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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@ -288,6 +288,41 @@ func _process(delta: float) -> bool:
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return _fail_now("dragging further did not reach past the nearer enemy")
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print("drag depth selects between a near and a far target in the same cone")
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# --- G. #204: the Collimator widens what one shot catches -------
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# The upgrade used to add range to a beam that already crossed the
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# screen; it adds WIDTH now, so this checks the thing it widens is
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# the hit test and not only the picture.
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for placed in [near_enemy, far_enemy, out_of_cone]:
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if is_instance_valid(placed):
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placed.free()
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var laser: Node = first_shooter.get_component("laser")
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var narrow_width: float = laser.beam_half_width
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game_state.vessel_levels["lsr_width"] = 3
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laser.apply_stats()
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if not is_equal_approx(laser.beam_half_width, narrow_width + 66.0):
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return _fail_now("three Collimators gave a half-width of %.0f, expected %.0f" \
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% [laser.beam_half_width, narrow_width + 66.0])
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# Off the line by more than the base beam covers and less than the
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# researched one does, so the same shot answers differently.
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var flanker: Node = load("res://enemies/Enemy.tscn").instantiate()
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flanker.position = first_shooter.global_position \
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+ Vector2(600.0, narrow_width + 60.0)
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main.add_child(flanker)
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flanker.speed = 0.0
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var beam_script: Resource = load("res://vfx/LaserBeamEffect.gd")
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var narrow_shot: Node2D = beam_script.fire(root, first_shooter.global_position,
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Vector2.RIGHT, 2900.0, 1, narrow_width)
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if narrow_shot.hit_count != 0:
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return _fail_now("the unresearched beam already reached the flanking enemy")
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var wide_shot: Node2D = beam_script.fire(root, first_shooter.global_position,
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Vector2.RIGHT, 2900.0, 1, laser.beam_half_width)
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if wide_shot.hit_count != 1:
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return _fail_now("the widened beam hit %d enemies, expected the flanker" \
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% wide_shot.hit_count)
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print("Beam Collimator: %.0f -> %.0f half-width, and the wider beam catches what the narrow one missed" \
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% [narrow_width, laser.beam_half_width])
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print("TEST_LASER_VESSEL: PASS")
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quit(0)
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return true
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