Garrison laser vessels and gas bombers, on a shared ability seam

#105 shipped with interceptors as the only garrisonable vessel, and the
reason was a design fault rather than a decision: firing the laser and the
gas bomb lived in the player's fleet controllers, so a stationed laser would
have held its position and never shot.

The shot is now a thing in the world rather than something a controller
draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating
and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam
and ArtilleryShell already had on the enemy side - and they outlive the
vessel that fired them.

Above them sits one seam, on VesselCooldownFillComponent: ability_range(),
ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a
bomb are now the same shape of thing to whoever pulls the trigger, so the
garrison AI never names an ability - the test asserts that literally, by
reading the AI's own source. A third armed vessel needs to implement the
seam and nothing else.

Ammunition is the CALLER's business, deliberately: the fleet spends from its
hold, a garrison from its outpost's store, and neither concern belongs in
the component. A garrison with an empty magazine holds fire rather than
falling back on the fleet's hold.

Outpost storage: 50 gas per stationed bomber and 50 energy per stationed
laser, off the VESSEL definitions, so an outpost never learns which vessel
needs what. It is a capacity, not a stock - hub transporters fill it exactly
as they fill a gas burner's buffer, because building_logistics_deficit now
takes the larger of the definition's static buffer and the garrison's
magazine. Every other resource is capped at zero: an outpost is not a depot,
and ore parked at one has nothing to do there and no transporter coming for
it.

Also restores two properties the Godot editor dropped from
GasBurnerBuildingDefinition.tres when it re-saved the file:
collected_outputs and capabilities. Without the first, nothing ever collects
the burner's energy - test_gas_burner caught it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-23 19:23:35 +02:00
commit b50597b757
16 changed files with 809 additions and 209 deletions

View file

@ -1,16 +1,26 @@
class_name GasBombController
extends "res://controllers/AimedFleetAbilityController.gd"
const BOMB_COLOR := Color(0.96, 0.22, 0.72)
const TARGET_COLOR := Color(0.78, 0.32, 1.0)
const MAX_RANGE := 950.0
const AOE_RADIUS := 180.0
const DRAG_RADIUS := 260.0
const PROJECTILE_SPEED := 720.0
const DAMAGE := 3
const COOLDOWN := 5.0
const GAS_PER_SHOT: int = 5
# The player's end of the gas bomb: the button, the aim, the fleet's
# magazine. The SHOT itself is a GasBombEffect in the world (see that file),
# lifted out of here for the same reason the beam was lifted out of
# LaserController - a garrisoned bomber fires the same bomb from a different
# trigger, and none of this controller is involved in that.
const BOMB_EFFECT = preload("res://vfx/GasBombEffect.gd")
const BOMB_COLOR := BOMB_EFFECT.BOMB_COLOR
const TARGET_COLOR := Color(0.78, 0.32, 1.0)
const MAX_RANGE := VesselGasBomberComponent.MAX_RANGE
const AOE_RADIUS := BOMB_EFFECT.AOE_RADIUS
const DRAG_RADIUS := 260.0
const DAMAGE := VesselGasBomberComponent.BLAST_DAMAGE
const COOLDOWN := VesselGasBomberComponent.SHOT_COOLDOWN
const GAS_PER_SHOT: int = VesselGasBomberComponent.GAS_PER_SHOT
# The bombs this controller has thrown that are still alive - in flight or
# still blooming. Split into the two lists the rest of the game already asks
# about rather than one, so "is a bomb still travelling" stays a question
# with a cheap answer.
var projectiles: Array = []
var explosions: Array = []
var last_hit_count: int = 0
@ -22,7 +32,8 @@ var explosion_time: float:
get:
var longest: float = 0.0
for explosion in explosions:
longest = maxf(longest, float(explosion.time))
if is_instance_valid(explosion):
longest = maxf(longest, float(explosion.explosion_time))
return longest
@ -48,78 +59,46 @@ func _consume_shot(component: Node) -> bool:
func _perform_shot(ship: Node2D, _component: Node) -> void:
projectiles.append({
"position": ship.global_position,
"target": aim_target,
"trail": PackedVector2Array([ship.global_position]),
})
# The cooldown was already spent by _consume_shot() above, so this
# launches the effect directly rather than going through fire_ability()
# and spending it twice.
var effect: Node2D = BOMB_EFFECT.launch(get_tree().root, ship.global_position,
aim_target, DAMAGE)
effect.struck.connect(_on_bomb_struck)
projectiles.append(effect)
func _on_bomb_struck(hit_count: int) -> void:
last_hit_count = hit_count
func _next_ready_bomber() -> Node2D:
return _next_ready_ship()
func _advance_effects(delta: float) -> void:
for i in range(projectiles.size() - 1, -1, -1):
var projectile: Dictionary = projectiles[i]
var distance: float = (projectile.position as Vector2).distance_to(projectile.target)
if distance <= PROJECTILE_SPEED * delta:
projectile.position = projectile.target
_explode(projectile.target)
projectiles.remove_at(i)
func _advance_effects(_delta: float) -> void:
# The effects fly, explode and free themselves. This only re-sorts them
# into "still travelling" and "still blooming", and forgets the gone.
var flying: Array = []
var blooming: Array = []
for effect in projectiles + explosions:
if not is_instance_valid(effect):
continue
if effect.in_flight():
flying.append(effect)
else:
projectile.position = (projectile.position as Vector2).move_toward(
projectile.target, PROJECTILE_SPEED * delta)
var trail: PackedVector2Array = projectile.trail
trail.append(projectile.position)
while trail.size() > 12:
trail.remove_at(0)
projectile.trail = trail
for i in range(explosions.size() - 1, -1, -1):
var explosion: Dictionary = explosions[i]
explosion.time = maxf(float(explosion.time) - delta, 0.0)
if float(explosion.time) <= 0.0:
explosions.remove_at(i)
func _explode(at: Vector2) -> void:
explosions.append({"position": at, "time": 0.8})
last_hit_count = 0
# Asteroids too - a blast that clears everything around it but leaves the
# rocks untouched would need explaining, and they take damage the same way.
for enemy in get_tree().get_nodes_in_group("enemies") \
+ get_tree().get_nodes_in_group("asteroids"):
if is_instance_valid(enemy) and enemy is Node2D \
and enemy.global_position.distance_to(at) <= AOE_RADIUS:
enemy.take_damage(DAMAGE)
last_hit_count += 1
blooming.append(effect)
projectiles = flying
explosions = blooming
func _draw() -> void:
if aiming:
NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target, TARGET_COLOR, 0.7, 0.8)
_draw_ring(aim_target, AOE_RADIUS, TARGET_COLOR, 0.8)
_draw_ring(aim_target, 18.0, BOMB_COLOR, 1.0)
for projectile in projectiles:
var trail: PackedVector2Array = projectile.trail
if trail.size() >= 2:
for i in range(1, trail.size()):
var alpha: float = float(i) / trail.size()
draw_line(trail[i - 1], trail[i], Color(BOMB_COLOR, alpha * 0.65),
4.0 + alpha * 4.0, true)
draw_circle(projectile.position, 12.0, Color(BOMB_COLOR, 0.35))
NeonDraw.draw_glowing_circle(self, projectile.position, 7.0, BOMB_COLOR, 1.0)
for explosion in explosions:
var progress: float = 1.0 - float(explosion.time) / 0.8
var radius: float = lerpf(24.0, AOE_RADIUS, minf(progress * 1.5, 1.0))
draw_circle(explosion.position, radius, Color(BOMB_COLOR, (1.0 - progress) * 0.16))
_draw_ring(explosion.position, radius, BOMB_COLOR, 1.0 - progress)
for i in range(7):
var angle: float = TAU * float(i) / 7.0 + progress
var cloud_at: Vector2 = explosion.position \
+ Vector2(cos(angle), sin(angle)) * radius * 0.55
draw_circle(cloud_at, 18.0 + 14.0 * progress,
Color(BOMB_COLOR, (1.0 - progress) * 0.22))
# Only the aim guide. Each bomb draws itself, in its own node.
if not aiming:
return
NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target, TARGET_COLOR, 0.7, 0.8)
_draw_ring(aim_target, AOE_RADIUS, TARGET_COLOR, 0.8)
_draw_ring(aim_target, 18.0, BOMB_COLOR, 1.0)
func _draw_ring(center: Vector2, radius: float, color: Color, alpha: float) -> void:

View file

@ -1,39 +1,26 @@
class_name LaserController
extends "res://controllers/AimedFleetAbilityController.gd"
const BEAM_COLOR := Color(0.3, 0.9, 1.0)
const TARGET_COLOR := Color(0.6, 0.95, 1.0)
const BEAM_HALF_WIDTH := 38.0
# The DRAWN beam is scaled from the hit width rather than tuned separately.
# The two were independent numbers and had drifted apart: the beam struck
# anything within 22 units of the line while its outer glow spanned about 11,
# so it killed things it visibly missed. NeonDraw's widest layer is 18px at
# scale 1, so this makes the glow span exactly what the beam hits.
const BEAM_WIDTH_SCALE := BEAM_HALF_WIDTH * 2.0 / 18.0
# #90: the beam was one flat line that blinked on at full length and faded.
# It now IGNITES - it runs out of the ship over the first slice of its life,
# holds white-hot, and falls away - which is the sabre look the report asked
# for and also the only part of the shot the eye can follow.
# The player's end of the laser: the button, the aim, the fleet's magazine.
# The SHOT itself is a LaserBeamEffect in the world (see that file) - it was
# lifted out of here so a garrisoned laser vessel could fire the same beam
# from a different trigger without this controller being involved at all.
#
# Long enough for the extension to read as movement rather than as a
# stutter, still short enough to be gone before the 4s cooldown is up.
const FLASH_DURATION := 0.34
# The fraction of that life spent extending. The rest holds and decays.
const IGNITE_FRACTION := 0.3
# The white-hot rod down the middle of the coloured glow. Drawn INSIDE the
# beam's own width, never wider: the drawn beam is deliberately the same
# span as the hit test (see BEAM_WIDTH_SCALE above), and a halo painted past
# that would put the "it visibly missed" complaint back the other way round.
const CORE_SCALE := 0.42
const CORE_COLOR := Color(0.85, 0.99, 1.0)
# The leading cap, and the flare left at the emitter. Both are radii, both
# stay within the beam's half width so nothing suggests a wider reach.
const TIP_RADIUS := BEAM_HALF_WIDTH * 0.55
const MUZZLE_RADIUS := BEAM_HALF_WIDTH * 0.8
const ENERGY_PER_SHOT: int = 8
# By path, not by class name - see the note at the top of MuzzleSparkVFX.
const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
# What is left here is everything that is genuinely about the player firing:
# where they aimed, what it costs the fleet hold, and the guide line drawn
# while they aim it.
const BEAM_EFFECT = preload("res://vfx/LaserBeamEffect.gd")
const BEAM_COLOR := BEAM_EFFECT.BEAM_COLOR
const TARGET_COLOR := Color(0.6, 0.95, 1.0)
const BEAM_HALF_WIDTH := BEAM_EFFECT.BEAM_HALF_WIDTH
const FLASH_DURATION := BEAM_EFFECT.FLASH_DURATION
const ENERGY_PER_SHOT: int = VesselLaserComponent.ENERGY_PER_SHOT
# The beams this controller has fired and that are still alive. Kept so the
# fleet's own shots can be reasoned about - "is anything still on screen" for
# the redraw, and the tests' view of what a shot did - without this becoming
# the owner of them again.
var beams: Array = []
var last_hit_count: int = 0
@ -72,101 +59,37 @@ func _consume_shot(component: Node) -> bool:
func _perform_shot(ship: Node2D, component: Node) -> void:
# The cooldown was already spent by _consume_shot() above, so this fires
# the effect directly rather than going through fire_ability() and
# spending it twice.
var direction: Vector2 = aim_target - _aim_origin()
direction = direction.normalized() if direction.length() > 0.001 else Vector2.UP
var beam_to: Vector2 = ship.global_position + direction * component.beam_range
_strike(ship.global_position, beam_to, direction, int(component.damage))
# #90: something happens at the hull, not just out in space. The ordinary
# gun already does this (#87); the laser fired in complete silence at its
# own end, which is most of why a shot read as a line appearing rather
# than as a vessel firing.
MUZZLE_SPARK.spawn(get_tree().root, ship.global_position, direction, BEAM_COLOR)
var effect: Node2D = BEAM_EFFECT.fire(get_tree().root, ship.global_position,
direction, component.beam_range, int(component.damage))
beams.append(effect)
last_hit_count = int(effect.hit_count)
func _next_ready_laser_ship() -> Node2D:
return _next_ready_ship()
func _advance_effects(delta: float) -> void:
for i in range(beams.size() - 1, -1, -1):
var beam: Dictionary = beams[i]
beam.time = maxf(float(beam.time) - delta, 0.0)
if float(beam.time) <= 0.0:
beams.remove_at(i)
func _advance_effects(_delta: float) -> void:
# The effects animate and free themselves; this only forgets the ones that
# have gone.
beams = beams.filter(func(beam): return is_instance_valid(beam))
func _strike(from: Vector2, to: Vector2, direction: Vector2, damage: int) -> void:
# The damage below is dealt HERE, in full, along the whole beam, at the
# instant of the shot. The extension in _draw is the picture of that, not
# a travelling projectile - a beam that had to arrive would be a change
# to how the weapon plays, which #90 did not ask for.
beams.append({
"from": from, "to": to, "time": FLASH_DURATION,
# Per beam, so two lasers firing together do not flicker in lockstep.
"phase": randf() * TAU,
})
last_hit_count = 0
var range_along: float = from.distance_to(to)
# Asteroids share the enemies' take_damage() contract, so the beam sweeps
# both groups in one pass. Shooting a path clear through a field is a
# perfectly good use of a laser, and the ore it leaves behind is the point.
for enemy in get_tree().get_nodes_in_group("enemies") \
+ get_tree().get_nodes_in_group("asteroids"):
if not is_instance_valid(enemy) or not (enemy is Node2D):
continue
var to_enemy: Vector2 = enemy.global_position - from
var along: float = to_enemy.dot(direction)
if along < 0.0 or along > range_along:
continue
var perpendicular: float = (to_enemy - direction * along).length()
if perpendicular <= BEAM_HALF_WIDTH:
enemy.take_damage(damage)
last_hit_count += 1
func beam_extension(beam: Node2D) -> float:
return beam.extension()
# How far along its length a beam is currently drawn. Cubic ease-out, so it
# leaves the ship fast and settles into full reach rather than crawling.
# Public because it is the whole of #90's "it comes out of the ship" and is
# worth asserting on directly.
func beam_extension(beam: Dictionary) -> float:
var progress: float = 1.0 - float(beam.time) / FLASH_DURATION
var out: float = clampf(progress / IGNITE_FRACTION, 0.0, 1.0)
return 1.0 - pow(1.0 - out, 3.0)
func beam_tip(beam: Dictionary) -> Vector2:
return Vector2(beam.from).lerp(Vector2(beam.to), beam_extension(beam))
func beam_tip(beam: Node2D) -> Vector2:
return beam.tip()
func _draw() -> void:
# Only the aim guide. Each beam draws itself, in its own node.
if aiming:
NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target,
TARGET_COLOR, 0.7, 0.6)
for beam in beams:
var progress: float = 1.0 - float(beam.time) / FLASH_DURATION
# Full brightness while it extends, then away. Squared so it holds
# its light and drops at the end, instead of dimming from the first
# frame the way a plain linear fade did.
var decay: float = clampf((progress - IGNITE_FRACTION) / (1.0 - IGNITE_FRACTION), 0.0, 1.0)
var alpha: float = 1.0 - decay * decay
# A live blade hums. Small enough to be texture rather than a blink.
var flicker: float = 1.0 + 0.09 * sin(float(beam.time) * 70.0 + float(beam.phase))
var tip: Vector2 = beam_tip(beam)
var from: Vector2 = beam.from
NeonDraw.draw_glowing_line(self, from, tip, BEAM_COLOR, alpha,
BEAM_WIDTH_SCALE * flicker * (1.0 - decay * 0.45))
# The white-hot rod, over the same span at a fraction of the width.
# This is where the extra light comes from: brighter through the
# middle, not broader across.
NeonDraw.draw_glowing_line(self, from, tip, CORE_COLOR, alpha,
BEAM_WIDTH_SCALE * CORE_SCALE * flicker)
# The leading cap, brightest while the blade is still running out.
var cap: float = TIP_RADIUS * (0.7 + 0.3 * (1.0 - decay)) * flicker
NeonDraw.draw_glowing_circle(self, tip, cap, CORE_COLOR, alpha)
# And the flare left at the emitter, which fades faster than the
# beam so the hull does not keep glowing after the shot is over.
var muzzle: float = MUZZLE_RADIUS * (1.0 - progress)
if muzzle > 1.0:
NeonDraw.draw_glowing_circle(self, from, muzzle, CORE_COLOR,
alpha * (1.0 - progress))