Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
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[gd_resource type="Resource" script_class="VesselDefinition" load_steps=6 format=3]
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#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
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[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://vessels/VesselLaserComponent.tscn" id="2"]
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[ext_resource type="Resource" path="res://vessels/LaserDamageUpgrade.tres" id="3"]
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[ext_resource type="Resource" path="res://vessels/LaserRangeUpgrade.tres" id="4"]
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[ext_resource type="Resource" path="res://vessels/LaserCooldownUpgrade.tres" id="5"]
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Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
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[resource]
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script = ExtResource("1")
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definition_id = "laser"
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display_name = "Laser Ship"
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description = "Manually aimed beam vessel. No ammo, but the emitter needs to cool down between shots."
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build_cost = 12
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build_resource_costs = {"ore": 12, "energy": 6}
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build_time = 14.0
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icon = 35
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glow_color = Color(0.3, 0.9, 1, 1)
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hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14)
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fleet_eligible = true
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capabilities = PackedStringArray("laser")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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2026-09-04 22:34:29 +02:00
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base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 6.0, "beam_range": 2900.0, "beam_cooldown": 4.0}
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Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
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minimum_stats = {"beam_cooldown": 1.5}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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unlock_id = "unlock_laser"
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unlock_name = "Unlock Laser Ship"
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unlock_description = "Research a directed-energy hull for the ship crafter - manually aimed, no ammo, cools down between shots."
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unlock_cost = 0
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unlock_resource_costs = {"energy": 40}
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2026-08-16 20:14:29 +02:00
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research_point_cost = 1
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Add laser ship vessel and its skill shot (#58)
A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.
LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.
The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.
Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
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unlock_icon = -1
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Garrison laser vessels and gas bombers, on a shared ability seam
#105 shipped with interceptors as the only garrisonable vessel, and the
reason was a design fault rather than a decision: firing the laser and the
gas bomb lived in the player's fleet controllers, so a stationed laser would
have held its position and never shot.
The shot is now a thing in the world rather than something a controller
draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating
and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam
and ArtilleryShell already had on the enemy side - and they outlive the
vessel that fired them.
Above them sits one seam, on VesselCooldownFillComponent: ability_range(),
ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a
bomb are now the same shape of thing to whoever pulls the trigger, so the
garrison AI never names an ability - the test asserts that literally, by
reading the AI's own source. A third armed vessel needs to implement the
seam and nothing else.
Ammunition is the CALLER's business, deliberately: the fleet spends from its
hold, a garrison from its outpost's store, and neither concern belongs in
the component. A garrison with an empty magazine holds fire rather than
falling back on the fleet's hold.
Outpost storage: 50 gas per stationed bomber and 50 energy per stationed
laser, off the VESSEL definitions, so an outpost never learns which vessel
needs what. It is a capacity, not a stock - hub transporters fill it exactly
as they fill a gas burner's buffer, because building_logistics_deficit now
takes the larger of the definition's static buffer and the garrison's
magazine. Every other resource is capped at zero: an outpost is not a depot,
and ore parked at one has nothing to do there and no transporter coming for
it.
Also restores two properties the Godot editor dropped from
GasBurnerBuildingDefinition.tres when it re-saved the file:
collected_outputs and capabilities. Without the first, nothing ever collects
the burner's energy - test_gas_burner caught it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 19:23:35 +02:00
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garrison_ammo_resource = "energy"
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garrison_ammo_capacity = 50
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