Implement #77, #78 and #79

#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the
player reads it, reskinned to match: a symmetric hull flaring into an engine
skirt instead of the lopsided warped lump, an engine bell with a thrust plume
instead of the wobbling ring glyph, and energy's own yellow instead of purple,
since energy is what it burns. The internal id stays "distorder" - it is the
capability string, the unlock key and the component scene name, and renaming
the wiring would be a large mechanical change with no player-visible effect.

Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used
to add a flat 1.0, so a fleet that could afford six simply drove at six times
cruise and the vessel stopped being a choice. Base-2 makes the rule one
sentence - every doubling adds another 1.0 - and leaves two propulsers worth
exactly what they were worth before, so nothing already built is devalued.

#78 - a gas burner can be paused. It converts gas the player may want for
bombs into energy they may not need yet, and the only way to stop it was to
demolish it. The action is data-driven like every other: the visual's
ActionProvider lists "pause", and any converter can adopt it. Pause is the
burner's PRIMARY action, so it is one tap rather than a menu; the button shows
what it will DO, bars while running and a play triangle while stopped; and the
building itself goes visibly cold, because a paused building that looked
identical to a running one would be a setting to remember rather than see.
Conversion progress is left where it was rather than reset, so switching off
and on again does not discard a part-finished unit.

#79 - picking something up says so. A "+N" with the resource's own mark rises
and fades where it happened. Built from the SAME glyph the resource tables and
transfer rows use, so a material added to the catalog later cannot end up with
one mark in the HUD and a different one in the world. A pickup a full hold
REFUSES raises nothing.

Two Godot traps cost real time here and are now written down where the next
person will hit them:

  - a `#` comment inside a .tres [resource] block is not a comment. It parses
    as part of the preceding value and silently blanks the property after it.
    One in DistorderVesselDefinition.tres left definition_id empty, which
    surfaced as "<blank> did not resolve its definition" in a test far from
    the edit. The note lives in VesselDefinition.gd now.
  - a global class_name is not reliably resolvable, INCLUDING a script's own
    inside its own static function. ResourcePickupVFX.new() failed to compile
    when reached through a preview scene, taking Rock and the gas vents with
    it. It has no class_name now and constructs itself by path.

Suite 114/114.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-21 17:38:30 +02:00
commit 54287d27ea
14 changed files with 648 additions and 41 deletions

View file

@ -41,8 +41,15 @@ enum Icon {
# #58: LASER_VESSEL is the ship glyph, LASER_SHOT the action button -
# same two-icon split as GAS_BOMBER/GAS_BOMB above.
LASER_VESSEL, LASER_SHOT,
# #59: a warped ring reads as a space-time distortion rather than a hull.
# #59 drew this as a warped ring, for a vessel then called a space-time
# distorder. #77 renamed it the Energy Propulser and the glyph is now an
# engine bell; the enum name stays put because renumbering it would
# silently renumber every icon int stored in every scene.
DISTORDER_VESSEL,
# #78: switching a converter off and on. Appended, like everything above -
# inserting anywhere earlier renumbers every icon int already stored in a
# scene file.
PAUSE, RESUME,
}
# Size the glyphs were originally drawn against. Every glyph dimension is
@ -272,6 +279,10 @@ func _draw() -> void:
_draw_gas_bomb(center, pulse, s)
Icon.GAS_BURNER:
_draw_gas_burner_icon(center, pulse, s)
Icon.PAUSE:
_draw_pause(center, pulse, s)
Icon.RESUME:
_draw_resume(center, pulse, s)
Icon.CARRIER_VESSEL:
_draw_carrier(center, pulse, s)
Icon.LASER_VESSEL:
@ -319,15 +330,27 @@ func _draw_carrier(center: Vector2, pulse: float, s: float) -> void:
func _draw_distorder_vessel(center: Vector2, pulse: float, s: float) -> void:
# A ring whose radius wobbles with angle instead of a plain circle -
# reads as warped space rather than a hull silhouette.
var points: PackedVector2Array = PackedVector2Array()
for i in range(17):
var a: float = TAU * float(i) / 16.0
var r: float = (10.0 + 3.0 * sin(a * 3.0)) * s
points.append(center + Vector2(cos(a), sin(a)) * r)
NeonDraw.draw_glowing_path(self, points, _active_color(), pulse, 0.8, core_color)
NeonDraw.draw_glowing_circle(self, center, 2.5 * s, _active_color(), pulse, core_color)
# #77: an engine bell with a thrust plume under it. The glyph used to be a
# ring with a wobbling radius, which read as warped space - correct for a
# "space-time distorder" and wrong for the Energy Propulser it now is.
var hull: PackedVector2Array = PackedVector2Array([
center + Vector2(0.0, -13.0) * s,
center + Vector2(5.0, -4.0) * s,
center + Vector2(7.0, 3.0) * s,
center + Vector2(10.0, 10.0) * s,
center + Vector2(-10.0, 10.0) * s,
center + Vector2(-7.0, 3.0) * s,
center + Vector2(-5.0, -4.0) * s,
])
NeonDraw.draw_glowing_polygon(self, hull, _active_color(), pulse, core_color)
# Three exhaust strokes, the middle one longest, so the thrust reads as
# coming OUT of the bell rather than as decoration beside it.
for offset in [-5.0, 0.0, 5.0]:
var length: float = 16.0 if is_zero_approx(offset) else 12.0
NeonDraw.draw_glowing_line(self,
center + Vector2(offset, 11.0) * s,
center + Vector2(offset, length) * s,
_active_color(), pulse * 0.8, 0.5, core_color)
func _draw_laser_vessel(center: Vector2, pulse: float, s: float) -> void:
@ -409,6 +432,25 @@ func _draw_horizontal_arrow(center: Vector2, pulse: float, direction: float, s:
NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-r * 0.8 * direction, r * 0.7), _active_color(), pulse, 0.5 * s, core_color)
func _draw_pause(center: Vector2, pulse: float, s: float) -> void:
# Two upright bars. Shown while something is RUNNING, because that is the
# action the button performs, not the state it is in.
for side in [-1.0, 1.0]:
var x: float = 5.0 * side * s
NeonDraw.draw_glowing_line(self, center + Vector2(x, -11.0 * s),
center + Vector2(x, 11.0 * s), _active_color(), pulse, 0.9, core_color)
func _draw_resume(center: Vector2, pulse: float, s: float) -> void:
# A play triangle, shown while something is stopped.
var play: PackedVector2Array = PackedVector2Array([
center + Vector2(-7.0, -11.0) * s,
center + Vector2(11.0, 0.0) * s,
center + Vector2(-7.0, 11.0) * s,
])
NeonDraw.draw_glowing_polygon(self, play, _active_color(), pulse, core_color)
func _draw_minus(center: Vector2, pulse: float, s: float) -> void:
var r: float = 9.0 * s
NeonDraw.draw_glowing_line(self, center + Vector2(-r, 0.0), center + Vector2(r, 0.0),