spaceship/vessels/Ship.gd

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extends Area2D
signal destroyed
#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 VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
@export var max_speed: float = 460.0
@export var acceleration: float = 450.0
@export var rotation_speed: float = 8.0
@export var arrive_radius: float = 6.0
@export var vessel_type: String = "interceptor"
var definition: Resource
var glow_color: Color = Color(0.25, 0.85, 1.0)
var core_color: Color = Color.WHITE
Bound individual vessel speed; stop Fleet.stop() accumulating it (#72) Rotating the fleet and spamming a direction let vessels fall out of sync and fly at wildly high speeds. The pivot cooldown added earlier throttled how often the exploit could be triggered; it never touched the cause. Fleet.stop() did `ship.velocity = ship.velocity + ship.fleet_velocity`, compensating for the fact that Ship.velocity read zero during cruise. The next steer refilled fleet_velocity, so every press-release cycle added a whole cruise velocity to the ship's own, decaying only at `acceleration` in between. Tapping faster than that bled it off stacked them without limit, and ships desynced because each bled off at a rate set by its own distance to its slot. Measured before this change: spamming a direction while pivoting flew the fleet 32737 units in 3s against 784 for simply holding the stick, with a vessel reaching 48x its own top speed. The compensation existed because `velocity` was not the ship's real motion: Ship snapped to its slot every tick and zeroed it, so the truth lived in a second field and anything wanting it had to add the two together. Fixed at that root rather than by clamping the symptom: - fleet_velocity is now fed FORWARD into the steering instead of carried alongside it. The ship aims to travel at its slot's velocity plus a correction closing the gap, so holding formation costs no error and `velocity` is always true world motion. - The snap only applies when the slot is standing still, which is the one case where converging asymptotically would leave a residue. While the slot moves the ship steers continuously - a snap there was the teleport that made `velocity` lie in the first place. - A hard bound on the INTEGRATED result every tick, not merely on the request, so no sequence of commands can leave a vessel over its own top speed. - Fleet.stop() injects nothing; it reports that the slot has halted. tests/test_fleet_speed_bounded.gd covers it, and fails against the previous code with the numbers above: no vessel exceeds its own top speed however hard the direction is spammed, spamming cannot cover more ground than holding the stick, both hold while the formation is pivoting, and the fleet stays together. test_space_time_distorder.gd now clears the asteroid and enemy groups at setup, the same clean-slate idiom test_ship_lab.gd uses. Silencing the spawners was never enough - what Main.tscn had already placed kept moving, and losing the distorder vessel to a rock resets the multiplier correctly, which the test then reported three stages later as a failed scene swap. It also checks it still crews a distorder vessel before relying on that. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:34 +02:00
# The ship's TRUE world velocity - what `position` is actually integrated
# from, and the single source of truth for how fast this vessel is moving.
# Nothing else may contribute motion; see the note in _physics_process.
var velocity: Vector2 = Vector2.ZERO
Bound individual vessel speed; stop Fleet.stop() accumulating it (#72) Rotating the fleet and spamming a direction let vessels fall out of sync and fly at wildly high speeds. The pivot cooldown added earlier throttled how often the exploit could be triggered; it never touched the cause. Fleet.stop() did `ship.velocity = ship.velocity + ship.fleet_velocity`, compensating for the fact that Ship.velocity read zero during cruise. The next steer refilled fleet_velocity, so every press-release cycle added a whole cruise velocity to the ship's own, decaying only at `acceleration` in between. Tapping faster than that bled it off stacked them without limit, and ships desynced because each bled off at a rate set by its own distance to its slot. Measured before this change: spamming a direction while pivoting flew the fleet 32737 units in 3s against 784 for simply holding the stick, with a vessel reaching 48x its own top speed. The compensation existed because `velocity` was not the ship's real motion: Ship snapped to its slot every tick and zeroed it, so the truth lived in a second field and anything wanting it had to add the two together. Fixed at that root rather than by clamping the symptom: - fleet_velocity is now fed FORWARD into the steering instead of carried alongside it. The ship aims to travel at its slot's velocity plus a correction closing the gap, so holding formation costs no error and `velocity` is always true world motion. - The snap only applies when the slot is standing still, which is the one case where converging asymptotically would leave a residue. While the slot moves the ship steers continuously - a snap there was the teleport that made `velocity` lie in the first place. - A hard bound on the INTEGRATED result every tick, not merely on the request, so no sequence of commands can leave a vessel over its own top speed. - Fleet.stop() injects nothing; it reports that the slot has halted. tests/test_fleet_speed_bounded.gd covers it, and fails against the previous code with the numbers above: no vessel exceeds its own top speed however hard the direction is spammed, spamming cannot cover more ground than holding the stick, both hold while the formation is pivoting, and the fleet stays together. test_space_time_distorder.gd now clears the asteroid and enemy groups at setup, the same clean-slate idiom test_ship_lab.gd uses. Silencing the spawners was never enough - what Main.tscn had already placed kept moving, and losing the distorder vessel to a rock resets the multiplier correctly, which the test then reported three stages later as a failed scene swap. It also checks it still crews a distorder vessel before relying on that. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:34 +02:00
# The velocity of this ship's formation SLOT (the fleet anchor's own travel).
# Fed forward into the steering below rather than added on top of it: matching
# the slot's speed is most of the job of holding formation, so supplying it
# directly leaves `velocity` free to be a small correction and lets the ship
# sit in its slot with no steady-state lag and no teleporting.
var fleet_velocity: Vector2 = Vector2.ZERO
var move_target: Vector2
# Compatibility accessors keep old saves/tests readable while shield state
# itself belongs exclusively to the optional ShieldComponent.
var shield_charges: int:
get:
var component: Node = get_component("shield")
return component.charges if component != null else 0
set(value):
var component: Node = get_component("shield")
if component != null:
component.set_charges(value)
var shield_recharge_left: float:
get:
var component: Node = get_component("shield")
return component.recharge_left if component != null else 0.0
set(value):
var component: Node = get_component("shield")
if component != null:
component.recharge_left = value
var projectile_damage: int:
get:
var component: Node = get_component("weapon")
return component.projectile_damage if component != null else 0
func _ready() -> void:
move_target = position
add_to_group("player_ships")
area_entered.connect(_on_area_entered)
definition = VESSEL_DEFINITIONS.get_definition(vessel_type)
if definition == null:
return
glow_color = definition.glow_color
for component_scene in definition.component_scenes:
var component: Node = component_scene.instantiate()
add_child(component)
if component.has_method("setup"):
component.setup()
apply_vessel_stats()
queue_redraw()
func get_component(capability: String) -> Node:
for child in get_children():
if child.get("capability_id") == capability:
return child
return null
func has_capability(capability: String) -> bool:
return get_component(capability) != null
func set_move_target(world_pos: Vector2) -> void:
move_target = world_pos
func apply_vessel_stats() -> void:
if definition == null:
definition = VESSEL_DEFINITIONS.get_definition(vessel_type)
if definition == null:
return
max_speed = GameState.vessel_stat(vessel_type, "max_speed")
acceleration = GameState.vessel_stat(vessel_type, "acceleration")
for child in get_children():
if child.has_method("apply_stats"):
child.apply_stats()
func has_shield() -> bool:
var component: Node = get_component("shield")
return component != null and component.is_active()
func _physics_process(delta: float) -> void:
for child in get_children():
if child.has_method("tick"):
child.tick(delta)
# #59: multiplied here, at the point of use, rather than baked into the
# cached max_speed/acceleration fields apply_vessel_stats() sets - those
# stay the true base values, so a stat upgrade researched mid-boost can't
# corrupt them, and the fader takes effect the instant it moves with no
# re-apply needed. arrive_radius is scaled too: at N physics ticks/sec a
# ship's per-tick step is `speed * delta`, and once that step outgrows
# the (otherwise fixed) arrive_radius it can overshoot the snap-to-target
# zone every tick while chasing a target that is ALSO now receding N
# times faster - a small, boost-proportional radius keeps the same
# "snaps onto its slot" formation tightness at any boost level that
# 1.0x already has.
var boost: float = GameState.fleet_speed_multiplier
Bound individual vessel speed; stop Fleet.stop() accumulating it (#72) Rotating the fleet and spamming a direction let vessels fall out of sync and fly at wildly high speeds. The pivot cooldown added earlier throttled how often the exploit could be triggered; it never touched the cause. Fleet.stop() did `ship.velocity = ship.velocity + ship.fleet_velocity`, compensating for the fact that Ship.velocity read zero during cruise. The next steer refilled fleet_velocity, so every press-release cycle added a whole cruise velocity to the ship's own, decaying only at `acceleration` in between. Tapping faster than that bled it off stacked them without limit, and ships desynced because each bled off at a rate set by its own distance to its slot. Measured before this change: spamming a direction while pivoting flew the fleet 32737 units in 3s against 784 for simply holding the stick, with a vessel reaching 48x its own top speed. The compensation existed because `velocity` was not the ship's real motion: Ship snapped to its slot every tick and zeroed it, so the truth lived in a second field and anything wanting it had to add the two together. Fixed at that root rather than by clamping the symptom: - fleet_velocity is now fed FORWARD into the steering instead of carried alongside it. The ship aims to travel at its slot's velocity plus a correction closing the gap, so holding formation costs no error and `velocity` is always true world motion. - The snap only applies when the slot is standing still, which is the one case where converging asymptotically would leave a residue. While the slot moves the ship steers continuously - a snap there was the teleport that made `velocity` lie in the first place. - A hard bound on the INTEGRATED result every tick, not merely on the request, so no sequence of commands can leave a vessel over its own top speed. - Fleet.stop() injects nothing; it reports that the slot has halted. tests/test_fleet_speed_bounded.gd covers it, and fails against the previous code with the numbers above: no vessel exceeds its own top speed however hard the direction is spammed, spamming cannot cover more ground than holding the stick, both hold while the formation is pivoting, and the fleet stays together. test_space_time_distorder.gd now clears the asteroid and enemy groups at setup, the same clean-slate idiom test_ship_lab.gd uses. Silencing the spawners was never enough - what Main.tscn had already placed kept moving, and losing the distorder vessel to a rock resets the multiplier correctly, which the test then reported three stages later as a failed scene swap. It also checks it still crews a distorder vessel before relying on that. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:34 +02:00
var effective_acceleration: float = acceleration * boost
var to_target: Vector2 = move_target - position
var distance: float = to_target.length()
Bound individual vessel speed; stop Fleet.stop() accumulating it (#72) Rotating the fleet and spamming a direction let vessels fall out of sync and fly at wildly high speeds. The pivot cooldown added earlier throttled how often the exploit could be triggered; it never touched the cause. Fleet.stop() did `ship.velocity = ship.velocity + ship.fleet_velocity`, compensating for the fact that Ship.velocity read zero during cruise. The next steer refilled fleet_velocity, so every press-release cycle added a whole cruise velocity to the ship's own, decaying only at `acceleration` in between. Tapping faster than that bled it off stacked them without limit, and ships desynced because each bled off at a rate set by its own distance to its slot. Measured before this change: spamming a direction while pivoting flew the fleet 32737 units in 3s against 784 for simply holding the stick, with a vessel reaching 48x its own top speed. The compensation existed because `velocity` was not the ship's real motion: Ship snapped to its slot every tick and zeroed it, so the truth lived in a second field and anything wanting it had to add the two together. Fixed at that root rather than by clamping the symptom: - fleet_velocity is now fed FORWARD into the steering instead of carried alongside it. The ship aims to travel at its slot's velocity plus a correction closing the gap, so holding formation costs no error and `velocity` is always true world motion. - The snap only applies when the slot is standing still, which is the one case where converging asymptotically would leave a residue. While the slot moves the ship steers continuously - a snap there was the teleport that made `velocity` lie in the first place. - A hard bound on the INTEGRATED result every tick, not merely on the request, so no sequence of commands can leave a vessel over its own top speed. - Fleet.stop() injects nothing; it reports that the slot has halted. tests/test_fleet_speed_bounded.gd covers it, and fails against the previous code with the numbers above: no vessel exceeds its own top speed however hard the direction is spammed, spamming cannot cover more ground than holding the stick, both hold while the formation is pivoting, and the fleet stays together. test_space_time_distorder.gd now clears the asteroid and enemy groups at setup, the same clean-slate idiom test_ship_lab.gd uses. Silencing the spawners was never enough - what Main.tscn had already placed kept moving, and losing the distorder vessel to a rock resets the multiplier correctly, which the test then reported three stages later as a failed scene swap. It also checks it still crews a distorder vessel before relying on that. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:34 +02:00
# Snap only when the slot is STANDING STILL. A stationary target is the
# one case where converging asymptotically would leave a permanent
# sub-pixel residue, and settling exactly is what "the fleet has arrived"
# means everywhere else in the game. While the slot is moving the ship
# steers continuously instead - a snap there would be a teleport, which
# is what used to make `velocity` read zero for a ship that was in fact
# travelling at cruise speed, and that lie is what the whole
# stop()/fleet_velocity bookkeeping tangle existed to paper over.
if fleet_velocity == Vector2.ZERO and distance <= arrive_radius * boost:
position = move_target
velocity = Vector2.ZERO
else:
Bound individual vessel speed; stop Fleet.stop() accumulating it (#72) Rotating the fleet and spamming a direction let vessels fall out of sync and fly at wildly high speeds. The pivot cooldown added earlier throttled how often the exploit could be triggered; it never touched the cause. Fleet.stop() did `ship.velocity = ship.velocity + ship.fleet_velocity`, compensating for the fact that Ship.velocity read zero during cruise. The next steer refilled fleet_velocity, so every press-release cycle added a whole cruise velocity to the ship's own, decaying only at `acceleration` in between. Tapping faster than that bled it off stacked them without limit, and ships desynced because each bled off at a rate set by its own distance to its slot. Measured before this change: spamming a direction while pivoting flew the fleet 32737 units in 3s against 784 for simply holding the stick, with a vessel reaching 48x its own top speed. The compensation existed because `velocity` was not the ship's real motion: Ship snapped to its slot every tick and zeroed it, so the truth lived in a second field and anything wanting it had to add the two together. Fixed at that root rather than by clamping the symptom: - fleet_velocity is now fed FORWARD into the steering instead of carried alongside it. The ship aims to travel at its slot's velocity plus a correction closing the gap, so holding formation costs no error and `velocity` is always true world motion. - The snap only applies when the slot is standing still, which is the one case where converging asymptotically would leave a residue. While the slot moves the ship steers continuously - a snap there was the teleport that made `velocity` lie in the first place. - A hard bound on the INTEGRATED result every tick, not merely on the request, so no sequence of commands can leave a vessel over its own top speed. - Fleet.stop() injects nothing; it reports that the slot has halted. tests/test_fleet_speed_bounded.gd covers it, and fails against the previous code with the numbers above: no vessel exceeds its own top speed however hard the direction is spammed, spamming cannot cover more ground than holding the stick, both hold while the formation is pivoting, and the fleet stays together. test_space_time_distorder.gd now clears the asteroid and enemy groups at setup, the same clean-slate idiom test_ship_lab.gd uses. Silencing the spawners was never enough - what Main.tscn had already placed kept moving, and losing the distorder vessel to a rock resets the multiplier correctly, which the test then reported three stages later as a failed scene swap. It also checks it still crews a distorder vessel before relying on that. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:34 +02:00
# Feed-forward plus correction. The ship aims to travel at its slot's
# velocity, plus whatever extra closes the gap to the slot - so
# holding formation costs no error, and `velocity` stays the ship's
# real motion rather than a residual that has to be added to
# something else to mean anything.
var correction: Vector2 = Vector2.ZERO
if distance > 0.001:
var braking_speed: float = sqrt(2.0 * effective_acceleration * distance)
correction = to_target.normalized() * min(max_speed * boost, braking_speed)
var desired_velocity: Vector2 = fleet_velocity + correction
# HARD BOUND on how fast any single vessel may travel, applied to the
# total and re-applied every tick. Feed-forward plus correction can
# ask for more than a vessel can actually fly, and without this the
# excess was free speed: a ship that had been handed a large velocity
# kept it, decaying only at `acceleration`. Clamping the REQUEST is
# not enough - the clamp has to sit on the integrated result, so no
# sequence of commands can leave a vessel travelling faster than its
# own top speed.
desired_velocity = desired_velocity.limit_length(max_speed * boost)
velocity = velocity.move_toward(desired_velocity, effective_acceleration * delta)
Bound individual vessel speed; stop Fleet.stop() accumulating it (#72) Rotating the fleet and spamming a direction let vessels fall out of sync and fly at wildly high speeds. The pivot cooldown added earlier throttled how often the exploit could be triggered; it never touched the cause. Fleet.stop() did `ship.velocity = ship.velocity + ship.fleet_velocity`, compensating for the fact that Ship.velocity read zero during cruise. The next steer refilled fleet_velocity, so every press-release cycle added a whole cruise velocity to the ship's own, decaying only at `acceleration` in between. Tapping faster than that bled it off stacked them without limit, and ships desynced because each bled off at a rate set by its own distance to its slot. Measured before this change: spamming a direction while pivoting flew the fleet 32737 units in 3s against 784 for simply holding the stick, with a vessel reaching 48x its own top speed. The compensation existed because `velocity` was not the ship's real motion: Ship snapped to its slot every tick and zeroed it, so the truth lived in a second field and anything wanting it had to add the two together. Fixed at that root rather than by clamping the symptom: - fleet_velocity is now fed FORWARD into the steering instead of carried alongside it. The ship aims to travel at its slot's velocity plus a correction closing the gap, so holding formation costs no error and `velocity` is always true world motion. - The snap only applies when the slot is standing still, which is the one case where converging asymptotically would leave a residue. While the slot moves the ship steers continuously - a snap there was the teleport that made `velocity` lie in the first place. - A hard bound on the INTEGRATED result every tick, not merely on the request, so no sequence of commands can leave a vessel over its own top speed. - Fleet.stop() injects nothing; it reports that the slot has halted. tests/test_fleet_speed_bounded.gd covers it, and fails against the previous code with the numbers above: no vessel exceeds its own top speed however hard the direction is spammed, spamming cannot cover more ground than holding the stick, both hold while the formation is pivoting, and the fleet stays together. test_space_time_distorder.gd now clears the asteroid and enemy groups at setup, the same clean-slate idiom test_ship_lab.gd uses. Silencing the spawners was never enough - what Main.tscn had already placed kept moving, and losing the distorder vessel to a rock resets the multiplier correctly, which the test then reported three stages later as a failed scene swap. It also checks it still crews a distorder vessel before relying on that. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:34 +02:00
velocity = velocity.limit_length(max_speed * boost)
position += velocity * delta
Bound individual vessel speed; stop Fleet.stop() accumulating it (#72) Rotating the fleet and spamming a direction let vessels fall out of sync and fly at wildly high speeds. The pivot cooldown added earlier throttled how often the exploit could be triggered; it never touched the cause. Fleet.stop() did `ship.velocity = ship.velocity + ship.fleet_velocity`, compensating for the fact that Ship.velocity read zero during cruise. The next steer refilled fleet_velocity, so every press-release cycle added a whole cruise velocity to the ship's own, decaying only at `acceleration` in between. Tapping faster than that bled it off stacked them without limit, and ships desynced because each bled off at a rate set by its own distance to its slot. Measured before this change: spamming a direction while pivoting flew the fleet 32737 units in 3s against 784 for simply holding the stick, with a vessel reaching 48x its own top speed. The compensation existed because `velocity` was not the ship's real motion: Ship snapped to its slot every tick and zeroed it, so the truth lived in a second field and anything wanting it had to add the two together. Fixed at that root rather than by clamping the symptom: - fleet_velocity is now fed FORWARD into the steering instead of carried alongside it. The ship aims to travel at its slot's velocity plus a correction closing the gap, so holding formation costs no error and `velocity` is always true world motion. - The snap only applies when the slot is standing still, which is the one case where converging asymptotically would leave a residue. While the slot moves the ship steers continuously - a snap there was the teleport that made `velocity` lie in the first place. - A hard bound on the INTEGRATED result every tick, not merely on the request, so no sequence of commands can leave a vessel over its own top speed. - Fleet.stop() injects nothing; it reports that the slot has halted. tests/test_fleet_speed_bounded.gd covers it, and fails against the previous code with the numbers above: no vessel exceeds its own top speed however hard the direction is spammed, spamming cannot cover more ground than holding the stick, both hold while the formation is pivoting, and the fleet stays together. test_space_time_distorder.gd now clears the asteroid and enemy groups at setup, the same clean-slate idiom test_ship_lab.gd uses. Silencing the spawners was never enough - what Main.tscn had already placed kept moving, and losing the distorder vessel to a rock resets the multiplier correctly, which the test then reported three stages later as a failed scene swap. It also checks it still crews a distorder vessel before relying on that. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:34 +02:00
if velocity.length() > 8.0:
var target_angle: float = velocity.angle() + PI / 2.0
rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
func take_damage(_amount: int) -> bool:
# Ships have no hit points - any unabsorbed hit is lethal. A shield
# charge absorbs a hit entirely regardless of its amount, matching
# VesselShieldComponent's existing all-or-nothing semantics; `_amount`
# is accepted (not `int`-clamped away) so callers like EnemyProjectile
# have a normal damage parameter to pass even though it isn't graded here.
for child in get_children():
if child.has_method("absorb_hit") and child.absorb_hit():
return true
scuttle()
return false
# Lost for a reason no shield can answer - #219's Fleet Office running dry,
# rather than something hitting it. Same ending as a lethal hit, deliberately:
# what the player sees is a vessel they had and no longer have, and giving
# that its own quieter exit would read as the ship simply vanishing.
func scuttle() -> void:
#130, #135: a vessel's death takes a moment, and leaves an interceptor #130 asked for the hull to break away from the fleet, drift a few metres, and go up further off with something more explosive than a light animation. The wreck is a separate node rather than the Ship staying alive to animate, and that is the load-bearing part. A dying Ship still in the tree is still an Area2D in the player_ships group with live weapon components - it would keep firing, keep being fired at, keep counting as a target, and keep colliding on the way out. So the ship's own lifecycle is untouched: it leaves the fleet, emits destroyed, and is freed on exactly the frame it always was. What is left behind is scenery, and the test pins that. The explosion at the end was also the quieter of the two the game has. Killing an enemy was made deliberately loud by #87 while losing one of your own kept the base class's twelve-particle default - the reward louder than the loss. It is now the bigger of the two. #135 is the same scene from the other end: the prologue's convoy flies its escorts on the corners of the box, which is the exposed part of it, and the debris belt can take all four. With no interceptor left, the only hulls the vortex could spare were holds, and the player flew out of the prologue in a carrier. Two guards now: one interceptor is put back into the convoy at the top of the vortex, where a vessel appearing among ten being thrown around a black hole is not something anyone will catch; and the handover checks the TYPES it hands over rather than only the count - one surviving carrier is also a fleet of one, and it is not the fleet a new game starts with.
2026-08-28 15:04:26 +02:00
# #130: the hull comes off the formation and explodes further out, rather
# than going up on the spot. The wreck is its own node - this one is
# still freed on this frame, so nothing about who is in the fleet, who
# can be shot, or who is a target changes.
ShipWreckVFX.spawn(get_tree().root, self, _breakaway_direction())
#146: shots, deaths and collapses are heard Three events get a sound: a shot leaving a gun, a vessel dying, a structure coming down. The sounds are SYNTHESISED rather than downloaded - audio/make_sfx.py generates all three from scratch, and is committed alongside them. The ticket asked for free sources and the good ones are in its comments (Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound filtered to CC0), but a generated sound has no licence to track, no attribution to keep, and no binary in the repository whose provenance nobody can check a year from now. It also makes the sounds DATA: too sharp a shot is a number in that file and a re-run, not a hunt through a library. Dropping in a pack file later means replacing a .wav and nothing else. A voice POOL, not a player, because these overlap constantly - a fleet firing is several shots inside one shot's length. Twelve voices, and when they are all busy the one furthest through its own sound is recycled, which is the one with the least left to lose. Parented to the tree root, for the reason that matters: every one of these sounds is started by something that is being freed on the same frame. A dying ship cannot own the sound of its own death. Levels are per sound rather than shared - a shot fires constantly and a death happens once, so equal volumes are not proportionate ones - and shots get a little pitch spread so a stream of them does not flatten into one machine-gun note. The deaths get none: a wobbling explosion sounds broken rather than varied. The test goes at the failures a play-through would hide for weeks: firing three times the pool size must leave exactly the pool's worth sounding and no leaked voices, and the ship-death case is checked from a node that really has been freed on that frame.
2026-08-29 13:05:47 +02:00
# #146: the bang goes with the wreck being thrown clear, not with the
# explosion at the end of its drift - the hit is what the player needs
# to hear, and hearing it late reads as a different event.
Sfx.play(get_tree(), Sfx.SHIP_DEATH)
destroyed.emit()
queue_free()
#130, #135: a vessel's death takes a moment, and leaves an interceptor #130 asked for the hull to break away from the fleet, drift a few metres, and go up further off with something more explosive than a light animation. The wreck is a separate node rather than the Ship staying alive to animate, and that is the load-bearing part. A dying Ship still in the tree is still an Area2D in the player_ships group with live weapon components - it would keep firing, keep being fired at, keep counting as a target, and keep colliding on the way out. So the ship's own lifecycle is untouched: it leaves the fleet, emits destroyed, and is freed on exactly the frame it always was. What is left behind is scenery, and the test pins that. The explosion at the end was also the quieter of the two the game has. Killing an enemy was made deliberately loud by #87 while losing one of your own kept the base class's twelve-particle default - the reward louder than the loss. It is now the bigger of the two. #135 is the same scene from the other end: the prologue's convoy flies its escorts on the corners of the box, which is the exposed part of it, and the debris belt can take all four. With no interceptor left, the only hulls the vortex could spare were holds, and the player flew out of the prologue in a carrier. Two guards now: one interceptor is put back into the convoy at the top of the vortex, where a vessel appearing among ten being thrown around a black hole is not something anyone will catch; and the handover checks the TYPES it hands over rather than only the count - one surviving carrier is also a fleet of one, and it is not the fleet a new game starts with.
2026-08-28 15:04:26 +02:00
# Which way is "out of the fleet". Away from the formation's own centre, so a
# wreck leaves the wedge instead of tumbling back through it; a ship flying
# alone - or one not under a Fleet at all - simply carries on the way it was
# already pointed.
func _breakaway_direction() -> Vector2:
var parent: Node = get_parent()
if parent != null and parent.has_method("get_centroid"):
var out: Vector2 = position - (parent.get_centroid() as Vector2)
if out.length() > 1.0:
return out.normalized()
if velocity.length() > 1.0:
return velocity.normalized()
return Vector2.UP.rotated(rotation)
func _on_area_entered(area: Area2D) -> void:
if not area.is_in_group(COMBAT_TARGET.GROUP):
return
# A target is told about the impact BEFORE this ship resolves its own
# damage, because resolving it can free this node. Whether the impact does
# anything to the target is part of that target's composition (#82).
if area.has_method("collide_with_player_vessel"):
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
area.collide_with_player_vessel()
take_damage(1)
func _draw() -> void:
var points: PackedVector2Array = definition.hull_points if definition != null else PackedVector2Array([
Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
])
NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0, core_color)