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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@ -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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