2026-08-14 22:12:57 +02:00
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class_name VesselWeaponComponent
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extends Node
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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
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# The fleet's gun. It does NOT pick its own targets: the player aims it with
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# the fire stick, and it shoots along whatever heading that stick reports for
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# as long as it is held.
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#
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# It used to seek the nearest enemy in range and fire on its own, which meant
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# combat happened whether or not the player did anything - there was nothing
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# to aim, and nothing to decide. Firing is now an action like any other, and
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# the right-hand stick is what performs it.
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#
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# `fire_direction` is set every frame by FireStickController from the stick's
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# own reading, and cleared the moment it is released. Zero means "not firing",
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# which is the resting state.
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2026-08-14 22:12:57 +02:00
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var capability_id: String = "weapon"
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var fire_range: float
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var fire_cooldown: float
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var projectile_damage: int
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var fire_timer: float = 0.0
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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
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var fire_direction: Vector2 = Vector2.ZERO
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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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var projectile_scene: PackedScene = preload("res://vessels/Projectile.tscn")
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2026-08-14 22:12:57 +02:00
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func apply_stats() -> void:
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var ship: Node = get_parent()
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var state: Node = ship.get_tree().root.get_node("GameState")
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fire_range = state.vessel_stat(ship.vessel_type, "fire_range")
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fire_cooldown = state.vessel_stat(ship.vessel_type, "fire_cooldown")
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projectile_damage = int(state.vessel_stat(ship.vessel_type, "damage"))
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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
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# Called by FireStickController. A zero vector stops the gun.
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func set_fire_direction(direction: Vector2) -> void:
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fire_direction = direction if direction.length() > 0.001 else Vector2.ZERO
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func is_firing() -> bool:
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return fire_direction != Vector2.ZERO
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2026-08-14 22:12:57 +02:00
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func tick(delta: float) -> void:
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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
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# The cooldown runs down whether or not the trigger is held, so tapping
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# the stick in a new direction is not punished by a timer that only
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# started when the stick moved.
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2026-08-14 22:12:57 +02:00
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fire_timer -= delta
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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
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if fire_direction == Vector2.ZERO or fire_timer > 0.0:
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2026-08-14 22:12:57 +02:00
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return
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var ship: Node2D = get_parent()
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var projectile: Node2D = projectile_scene.instantiate()
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projectile.position = ship.position
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projectile.damage = projectile_damage
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ship.get_tree().root.add_child(projectile)
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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
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# Aimed by DIRECTION, not at a target: launch() takes a displacement, so
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# the gun's own range decides how far the shot is sent.
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projectile.launch(fire_direction.normalized() * fire_range)
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2026-08-14 22:12:57 +02:00
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fire_timer = fire_cooldown
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