector2, target: Vector2) -> void:
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var displacement: Vector2 = target - origin
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var half_screen: Vector2 = get_viewport_rect().size * 0.5 - Vector2(54.0, 54.0)
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var padding: float = _aim_padding()
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var fit_x: float = saved_zoom if absf(displacement.x) < 1.0 \
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else half_screen.x / (absf(displacement.x) + padding)
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var fit_y: float = saved_zoom if absf(displacement.y) < 1.0 \
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else half_screen.y / (absf(displacement.y) + padding)
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var desired: float = clampf(minf(saved_zoom, minf(fit_x, fit_y)),
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minimum_zoom, saved_zoom)
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camera.zoom = Vector2(desired, desired)
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func _finish_aim() -> void:
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aiming = false
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aim_touch = -1
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button.pressed_down = false
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button.queue_redraw()
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restoring_zoom = true
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func _cancel_aim() -> void:
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_finish_aim()
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queue_redraw()
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func _fire() -> void:
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var ship: Node2D = _next_ready_ship()
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if ship == null:
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_cancel_aim()
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return
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if not _can_afford_shot():
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_say(_unaffordable_message())
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_cancel_aim()
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return
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var component: Node = ship.get_component(_component_id())
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if component == null or not _consume_shot(component):
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_cancel_aim()
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return
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GameState.withdraw_fleet_resource(_ammo_resource(), _ammo_cost())
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_perform_shot(ship, component)
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_finish_aim()
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button.enabled = _next_ready_ship() != null and _can_afford_shot()
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func _next_ready_ship() -> Node2D:
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for ship in fleet.ships:
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if not is_instance_valid(ship):
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continue
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var component: Node = ship.get_component(_component_id())
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if component != null and component.is_ready():
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return ship
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return null
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func _can_afford_shot() -> bool:
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return GameState.fleet_resource(_ammo_resource()) >= _ammo_cost()
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func _unaffordable_message() -> String:
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var resource_type: String = _ammo_resource()
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return "Need %d %s in the fleet hold to fire (have %d)" % [
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_ammo_cost(), GameState.resource_name(resource_type).to_lower(),
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GameState.fleet_resource(resource_type),
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]
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func _say(message: String) -> void:
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status.text = message
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status_message_until = Time.get_ticks_msec() + 3000
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func _aim_origin() -> Vector2:
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return fleet.get_centroid()
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# Subclass hooks.
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func _button_path() -> NodePath: return NodePath()
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func _status_path() -> NodePath: return NodePath()
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func _component_id() -> String: return ""
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func _ammo_resource() -> String: return ""
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func _ammo_cost() -> int: return 0
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|
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|
func _aim_padding() -> float: return 0.0
|
Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
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# How far this ability can reach, for auto-aim and for the aim guide.
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|
|
func _aim_max_range() -> float: return 0.0
|
2026-08-16 21:38:07 +02:00
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|
|
func _has_effect_visuals() -> bool: return false
|
|
|
|
|
func _advance_effects(_delta: float) -> void: pass
|
|
|
|
|
func _consume_shot(_component: Node) -> bool: return false
|
|
|
|
|
func _perform_shot(_ship: Node2D, _component: Node) -> void: pass
|
|
|
|
|
func _calculate_aim_target(_drag: Vector2, origin: Vector2) -> Vector2: return origin
|