2026-08-15 04:45:15 +02:00
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class_name GasBombController
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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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extends "res://controllers/AimedFleetAbilityController.gd"
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2026-08-15 04:45:15 +02:00
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const BOMB_COLOR := Color(0.96, 0.22, 0.72)
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const TARGET_COLOR := Color(0.78, 0.32, 1.0)
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const MAX_RANGE := 950.0
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const AOE_RADIUS := 180.0
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const DRAG_RADIUS := 260.0
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const PROJECTILE_SPEED := 720.0
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const DAMAGE := 3
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const COOLDOWN := 5.0
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2026-08-16 18:54:44 +02:00
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const GAS_PER_SHOT: int = 5
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2026-08-15 04:45:15 +02:00
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2026-08-15 10:12:33 +02:00
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var projectiles: Array = []
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var explosions: Array = []
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2026-08-16 21:38:07 +02:00
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var last_hit_count: int = 0
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2026-08-15 04:45:15 +02:00
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2026-08-15 10:12:33 +02:00
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var projectile_active: bool:
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get: return not projectiles.is_empty()
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var explosion_time: float:
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get:
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2026-08-16 21:38:07 +02:00
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var longest: float = 0.0
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2026-08-15 10:12:33 +02:00
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for explosion in explosions:
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longest = maxf(longest, float(explosion.time))
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return longest
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2026-08-15 04:45:15 +02:00
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2026-08-16 21:38:07 +02:00
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func _button_path() -> NodePath: return "../UI/GasBombButton"
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func _status_path() -> NodePath: return "../UI/GasBombStatus"
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func _component_id() -> String: return "gas_bomber"
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func _ammo_resource() -> String: return GameState.RESOURCE_GAS
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func _ammo_cost() -> int: return GAS_PER_SHOT
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func _aim_padding() -> float: return AOE_RADIUS
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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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func _aim_max_range() -> float: return MAX_RANGE
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2026-08-16 21:38:07 +02:00
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func _has_effect_visuals() -> bool: return not projectiles.is_empty() or not explosions.is_empty()
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func _calculate_aim_target(drag: Vector2, origin: Vector2) -> Vector2:
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if drag.length() < 0.001:
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return origin
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var distance: float = minf(drag.length() / DRAG_RADIUS, 1.0) * MAX_RANGE
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return origin + drag.normalized() * distance
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2026-08-16 18:54:44 +02:00
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func _consume_shot(component: Node) -> bool:
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return component.consume_shot(COOLDOWN)
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2026-08-16 18:54:44 +02:00
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func _perform_shot(ship: Node2D, _component: Node) -> void:
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projectiles.append({
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"position": ship.global_position,
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"target": aim_target,
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"trail": PackedVector2Array([ship.global_position]),
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})
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func _next_ready_bomber() -> Node2D:
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return _next_ready_ship()
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func _advance_effects(delta: float) -> void:
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for i in range(projectiles.size() - 1, -1, -1):
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var projectile: Dictionary = projectiles[i]
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var distance: float = (projectile.position as Vector2).distance_to(projectile.target)
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2026-08-15 04:45:15 +02:00
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if distance <= PROJECTILE_SPEED * delta:
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projectile.position = projectile.target
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_explode(projectile.target)
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projectiles.remove_at(i)
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else:
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projectile.position = (projectile.position as Vector2).move_toward(
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projectile.target, PROJECTILE_SPEED * delta)
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var trail: PackedVector2Array = projectile.trail
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trail.append(projectile.position)
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while trail.size() > 12:
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trail.remove_at(0)
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projectile.trail = trail
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for i in range(explosions.size() - 1, -1, -1):
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var explosion: Dictionary = explosions[i]
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explosion.time = maxf(float(explosion.time) - delta, 0.0)
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if float(explosion.time) <= 0.0:
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explosions.remove_at(i)
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func _explode(at: Vector2) -> void:
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explosions.append({"position": at, "time": 0.8})
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last_hit_count = 0
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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
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# Asteroids too - a blast that clears everything around it but leaves the
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# rocks untouched would need explaining, and they take damage the same way.
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for enemy in get_tree().get_nodes_in_group("enemies") \
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+ get_tree().get_nodes_in_group("asteroids"):
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if is_instance_valid(enemy) and enemy is Node2D \
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and enemy.global_position.distance_to(at) <= AOE_RADIUS:
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enemy.take_damage(DAMAGE)
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last_hit_count += 1
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func _draw() -> void:
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if aiming:
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NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target, TARGET_COLOR, 0.7, 0.8)
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_draw_ring(aim_target, AOE_RADIUS, TARGET_COLOR, 0.8)
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_draw_ring(aim_target, 18.0, BOMB_COLOR, 1.0)
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2026-08-15 10:12:33 +02:00
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for projectile in projectiles:
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var trail: PackedVector2Array = projectile.trail
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if trail.size() >= 2:
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for i in range(1, trail.size()):
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var alpha: float = float(i) / trail.size()
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draw_line(trail[i - 1], trail[i], Color(BOMB_COLOR, alpha * 0.65),
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4.0 + alpha * 4.0, true)
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draw_circle(projectile.position, 12.0, Color(BOMB_COLOR, 0.35))
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NeonDraw.draw_glowing_circle(self, projectile.position, 7.0, BOMB_COLOR, 1.0)
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for explosion in explosions:
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var progress: float = 1.0 - float(explosion.time) / 0.8
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var radius: float = lerpf(24.0, AOE_RADIUS, minf(progress * 1.5, 1.0))
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draw_circle(explosion.position, radius, Color(BOMB_COLOR, (1.0 - progress) * 0.16))
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_draw_ring(explosion.position, radius, BOMB_COLOR, 1.0 - progress)
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for i in range(7):
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var angle: float = TAU * float(i) / 7.0 + progress
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var cloud_at: Vector2 = explosion.position \
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+ Vector2(cos(angle), sin(angle)) * radius * 0.55
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draw_circle(cloud_at, 18.0 + 14.0 * progress,
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Color(BOMB_COLOR, (1.0 - progress) * 0.22))
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func _draw_ring(center: Vector2, radius: float, color: Color, alpha: float) -> void:
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draw_arc(center, radius, 0.0, TAU, 64, Color(color, 0.16 * alpha), 16.0, true)
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draw_arc(center, radius, 0.0, TAU, 64, Color(color, 0.5 * alpha), 6.0, true)
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draw_arc(center, radius, 0.0, TAU, 64, Color(1.0, 0.86, 0.96, 0.9 * alpha), 2.0, true)
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