Compose vessels from definitions and capabilities
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39 changed files with 705 additions and 386 deletions
234
Ship.gd
234
Ship.gd
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@ -2,224 +2,134 @@ extends Area2D
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signal destroyed
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# Deliberately faster than Fleet.cruise_speed: the fleet as a whole travels
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# at the cruise rate, and this headroom is what lets an individual ship
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# close on its formation slot - so a pivot mid-flight resolves quickly
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# instead of the ship having no speed budget left over for it.
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const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
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@export var max_speed: float = 460.0
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@export var acceleration: float = 450.0
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@export var rotation_speed: float = 8.0
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@export var arrive_radius: float = 6.0
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@export var fire_range: float = 320.0
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@export var fire_cooldown: float = 0.5
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# How long to wait before looking for targets again after finding none.
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@export var idle_rescan_interval: float = 0.25
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@export var projectile_damage: int = 1
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# Which kind of vessel this is (GameState.VESSEL_*). Drives both its
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# researched statistics and whether it carries a shield (#5).
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@export var vessel_type: String = "interceptor"
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# --- shield (#5) ----------------------------------------------------------
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const SHIELD_COLOR: Color = Color(0.45, 0.8, 1.0)
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const SHIELD_RADIUS: float = 30.0
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# A shield vessel survives a hit that would destroy any other ship, and is
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# then defenceless until it cycles back up. Personal, not a bubble: it
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# protects the vessel carrying it and nothing else.
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var shield_charges: int = 0
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var shield_recharge_left: float = 0.0
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var _shield_ring: Node2D = null
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# Neon colours, assigned by Fleet on spawn so a scene can tint its fleet.
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# The lunar surface is a bright grey, where the default near-white core all
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# but vanishes - PlanetSurface.tscn passes a dark core there. See NeonDraw.
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var definition: Resource
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var glow_color: Color = Color(0.25, 0.85, 1.0)
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var core_color: Color = Color(1.0, 1.0, 1.0)
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var core_color: Color = Color.WHITE
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var velocity: Vector2 = Vector2.ZERO
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# The fleet's own velocity, supplied by Fleet as CONTEXT rather than as a
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# facing command - the ship works out where to point from it.
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#
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# It is needed because `velocity` below is not the ship's true motion while
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# it is holding formation: the slot it chases sits inside arrive_radius, so
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# the ship snaps onto it and reports zero velocity even though it is being
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# carried along at cruise speed. Facing derived from `velocity` alone
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# therefore froze at whatever heading the ship last happened to travel.
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# Adding the two gives the ship's ACTUAL motion through the world, which is
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# the honest thing to point along in every case: it equals the fleet's
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# heading when station-keeping, the ship's own heading when manoeuvring
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# alone, and the true blend of both while strafing into a new slot.
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var fleet_velocity: Vector2 = Vector2.ZERO
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var move_target: Vector2
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var fire_timer: float = 0.0
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var projectile_scene: PackedScene = preload("res://Projectile.tscn")
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# Compatibility accessors keep old saves/tests readable while shield state
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# itself belongs exclusively to the optional ShieldComponent.
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var shield_charges: int:
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get:
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var component: Node = get_component("shield")
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return component.charges if component != null else 0
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set(value):
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var component: Node = get_component("shield")
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if component != null:
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component.set_charges(value)
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var shield_recharge_left: float:
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get:
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var component: Node = get_component("shield")
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return component.recharge_left if component != null else 0.0
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set(value):
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var component: Node = get_component("shield")
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if component != null:
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component.recharge_left = value
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var projectile_damage: int:
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get:
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var component: Node = get_component("weapon")
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return component.projectile_damage if component != null else 0
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func _ready() -> void:
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move_target = position
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add_to_group("player_ships")
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area_entered.connect(_on_area_entered)
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if vessel_type == GameState.VESSEL_SHIELD:
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_build_shield_ring()
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shield_charges = GameState.shield_max_charges()
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definition = VESSEL_DEFINITIONS.get_definition(vessel_type)
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if definition == null:
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return
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glow_color = definition.glow_color
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for component_scene in definition.component_scenes:
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var component: Node = component_scene.instantiate()
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add_child(component)
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if component.has_method("setup"):
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component.setup()
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apply_vessel_stats()
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queue_redraw()
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func get_component(capability: String) -> Node:
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for child in get_children():
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if child.get("capability_id") == capability:
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return child
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return null
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func has_capability(capability: String) -> bool:
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return get_component(capability) != null
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func set_move_target(world_pos: Vector2) -> void:
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move_target = world_pos
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func apply_vessel_stats() -> void:
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# Read from GameState rather than baked in at spawn, so researching an
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# upgrade improves the ships already flying and not just the next one
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# built. Fleet calls this on every vessel when something is bought.
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max_speed = GameState.ship_max_speed(vessel_type)
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acceleration = GameState.ship_acceleration(vessel_type)
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fire_range = GameState.ship_fire_range(vessel_type)
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fire_cooldown = GameState.ship_fire_cooldown(vessel_type)
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projectile_damage = GameState.ship_damage(vessel_type)
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if vessel_type == GameState.VESSEL_SHIELD:
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# Topping up a live shield with researched capacity, without
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# refilling one that is currently down and cycling.
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var was_up: bool = shield_charges > 0
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shield_charges = GameState.shield_max_charges() if was_up else shield_charges
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_update_shield_visual()
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if definition == null:
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definition = VESSEL_DEFINITIONS.get_definition(vessel_type)
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if definition == null:
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return
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max_speed = GameState.vessel_stat(vessel_type, "max_speed")
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acceleration = GameState.vessel_stat(vessel_type, "acceleration")
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for child in get_children():
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if child.has_method("apply_stats"):
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child.apply_stats()
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func has_shield() -> bool:
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return vessel_type == GameState.VESSEL_SHIELD and shield_charges > 0
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func _update_shield_visual() -> void:
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if _shield_ring == null:
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return
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# visible only - per #10 the ring is rasterised once and never redrawn to
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# turn it on and off.
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_shield_ring.visible = has_shield()
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func _tick_shield(delta: float) -> void:
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if vessel_type != GameState.VESSEL_SHIELD:
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return
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if shield_charges >= GameState.shield_max_charges():
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return
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shield_recharge_left -= delta
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if shield_recharge_left <= 0.0:
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shield_charges += 1
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shield_recharge_left = GameState.shield_recharge_time()
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_update_shield_visual()
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var component: Node = get_component("shield")
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return component != null and component.is_active()
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func _physics_process(delta: float) -> void:
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_tick_shield(delta)
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for child in get_children():
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if child.has_method("tick"):
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child.tick(delta)
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var to_target: Vector2 = move_target - position
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var distance: float = to_target.length()
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if distance <= arrive_radius:
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# Snap and stop dead - prevents residual float-level jitter that
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# would otherwise keep nudging back and forth around the target.
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position = move_target
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velocity = Vector2.ZERO
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else:
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# Braking-distance formula: the fastest speed we can be going right
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# now and still be able to decelerate to 0 exactly at the target,
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# given our acceleration. Without this the ship approaches at full
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# speed, overshoots (stopping distance = max_speed^2 / (2*accel)),
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# and oscillates back and forth forever instead of settling.
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var braking_speed: float = sqrt(2.0 * acceleration * distance)
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var desired_speed: float = min(max_speed, braking_speed)
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var desired_velocity: Vector2 = to_target.normalized() * desired_speed
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velocity = velocity.move_toward(desired_velocity, acceleration * delta)
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position += velocity * delta
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# One owner, one rule: face the way this ship is actually travelling.
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var motion: Vector2 = velocity + fleet_velocity
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if motion.length() > 8.0:
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var target_angle: float = motion.angle() + PI / 2.0
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rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
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_update_weapon(delta)
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func _update_weapon(delta: float) -> void:
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fire_timer -= delta
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if fire_timer > 0.0:
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return
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var target: Node2D = _find_nearest_enemy()
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if target == null:
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# Back off before scanning again. Without this, fire_timer stays at
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# or below zero and every ship queries the whole "enemies" group and
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# loops it on EVERY physics frame whenever nothing is in range -
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# which is most of the time.
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fire_timer = idle_rescan_interval
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return
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fire_timer = fire_cooldown
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var proj: Node2D = projectile_scene.instantiate()
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proj.position = position
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proj.damage = projectile_damage
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get_tree().root.add_child(proj)
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proj.launch(target.position - position)
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func _find_nearest_enemy() -> Node2D:
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var enemies: Array = get_tree().get_nodes_in_group("enemies")
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var nearest: Node2D = null
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var best_dist: float = fire_range
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for e in enemies:
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if not is_instance_valid(e):
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continue
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var d: float = position.distance_to(e.position)
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if d <= best_dist:
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best_dist = d
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nearest = e
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return nearest
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func _on_area_entered(area: Area2D) -> void:
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if not (area.is_in_group("enemies") or area.is_in_group("asteroids")):
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return
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if has_shield():
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# Absorbed. The thing that hit it is still destroyed - a shield stops
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# the vessel dying, it does not make the rock harmless - but the
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# vessel survives and is defenceless until the shield cycles back.
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shield_charges -= 1
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shield_recharge_left = GameState.shield_recharge_time()
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_update_shield_visual()
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if area.is_in_group("asteroids") and is_instance_valid(area):
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area.queue_free()
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return
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for child in get_children():
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if child.has_method("absorb_hit") and child.absorb_hit():
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if area.is_in_group("asteroids") and is_instance_valid(area):
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area.queue_free()
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return
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ShipExplosionVFX.spawn(get_tree().root, position)
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destroyed.emit()
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queue_free()
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func _build_shield_ring() -> void:
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# Its own child, drawn once, toggled with `visible` (#10). A shield that
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# came and went by redrawing the ship would re-tessellate the hull every
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# time it cycled.
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_shield_ring = NeonPiece.create(self, Vector2.ZERO, SHIELD_COLOR)
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var points: PackedVector2Array = PackedVector2Array()
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for i in range(14):
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var a: float = (float(i) / 14.0) * TAU
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points.append(Vector2(cos(a), sin(a)) * SHIELD_RADIUS)
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_shield_ring.add_polygon(points, 0.7)
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_shield_ring.queue_redraw()
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_shield_ring.visible = false
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func _draw() -> void:
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var nose: Vector2 = Vector2(0, -22)
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var left: Vector2 = Vector2(-14, 16)
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var right: Vector2 = Vector2(14, 16)
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var points: PackedVector2Array = PackedVector2Array([nose, left, right])
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# Constant glow, drawn once. No pulse means nothing changes frame to
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# frame, so the ship never needs redrawing after _ready() - which also
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# removes four antialiased polyline rebuilds per ship per frame.
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var points: PackedVector2Array = definition.hull_points if definition != null else PackedVector2Array([
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Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
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])
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NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0, core_color)
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