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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parent
2239235993
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33 changed files with 716 additions and 52 deletions
12
vessels/DistorderDashCooldownUpgrade.tres
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12
vessels/DistorderDashCooldownUpgrade.tres
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@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
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[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
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[resource]
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script = ExtResource("1")
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upgrade_id = "dst_dash_cooldown"
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display_name = "Surge Capacitor"
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description = "The dash recharges 0.9s sooner per level."
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base_cost = 30
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max_level = 3
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research_point_cost = 1
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icon = 20
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additive_modifiers = {"dash_cooldown": -0.9}
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12
vessels/DistorderDashRangeUpgrade.tres
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12
vessels/DistorderDashRangeUpgrade.tres
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@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
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[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
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[resource]
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script = ExtResource("1")
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upgrade_id = "dst_dash_range"
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display_name = "Warp Coils"
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description = "+140 dash distance per level."
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base_cost = 35
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max_level = 3
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research_point_cost = 1
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icon = 17
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additive_modifiers = {"dash_distance": 140.0}
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12
vessels/DistorderDrainUpgrade.tres
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12
vessels/DistorderDrainUpgrade.tres
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@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
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[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
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[resource]
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script = ExtResource("1")
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upgrade_id = "dst_drain"
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display_name = "Flux Regulator"
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description = "Boosted cruise burns 25% less energy per second, per level."
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base_cost = 40
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max_level = 3
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research_point_cost = 1
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icon = 22
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multiplicative_modifiers = {"boost_drain": 0.75}
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@ -1,6 +1,9 @@
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[gd_resource type="Resource" script_class="VesselDefinition" load_steps=3 format=3]
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[gd_resource type="Resource" script_class="VesselDefinition" load_steps=6 format=3]
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[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://vessels/VesselDistorderComponent.tscn" id="2"]
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[ext_resource type="Resource" path="res://vessels/DistorderDashCooldownUpgrade.tres" id="3"]
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[ext_resource type="Resource" path="res://vessels/DistorderDashRangeUpgrade.tres" id="4"]
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[ext_resource type="Resource" path="res://vessels/DistorderDrainUpgrade.tres" id="5"]
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[resource]
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script = ExtResource("1")
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definition_id = "distorder"
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@ -15,7 +18,9 @@ hull_points = PackedVector2Array(0, -26, 9, -8, 13, 6, 18, 20, 0, 12, -18, 20, -
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fleet_eligible = true
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capabilities = PackedStringArray("distorder")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 645.0, "acceleration": 1845.0, "delivery_speed": 180.0}
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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}
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minimum_stats = {"dash_cooldown": 2.0, "boost_drain": 0.4}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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unlock_id = "unlock_distorder"
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unlock_name = "Unlock Energy Propulser"
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unlock_description = "Research a propulsion hull that burns energy to drive the whole fleet faster and grants an aimed fleet dash."
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@ -2,7 +2,7 @@
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[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://vessels/VesselLaserComponent.tscn" id="2"]
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[ext_resource type="Resource" path="res://vessels/LaserDamageUpgrade.tres" id="3"]
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[ext_resource type="Resource" path="res://vessels/LaserRangeUpgrade.tres" id="4"]
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[ext_resource type="Resource" path="res://vessels/LaserWidthUpgrade.tres" id="4"]
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[ext_resource type="Resource" path="res://vessels/LaserCooldownUpgrade.tres" id="5"]
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[resource]
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script = ExtResource("1")
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@ -18,7 +18,7 @@ hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14)
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fleet_eligible = true
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capabilities = PackedStringArray("laser")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 6.0, "beam_range": 2900.0, "beam_cooldown": 4.0}
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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}
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minimum_stats = {"beam_cooldown": 1.5}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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unlock_id = "unlock_laser"
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@ -2,11 +2,11 @@
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[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
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[resource]
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script = ExtResource("1")
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upgrade_id = "lsr_range"
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upgrade_id = "lsr_width"
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display_name = "Beam Collimator"
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description = "+300 beam range per level."
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description = "+22 beam width per level - the beam cuts a wider swathe and catches more in one shot."
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base_cost = 25
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max_level = 3
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research_point_cost = 1
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icon = 17
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additive_modifiers = {"beam_range": 300.0}
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additive_modifiers = {"beam_half_width": 22.0}
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@ -8,6 +8,9 @@ extends "res://vessels/VesselCooldownFillComponent.gd"
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var capability_id := "distorder"
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# The value a Propulser carries before apply_stats() reads the definition,
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# and what the definition itself declares. #205 made it upgradeable, so the
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# recharge in force is cooldown_duration, never this.
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const DASH_COOLDOWN: float = 5.0
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const READY_COLOR := Color(0.85, 0.95, 0.15)
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const COOLING_COLOR := Color(0.28, 0.31, 0.08)
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@ -17,8 +20,15 @@ func _init() -> void:
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cooldown_duration = DASH_COOLDOWN
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func apply_stats() -> void:
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var ship: Node = get_parent()
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var state: Node = ship.get_tree().root.get_node("GameState")
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cooldown_duration = state.vessel_stat(ship.vessel_type, "dash_cooldown")
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queue_redraw()
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func consume_dash() -> bool:
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return _begin_cooldown(DASH_COOLDOWN)
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return _begin_cooldown(cooldown_duration)
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func _ready_color() -> Color: return READY_COLOR
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@ -4,6 +4,7 @@ extends "res://vessels/VesselCooldownFillComponent.gd"
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var capability_id := "laser"
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var damage: int = 6
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var beam_range: float = 2900.0
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var beam_half_width: float = 38.0
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const READY_COLOR := Color(0.3, 0.9, 1.0)
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const COOLING_COLOR := Color(0.08, 0.28, 0.34)
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@ -18,6 +19,7 @@ func apply_stats() -> void:
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var state: Node = ship.get_tree().root.get_node("GameState")
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damage = int(state.vessel_stat(ship.vessel_type, "damage"))
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beam_range = state.vessel_stat(ship.vessel_type, "beam_range")
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beam_half_width = state.vessel_stat(ship.vessel_type, "beam_half_width")
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cooldown_duration = state.vessel_stat(ship.vessel_type, "beam_cooldown")
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queue_redraw()
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@ -41,7 +43,7 @@ func fire_ability(world: Node, origin: Vector2, at: Vector2) -> bool:
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return false
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var direction: Vector2 = at - origin
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# A beam always reaches full range; the aim chooses its direction only.
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BEAM_EFFECT.fire(world, origin, direction, beam_range, damage)
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BEAM_EFFECT.fire(world, origin, direction, beam_range, damage, beam_half_width)
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return true
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