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
This commit is contained in:
Loïc Wisniewski 2026-09-05 12:16:17 +02:00
commit 78836882af
33 changed files with 716 additions and 52 deletions

View file

@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
upgrade_id = "dst_dash_cooldown"
display_name = "Surge Capacitor"
description = "The dash recharges 0.9s sooner per level."
base_cost = 30
max_level = 3
research_point_cost = 1
icon = 20
additive_modifiers = {"dash_cooldown": -0.9}

View file

@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
upgrade_id = "dst_dash_range"
display_name = "Warp Coils"
description = "+140 dash distance per level."
base_cost = 35
max_level = 3
research_point_cost = 1
icon = 17
additive_modifiers = {"dash_distance": 140.0}

View file

@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
upgrade_id = "dst_drain"
display_name = "Flux Regulator"
description = "Boosted cruise burns 25% less energy per second, per level."
base_cost = 40
max_level = 3
research_point_cost = 1
icon = 22
multiplicative_modifiers = {"boost_drain": 0.75}

View file

@ -1,6 +1,9 @@
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=3 format=3]
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=6 format=3]
[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://vessels/VesselDistorderComponent.tscn" id="2"]
[ext_resource type="Resource" path="res://vessels/DistorderDashCooldownUpgrade.tres" id="3"]
[ext_resource type="Resource" path="res://vessels/DistorderDashRangeUpgrade.tres" id="4"]
[ext_resource type="Resource" path="res://vessels/DistorderDrainUpgrade.tres" id="5"]
[resource]
script = ExtResource("1")
definition_id = "distorder"
@ -15,7 +18,9 @@ hull_points = PackedVector2Array(0, -26, 9, -8, 13, 6, 18, 20, 0, 12, -18, 20, -
fleet_eligible = true
capabilities = PackedStringArray("distorder")
component_scenes = Array[PackedScene]([ExtResource("2")])
base_stats = {"max_speed": 645.0, "acceleration": 1845.0, "delivery_speed": 180.0}
base_stats = {"max_speed": 645.0, "acceleration": 1845.0, "delivery_speed": 180.0, "dash_cooldown": 5.0, "dash_distance": 520.0, "boost_drain": 2.0}
minimum_stats = {"dash_cooldown": 2.0, "boost_drain": 0.4}
upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
unlock_id = "unlock_distorder"
unlock_name = "Unlock Energy Propulser"
unlock_description = "Research a propulsion hull that burns energy to drive the whole fleet faster and grants an aimed fleet dash."

View file

@ -2,7 +2,7 @@
[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://vessels/VesselLaserComponent.tscn" id="2"]
[ext_resource type="Resource" path="res://vessels/LaserDamageUpgrade.tres" id="3"]
[ext_resource type="Resource" path="res://vessels/LaserRangeUpgrade.tres" id="4"]
[ext_resource type="Resource" path="res://vessels/LaserWidthUpgrade.tres" id="4"]
[ext_resource type="Resource" path="res://vessels/LaserCooldownUpgrade.tres" id="5"]
[resource]
script = ExtResource("1")
@ -18,7 +18,7 @@ hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14)
fleet_eligible = true
capabilities = PackedStringArray("laser")
component_scenes = Array[PackedScene]([ExtResource("2")])
base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 6.0, "beam_range": 2900.0, "beam_cooldown": 4.0}
base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 6.0, "beam_range": 2900.0, "beam_cooldown": 4.0, "beam_half_width": 38.0}
minimum_stats = {"beam_cooldown": 1.5}
upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
unlock_id = "unlock_laser"

View file

@ -2,11 +2,11 @@
[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
upgrade_id = "lsr_range"
upgrade_id = "lsr_width"
display_name = "Beam Collimator"
description = "+300 beam range per level."
description = "+22 beam width per level - the beam cuts a wider swathe and catches more in one shot."
base_cost = 25
max_level = 3
research_point_cost = 1
icon = 17
additive_modifiers = {"beam_range": 300.0}
additive_modifiers = {"beam_half_width": 22.0}

View file

@ -8,6 +8,9 @@ extends "res://vessels/VesselCooldownFillComponent.gd"
var capability_id := "distorder"
# The value a Propulser carries before apply_stats() reads the definition,
# and what the definition itself declares. #205 made it upgradeable, so the
# recharge in force is cooldown_duration, never this.
const DASH_COOLDOWN: float = 5.0
const READY_COLOR := Color(0.85, 0.95, 0.15)
const COOLING_COLOR := Color(0.28, 0.31, 0.08)
@ -17,8 +20,15 @@ func _init() -> void:
cooldown_duration = DASH_COOLDOWN
func apply_stats() -> void:
var ship: Node = get_parent()
var state: Node = ship.get_tree().root.get_node("GameState")
cooldown_duration = state.vessel_stat(ship.vessel_type, "dash_cooldown")
queue_redraw()
func consume_dash() -> bool:
return _begin_cooldown(DASH_COOLDOWN)
return _begin_cooldown(cooldown_duration)
func _ready_color() -> Color: return READY_COLOR

View file

@ -4,6 +4,7 @@ extends "res://vessels/VesselCooldownFillComponent.gd"
var capability_id := "laser"
var damage: int = 6
var beam_range: float = 2900.0
var beam_half_width: float = 38.0
const READY_COLOR := Color(0.3, 0.9, 1.0)
const COOLING_COLOR := Color(0.08, 0.28, 0.34)
@ -18,6 +19,7 @@ func apply_stats() -> void:
var state: Node = ship.get_tree().root.get_node("GameState")
damage = int(state.vessel_stat(ship.vessel_type, "damage"))
beam_range = state.vessel_stat(ship.vessel_type, "beam_range")
beam_half_width = state.vessel_stat(ship.vessel_type, "beam_half_width")
cooldown_duration = state.vessel_stat(ship.vessel_type, "beam_cooldown")
queue_redraw()
@ -41,7 +43,7 @@ func fire_ability(world: Node, origin: Vector2, at: Vector2) -> bool:
return false
var direction: Vector2 = at - origin
# A beam always reaches full range; the aim chooses its direction only.
BEAM_EFFECT.fire(world, origin, direction, beam_range, damage)
BEAM_EFFECT.fire(world, origin, direction, beam_range, damage, beam_half_width)
return true