Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that already crosses the screen; beam width becomes a per-shot vessel stat. #205 the Energy Propulser gains three upgrades - dash recharge, dash reach, and boosted-cruise drain - which turns three constants into vessel stats. #206 three further doctrines carry the fleet from ten to twenty. #207 the prologue's World Ship gets a marker, through the scanner's own guidance arrow rather than a second one. #208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo reaching the hold, a rock breaking, and a gas bomb blooming. #215 building health bars are larger, plated and framed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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33 changed files with 716 additions and 52 deletions
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@ -7,6 +7,8 @@ extends "res://controllers/AimedFleetAbilityController.gd"
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# second hull adds a second independently recharging dash.
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const DASH_COLOR := Color(0.85, 0.95, 0.15)
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# The unupgraded reach, and what the definition declares. #205 made it a
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# vessel stat; _aim_max_range() below is the distance actually in force.
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const DASH_DISTANCE: float = 520.0
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const ENERGY_PER_DASH: int = 15
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const TRAIL_SECONDS: float = 0.45
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@ -21,13 +23,18 @@ func _component_id() -> String: return "distorder"
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func _ammo_resource() -> String: return GameState.RESOURCE_ENERGY
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func _ammo_cost() -> int: return ENERGY_PER_DASH
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func _aim_padding() -> float: return 36.0
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func _aim_max_range() -> float: return DASH_DISTANCE
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# Off the PROPULSER that will actually surge, falling back to the definition
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# when none is ready - the same shape LaserController._aim_max_range() uses,
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# and for the same reason: the guide must not promise reach the fleet has not
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# researched.
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func _aim_max_range() -> float:
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return GameState.vessel_stat(GameState.VESSEL_DISTORDER, "dash_distance")
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func _has_effect_visuals() -> bool: return trail_time > 0.0 or fleet.is_dashing()
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func _calculate_aim_target(drag: Vector2, origin: Vector2) -> Vector2:
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var direction: Vector2 = drag.normalized() if drag.length() > 0.001 else Vector2.UP
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return origin + direction * DASH_DISTANCE
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return origin + direction * _aim_max_range()
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func _consume_shot(component: Node) -> bool:
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@ -40,7 +47,7 @@ func _perform_shot(_ship: Node2D, _component: Node) -> void:
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return
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trail_from = fleet.get_centroid()
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trail_time = TRAIL_SECONDS
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fleet.dash(direction, DASH_DISTANCE)
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fleet.dash(direction, _aim_max_range())
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func _advance_effects(delta: float) -> void:
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@ -27,7 +27,6 @@ const DRAG_RADIUS: float = 260.0
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# it on the edge of the screen, which is the half that matters when the point
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# of dragging further is to reach past what is already close.
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const FRAMING_FACTOR: float = 2.0
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const BEAM_HALF_WIDTH := BEAM_EFFECT.BEAM_HALF_WIDTH
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const FLASH_DURATION := BEAM_EFFECT.FLASH_DURATION
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const ENERGY_PER_SHOT: int = VesselLaserComponent.ENERGY_PER_SHOT
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@ -44,10 +43,22 @@ func _status_path() -> NodePath: return "../UI/LaserStatus"
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func _component_id() -> String: return "laser"
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func _ammo_resource() -> String: return GameState.RESOURCE_ENERGY
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func _ammo_cost() -> int: return ENERGY_PER_SHOT
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func _aim_padding() -> float: return BEAM_HALF_WIDTH
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func _aim_padding() -> float: return _aim_half_width()
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func _has_effect_visuals() -> bool: return not beams.is_empty()
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# The width the next shot will cut, off the hull that will cut it. Same shape
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# and same reason as _aim_max_range() below: #204 made this upgradeable, so a
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# constant here would draw last research's beam.
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func _aim_half_width() -> float:
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var ship: Node2D = _next_ready_ship()
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if ship != null:
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var component: Node = ship.get_component(_component_id())
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if component != null:
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return component.beam_half_width
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return GameState.vessel_stat(GameState.VESSEL_LASER, "beam_half_width")
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func _aim_max_range() -> float:
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# Falls back to the VESSEL DEFINITION's own beam_range, not to a copy of
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# the number. This used to hardcode 950.0 in both branches, which silently
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@ -108,7 +119,8 @@ func _perform_shot(ship: Node2D, component: Node) -> void:
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var direction: Vector2 = aim_target - ship.global_position
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direction = direction.normalized() if direction.length() > 0.001 else Vector2.UP
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var effect: Node2D = BEAM_EFFECT.fire(get_tree().root, ship.global_position,
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direction, component.beam_range, int(component.damage))
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direction, component.beam_range, int(component.damage),
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component.beam_half_width)
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beams.append(effect)
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last_hit_count = int(effect.hit_count)
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@ -160,14 +172,14 @@ func _draw() -> void:
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# units puts the camera far enough out that a mark measured in world units
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# would be a few pixels of nothing at the moment it matters most.
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var across: Vector2 = far_end.direction_to(origin).orthogonal() \
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* _screen_units(END_TICK_PIXELS)
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* maxf(_aim_half_width(), _screen_units(END_TICK_PIXELS))
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NeonDraw.draw_glowing_line(self, far_end - across, far_end + across,
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TARGET_COLOR, 0.7, 0.5)
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# What the assist picked, when that is nearer than the far end. The line
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# still runs past it - everything behind it on the same line is hit too.
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if origin.distance_to(aim_target) < reach - 1.0:
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NeonDraw.draw_glowing_circle(self, aim_target,
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maxf(BEAM_HALF_WIDTH, _screen_units(TARGET_RING_PIXELS)),
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maxf(_aim_half_width(), _screen_units(TARGET_RING_PIXELS)),
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TARGET_COLOR, 0.7)
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