Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of being dead weight. GameState gains max_fleet_speed_multiplier, pushed by Fleet whenever composition changes - the same direction as every other fleet-derived figure, since GameState does not reach into the scene tree to count ships. The energy drain is normalised against the CURRENT ceiling, so full boost costs the same per second however wide it is: extra vessels buy more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost rather than leaving the fleet travelling faster than its crew can sustain. TRANSFER MENU. Rows overlapped, and the last one ran into the hint text. row_height is divided from the available space, but each row's contents used a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which needs about 244px. Three resources fit; the fourth cut rows to 180 and every one spilled 64px into the next. Every offset is now a fraction of the row, so it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a word the footer hint already explains) and moved each glyph and name to the TOP of its row, where they read as its heading rather than the next row's. HANGAR. Six vessel types in one row gave each about 100px for a 155px label, so the names ran together. Now a 3x2 grid per section, sized from the space between the first heading and the status line, using the empty lower half. LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and how hard a lab is depends on the layout authored for it - how many capture points, how many defenders - which the planet TYPE cannot know. PlanetSetup carries research_point_reward, set in the map editor, overriding the planet type's flat rate. 0 means "no opinion", so every map authored before this keeps its old value. RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a red tint, which read as "rocky planet, tinted" rather than someone's facility: plated floor, seams, service conduits, lit junctions. Loop-free by construction (#68's lesson applied up front) - conduits stay continuous across cells by keying a horizontal run to cell.y and a vertical to cell.x, so neighbouring cells agree without any cell scanning its neighbours. ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery and the turret spawner as the same octagon at two sizes - the silhouette carried no information about what the thing did. EnemyDefinition gains detail_lines and detail_rings as DATA, so adding an enemy still means adding a definition rather than editing Enemy.gd, and the four non-default hulls are redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a capital ship with spine and ribs. Three things drew an enemy from its definition - the enemy, the map editor's markers, and the palette buttons - each reimplementing it from hull_points alone, so the new detail appeared in the game and nowhere else and an editor marker stopped matching what it placed. They now share EnemyDefinitions.draw_definition(). ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the threat was legible and mostly read as the tower being stuck. It fires immediately now; the warning is the shell you can see in the air plus a small cross on the ground at the impact point. Deliberately not a blast-radius ring - a large translucent area was easy to read as the explosion having already happened, where the cross says "move off this spot". MAIN MENU. No Quit in any build (a web build has nothing to quit to, and Android's back gesture already does it), a plain black background, and the game is "Spaceship" - in the title and in config/name, which is what drives the browser tab for the web export. change_scene_to_file() returns an error and otherwise fails silently, leaving the menu up, which is indistinguishable from an unpressed button; it is now checked and reported on screen. Full suite green at 99/99. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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48 changed files with 897 additions and 159 deletions
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GameState.gd
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GameState.gd
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@ -31,7 +31,16 @@ var planet_definition_id: String = "rocky"
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# anchor, Ship's own max_speed/acceleration) rather than baked into stored
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# stats, so a speed upgrade researched while boosted can't corrupt the base
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# value - see Fleet.gd/Ship.gd for the multiply sites.
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# The ceiling ONE distorder vessel reaches. Each ADDITIONAL one raises it by
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# another 1.0 - see set_distorder_vessel_count(). Kept as the one-vessel
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# figure rather than an absolute cap so the fader's meaning at a single
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# vessel is unchanged.
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const MAX_FLEET_SPEED_MULTIPLIER: float = 3.0
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# How far the fader can actually go right now, given the fleet's current
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# composition. Pushed by Fleet whenever that composition changes, the same
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# direction as every other fleet-derived figure here - GameState does not
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# reach into the scene tree to count ships.
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var max_fleet_speed_multiplier: float = MAX_FLEET_SPEED_MULTIPLIER
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var fleet_speed_multiplier: float = 1.0
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# #62: energy cost of sustaining a boost, scaled by how far above 1.0 the
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@ -47,7 +56,20 @@ var boost_depleted_notice: bool = false
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func set_fleet_speed_multiplier(value: float) -> void:
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fleet_speed_multiplier = clampf(value, 1.0, MAX_FLEET_SPEED_MULTIPLIER)
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fleet_speed_multiplier = clampf(value, 1.0, max_fleet_speed_multiplier)
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# Every distorder vessel past the first widens the fleet's speed ceiling by
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# 1.0, so stacking them is worth doing rather than the second one being dead
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# weight. Zero vessels returns the ceiling to its one-vessel value; the
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# multiplier itself is reset separately by Fleet when the last one is lost.
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#
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# Re-clamps the CURRENT multiplier, so losing a distorder vessel mid-boost
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# pulls the fleet down to the new ceiling instead of leaving it travelling
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# faster than its remaining crew can sustain.
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func set_distorder_vessel_count(count: int) -> void:
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max_fleet_speed_multiplier = MAX_FLEET_SPEED_MULTIPLIER + maxf(float(count) - 1.0, 0.0)
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set_fleet_speed_multiplier(fleet_speed_multiplier)
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# #63: currency gated behind conquering a research_lab planet - required by
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@ -1335,7 +1357,10 @@ func _advance_distorder_drain(delta: float) -> void:
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# carry over into a LATER, unrelated boost.
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_distorder_drain_progress = 0.0
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return
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var rate: float = (fleet_speed_multiplier - 1.0) / (MAX_FLEET_SPEED_MULTIPLIER - 1.0) \
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# Normalized against the CURRENT ceiling, so "full boost" always costs
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# ENERGY_DRAIN_PER_SECOND however many distorder vessels widened it -
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# a bigger fleet buys more speed, not cheaper speed.
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var rate: float = (fleet_speed_multiplier - 1.0) / maxf(max_fleet_speed_multiplier - 1.0, 0.001) \
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* ENERGY_DRAIN_PER_SECOND
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_distorder_drain_progress += rate * delta
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var whole: int = int(floor(_distorder_drain_progress))
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@ -1365,7 +1390,8 @@ var planet_capture: Dictionary = {}
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signal planet_conquered(planet_id: String)
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func register_capture_points(planet_key: String, total: int, definition_id: String = "") -> void:
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func register_capture_points(planet_key: String, total: int, definition_id: String = "",
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reward_override: int = 0) -> void:
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# Idempotent: landing again on a planet must not wipe points already
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# captured on a previous visit.
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if planet_capture.has(planet_key):
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@ -1381,6 +1407,11 @@ func register_capture_points(planet_key: String, total: int, definition_id: Stri
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# the capture system.
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var definition: Resource = PLANET_DEFINITIONS.get_definition(definition_id)
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var point_reward: int = 0 if definition == null else int(definition.conquest_research_points)
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# A map may be worth more than its planet type's flat rate - a harder
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# lab should pay better, and only the authored layout knows how hard it
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# is. Zero means the setup did not express an opinion.
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if reward_override > 0:
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point_reward = reward_override
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planet_capture[planet_key] = {"captured": captured, "conquered": total <= 0,
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"research_point_reward": point_reward, "research_awarded": false}
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