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>
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16 changed files with 809 additions and 209 deletions
107
vfx/GasBombEffect.gd
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107
vfx/GasBombEffect.gd
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class_name GasBombEffect
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extends Node2D
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# The gas bomb itself: the flight, the blast and the picture of both, with
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# nothing in it about who threw it.
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#
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# Lifted out of GasBombController for the same reason LaserBeamEffect was
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# lifted out of LaserController - the shot was something only the FLEET could
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# do, and a garrisoned bomber needs the same shot from a different trigger
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# and a different magazine. Added to the tree root, self-animating,
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# self-freeing, and it outlives the vessel that threw it.
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signal struck(hit_count: int)
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const BOMB_COLOR := Color(0.96, 0.22, 0.72)
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const AOE_RADIUS := 180.0
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const PROJECTILE_SPEED := 720.0
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const EXPLOSION_DURATION := 0.8
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var target: Vector2 = Vector2.ZERO
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var damage: int = 3
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var trail: PackedVector2Array = PackedVector2Array()
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var exploded: bool = false
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var explosion_time: float = 0.0
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var hit_count: int = 0
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static func launch(world: Node, origin: Vector2, at: Vector2,
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blast_damage: int = 3) -> GasBombEffect:
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var effect := GasBombEffect.new()
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effect.position = origin
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effect.target = at
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effect.damage = blast_damage
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effect.trail = PackedVector2Array([origin])
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world.add_child(effect)
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return effect
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func in_flight() -> bool:
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return not exploded
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func _process(delta: float) -> void:
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if not exploded:
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_advance_flight(delta)
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queue_redraw()
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return
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explosion_time = maxf(explosion_time - delta, 0.0)
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queue_redraw()
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if explosion_time <= 0.0:
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queue_free()
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func _advance_flight(delta: float) -> void:
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var distance: float = position.distance_to(target)
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if distance <= PROJECTILE_SPEED * delta:
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position = target
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_explode()
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return
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position = position.move_toward(target, PROJECTILE_SPEED * delta)
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trail.append(position)
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while trail.size() > 12:
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trail.remove_at(0)
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func _explode() -> void:
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exploded = true
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explosion_time = EXPLOSION_DURATION
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hit_count = 0
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# Asteroids too - a blast that clears everything around it but leaves the
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# rocks untouched would need explaining, and they take damage the same way.
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for enemy in get_tree().get_nodes_in_group("enemies") \
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+ get_tree().get_nodes_in_group("asteroids"):
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if is_instance_valid(enemy) and enemy is Node2D \
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and enemy.global_position.distance_to(target) <= AOE_RADIUS:
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enemy.take_damage(damage)
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hit_count += 1
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struck.emit(hit_count)
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func _draw() -> void:
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# Drawn in this node's own space while it flies (it moves), and around the
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# blast point once it lands (it does not).
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if not exploded:
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if trail.size() >= 2:
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for i in range(1, trail.size()):
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var alpha: float = float(i) / trail.size()
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draw_line(trail[i - 1] - position, trail[i] - position,
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Color(BOMB_COLOR, alpha * 0.65), 4.0 + alpha * 4.0, true)
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draw_circle(Vector2.ZERO, 12.0, Color(BOMB_COLOR, 0.35))
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NeonDraw.draw_glowing_circle(self, Vector2.ZERO, 7.0, BOMB_COLOR, 1.0)
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return
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var progress: float = 1.0 - explosion_time / EXPLOSION_DURATION
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var radius: float = lerpf(24.0, AOE_RADIUS, minf(progress * 1.5, 1.0))
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draw_circle(Vector2.ZERO, radius, Color(BOMB_COLOR, (1.0 - progress) * 0.16))
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draw_ring(Vector2.ZERO, radius, BOMB_COLOR, 1.0 - progress)
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for i in range(7):
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var angle: float = TAU * float(i) / 7.0 + progress
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var cloud_at: Vector2 = Vector2(cos(angle), sin(angle)) * radius * 0.55
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draw_circle(cloud_at, 18.0 + 14.0 * progress,
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Color(BOMB_COLOR, (1.0 - progress) * 0.22))
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func draw_ring(center: Vector2, radius: float, color: Color, alpha: float) -> void:
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draw_arc(center, radius, 0.0, TAU, 64, Color(color, 0.16 * alpha), 16.0, true)
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draw_arc(center, radius, 0.0, TAU, 64, Color(color, 0.5 * alpha), 6.0, true)
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draw_arc(center, radius, 0.0, TAU, 64, Color(1.0, 0.86, 0.96, 0.9 * alpha), 2.0, true)
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139
vfx/LaserBeamEffect.gd
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139
vfx/LaserBeamEffect.gd
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class_name LaserBeamEffect
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extends Node2D
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# The laser shot itself: the strike and the picture of it, with nothing in it
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# about who fired or why.
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#
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# This used to live inside LaserController, which meant the beam was a thing
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# only the FLEET could do - the player's laser button, the fleet's hold, the
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# fleet's aim. Garrisoned vessels (#103 follow-up) need the same shot with a
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# different trigger and a different magazine, so the effect moved out here.
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# Same shape as EnemyBigLaserBeam and ArtilleryShell on the enemy side: added
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# to the tree root, self-animating, self-freeing, and it outlives the vessel
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# that fired it.
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#
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# The damage below is dealt at the INSTANT of the shot, in full, along the
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# whole beam. The extension in _draw is the picture of that, not a travelling
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# projectile - a beam that had to arrive would be a change to how the weapon
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# plays.
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signal struck(hit_count: int)
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const BEAM_COLOR := Color(0.3, 0.9, 1.0)
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const BEAM_HALF_WIDTH := 38.0
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# The DRAWN beam is scaled from the hit width rather than tuned separately.
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# The two were independent numbers and had drifted apart: the beam struck
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# anything within 22 units of the line while its outer glow spanned about 11,
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# so it killed things it visibly missed. NeonDraw's widest layer is 18px at
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# scale 1, so this makes the glow span exactly what the beam hits.
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const BEAM_WIDTH_SCALE := BEAM_HALF_WIDTH * 2.0 / 18.0
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# #90: the beam was one flat line that blinked on at full length and faded.
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# It now IGNITES - it runs out of the ship over the first slice of its life,
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# holds white-hot, and falls away.
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const FLASH_DURATION := 0.34
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const IGNITE_FRACTION := 0.3
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# The white-hot rod down the middle of the coloured glow. Drawn INSIDE the
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# beam's own width, never wider: the drawn beam is deliberately the same span
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# as the hit test, and a halo painted past that would put the "it visibly
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# missed" complaint back the other way round.
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const CORE_SCALE := 0.42
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const CORE_COLOR := Color(0.85, 0.99, 1.0)
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const TIP_RADIUS := BEAM_HALF_WIDTH * 0.55
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const MUZZLE_RADIUS := BEAM_HALF_WIDTH * 0.8
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# By path, not by class name - see the note at the top of MuzzleSparkVFX.
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const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
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var from: Vector2 = Vector2.ZERO
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var to: Vector2 = Vector2.ZERO
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var time: float = FLASH_DURATION
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# Per beam, so two lasers firing together do not flicker in lockstep.
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var phase: float = 0.0
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var hit_count: int = 0
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static func fire(world: Node, origin: Vector2, direction: Vector2,
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beam_range: float, damage: int) -> LaserBeamEffect:
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var effect := LaserBeamEffect.new()
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var heading: Vector2 = direction.normalized() if direction.length() > 0.001 else Vector2.UP
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effect.from = origin
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effect.to = origin + heading * beam_range
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effect.phase = randf() * TAU
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world.add_child(effect)
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effect._strike(heading, damage)
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# #90: something happens at the hull, not just out in space. The ordinary
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# gun already does this (#87); the laser fired in complete silence at its
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# own end, which is most of why a shot read as a line appearing rather
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# than as a vessel firing.
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MUZZLE_SPARK.spawn(world, origin, heading, BEAM_COLOR)
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return effect
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func _strike(direction: Vector2, damage: int) -> void:
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hit_count = 0
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var range_along: float = from.distance_to(to)
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# Asteroids share the enemies' take_damage() contract, so the beam sweeps
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# both groups in one pass. Shooting a path clear through a field is a
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# perfectly good use of a laser, and the ore it leaves behind is the point.
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for enemy in get_tree().get_nodes_in_group("enemies") \
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+ get_tree().get_nodes_in_group("asteroids"):
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if not is_instance_valid(enemy) or not (enemy is Node2D):
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continue
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var to_enemy: Vector2 = enemy.global_position - from
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var along: float = to_enemy.dot(direction)
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if along < 0.0 or along > range_along:
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continue
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var perpendicular: float = (to_enemy - direction * along).length()
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if perpendicular <= BEAM_HALF_WIDTH:
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enemy.take_damage(damage)
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hit_count += 1
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struck.emit(hit_count)
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queue_redraw()
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func _process(delta: float) -> void:
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time = maxf(time - delta, 0.0)
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queue_redraw()
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if time <= 0.0:
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queue_free()
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# How far along its length the beam is currently drawn. Cubic ease-out, so it
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# leaves the ship fast and settles into full reach rather than crawling.
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# Public because it is the whole of #90's "it comes out of the ship".
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func extension() -> float:
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var progress: float = 1.0 - time / FLASH_DURATION
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var out: float = clampf(progress / IGNITE_FRACTION, 0.0, 1.0)
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return 1.0 - pow(1.0 - out, 3.0)
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func tip() -> Vector2:
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return from.lerp(to, extension())
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func _draw() -> void:
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var progress: float = 1.0 - time / FLASH_DURATION
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# Full brightness while it extends, then away. Squared so it holds its
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# light and drops at the end, instead of dimming from the first frame the
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# way a plain linear fade did.
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var decay: float = clampf((progress - IGNITE_FRACTION) / (1.0 - IGNITE_FRACTION), 0.0, 1.0)
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var alpha: float = 1.0 - decay * decay
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# A live blade hums. Small enough to be texture rather than a blink.
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var flicker: float = 1.0 + 0.09 * sin(time * 70.0 + phase)
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var at: Vector2 = tip()
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NeonDraw.draw_glowing_line(self, from, at, BEAM_COLOR, alpha,
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BEAM_WIDTH_SCALE * flicker * (1.0 - decay * 0.45))
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# The white-hot rod, over the same span at a fraction of the width. This
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# is where the extra light comes from: brighter through the middle, not
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# broader across.
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NeonDraw.draw_glowing_line(self, from, at, CORE_COLOR, alpha,
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BEAM_WIDTH_SCALE * CORE_SCALE * flicker)
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# The leading cap, brightest while the blade is still running out.
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var cap: float = TIP_RADIUS * (0.7 + 0.3 * (1.0 - decay)) * flicker
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NeonDraw.draw_glowing_circle(self, at, cap, CORE_COLOR, alpha)
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# And the flare left at the emitter, which fades faster than the beam so
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# the hull does not keep glowing after the shot is over.
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var muzzle: float = MUZZLE_RADIUS * (1.0 - progress)
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if muzzle > 1.0:
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NeonDraw.draw_glowing_circle(self, from, muzzle, CORE_COLOR,
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alpha * (1.0 - progress))
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