Fill bomber hull during cooldown
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3 changed files with 47 additions and 12 deletions
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@ -21,8 +21,10 @@ func _ready() -> void:
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var skill: GasBombController = main.get_node("GasBombController")
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skill._process(0.0)
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# Show both per-ship states in one frame: the first bomber is rearming,
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# while the second has the bright complete ready halo and supplies the aim.
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fleet.ships[2].get_component("gas_bomber").consume_shot(GasBombController.COOLDOWN)
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# while the second has a fully lit hull and supplies the aim.
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var rearming: Node = fleet.ships[2].get_component("gas_bomber")
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rearming.consume_shot(GasBombController.COOLDOWN)
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rearming.tick(GasBombController.COOLDOWN * 0.5)
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main.get_node("Camera2D").zoom = Vector2(1.8, 1.8)
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var button: Control = main.get_node("UI/GasBombButton")
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var press := InputEventScreenTouch.new()
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@ -37,6 +37,9 @@ func _process(delta: float) -> bool:
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skill._process(0.0)
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if first.is_ready() or not second.is_ready() or not skill.button.enabled:
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return _fail("the first shot disabled more than its firing bomber")
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if not first._filled_hull(fleet.ships[0].definition.hull_points, 0.0).is_empty() \
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or first._filled_hull(fleet.ships[0].definition.hull_points, 0.5).size() < 3:
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return _fail("bomber cooldown did not produce an empty-to-filling hull")
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if skill.projectiles.size() != 1:
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return _fail("the first bomber did not launch exactly one projectile")
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