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>
This commit is contained in:
parent
0fb8f9300b
commit
4cc9c417ca
11 changed files with 290 additions and 10 deletions
|
|
@ -56,6 +56,14 @@ func _process(delta: float) -> bool:
|
|||
return false
|
||||
main.get_node("EnemySpawner").set_process(false)
|
||||
main.get_node("AsteroidField").set_process(false)
|
||||
# Asteroids are shootable now, and the laser and the bomb both
|
||||
# sweep them alongside enemies - so whatever the field already
|
||||
# spawned would be counted as a hit. Silencing the spawner is not
|
||||
# enough; what it placed before that has to go too. Same
|
||||
# clean-slate idiom as test_ship_lab.gd.
|
||||
for hazard in get_nodes_in_group("asteroids"):
|
||||
if is_instance_valid(hazard):
|
||||
hazard.free()
|
||||
# An interceptor rides along purely for its "cargo" capability
|
||||
# (#56): a fleet made only of a laser ship has zero cargo
|
||||
# capacity, which would silently clamp every fleet energy
|
||||
|
|
|
|||
Loading…
Reference in a new issue