Complete lab, quest, garrison, and energy tickets
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d413d1da9f
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20 changed files with 238 additions and 45 deletions
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@ -36,6 +36,7 @@ var fire_timer: float = 0.0
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var fire_target: Vector2 = Vector2.ZERO
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var has_fire_target: bool = false
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var projectile_scene: PackedScene = preload("res://vessels/Projectile.tscn")
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const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
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# By path, not by class name - see the note at the top of MuzzleSparkVFX.
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const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
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@ -58,7 +59,6 @@ const ASSIST_CONE_DEGREES: float = 28.0
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# smaller than the directional cone at ordinary weapon range: it catches a
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# pointer placed beside something without making the whole screen magnetic.
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const ASSIST_CURSOR_RADIUS: float = 180.0
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const ASSIST_TARGET_GROUP: StringName = &"player_aim_targets"
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# The concrete point an aim should stick to. A target can qualify in two ways:
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@ -81,7 +81,7 @@ static func assisted_point(tree: SceneTree, origin: Vector2, point: Vector2,
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var cursor_distance: float = INF
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var direction_pick: Node2D = null
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var direction_distance: float = INF
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for target_node in tree.get_nodes_in_group(ASSIST_TARGET_GROUP):
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for target_node in tree.get_nodes_in_group(COMBAT_TARGET.GROUP):
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if not is_instance_valid(target_node) or not (target_node is Node2D) \
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or target_node.is_queued_for_deletion():
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continue
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