#80 - desktop combat. The mouse aims, the left button fires, and the number keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin sticks are built for thumbs; on a desktop they mean dragging a virtual stick with a pointer that could simply BE the crosshair. The pointer path hands its heading to FireStickController rather than driving weapons itself, so exactly one thing in the scene aims a gun, and a held stick wins - a finger on it is a deliberate act, a mouse resting somewhere is not. Abilities gained fire_at(), which aims and fires in one call instead of pretending to be a press-drag-release touch. It is gated on the absence of a touchscreen, because Godot emulates a mouse button from every touch and without that a tap on a phone would fire the guns. The gate has an explicit override, and not for tidiness: headless reports a touchscreen, so with the automatic answer alone the aiming could never be exercised by a test and the only covered behaviour would be the guard. #81 - the bottom-left control hint is gone, from both scenes and from GameController. #82 - a chaser is destroyed by the impact when it reaches a vessel. It used to pass through the wreck untouched and line up another pass, which made a ramming enemy strictly better than any other. Data-driven per enemy (dies_on_contact), because a sniper that happens to drift into a ship has not spent itself doing it - and routed through take_damage, so it dies exactly as it dies to gunfire. The enemy is told about the impact BEFORE the ship resolves its own damage, since resolving it can free the ship. #83 - the research tree's buy button is gone; tapping a node twice buys it. Deliberately "the same node twice" rather than a timed double-tap: no window to miss on a slow phone, no accidental purchase while browsing, and the first tap always does something visible, so the second is never a blind commitment. The status line now says "Tap again to research" - with the button gone it is the only thing distinguishing an affordable node from an unaffordable one. test_enemy_collision asserted the exact behaviour #82 reversed, and now checks the ram costs both. Suite 117/117. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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19 changed files with 677 additions and 62 deletions
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@ -161,7 +161,6 @@ var lab_building_id: int = 0
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@onready var skill_detail: Label = get_node("../UI/SkillMenu/DetailLabel")
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@onready var skill_cost: NeonNumber = get_node("../UI/SkillMenu/CostNumber")
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@onready var skill_status: Label = get_node("../UI/SkillMenu/StatusLabel")
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@onready var skill_unlock_button: IconButton = get_node("../UI/SkillMenu/UnlockButton")
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@onready var skill_close_button: IconButton = get_node("../UI/SkillMenu/CloseButton")
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@onready var formation_menu: Control = get_node("../UI/FormationMenu")
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@ -286,8 +285,8 @@ func _ready() -> void:
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formation_editor.formation_changed.connect(_on_formation_changed)
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skill_close_button.pressed.connect(func(): skill_menu.visible = false)
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skill_unlock_button.pressed.connect(_on_unlock_pressed)
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skill_tree.node_picked.connect(_on_skill_node_picked)
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skill_tree.node_confirmed.connect(_on_skill_node_confirmed)
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build_menu.visible = false
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info_popup.visible = false
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@ -803,6 +802,13 @@ func _try_place(type: String, cost: int) -> void:
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# --- research (the mothership's skill tree) --------------------------------
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# A second tap on the node already selected buys it (#83). Routed into the
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# same handler the buy button used, so the affordability re-check and the
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# failure message it does are not duplicated here.
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func _on_skill_node_confirmed(_id: String) -> void:
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_on_unlock_pressed()
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func _on_skill_node_picked(id: String) -> void:
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_refresh_skill_menu(id)
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@ -817,7 +823,6 @@ func _refresh_skill_menu(id: String = "") -> void:
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skill_cost.amount = 0
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skill_status.text = "Fleet capacity %d · Research points %d" \
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% [GameState.max_fleet_size(), GameState.research_points]
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skill_unlock_button.visible = false
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return
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var node: Dictionary = GameState.skill_node(id)
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@ -831,25 +836,23 @@ func _refresh_skill_menu(id: String = "") -> void:
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if GameState.is_unlocked(id):
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skill_status.text = "Researched"
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skill_unlock_button.visible = false
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elif not GameState.prerequisite_met(id):
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skill_status.text = "Needs %s first" % GameState.skill_node(node.requires).name
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skill_unlock_button.visible = false
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elif not GameState.can_afford(int(node.cost)):
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# available_ore(), not the bank alone: research is paid for the same
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# pooled way as everything else, so quoting the bank here would tell
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# the player they cannot afford something they can.
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skill_status.text = "Not enough rocks - you have %d" % GameState.available_ore()
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skill_unlock_button.visible = false
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elif GameState.research_points < points_needed:
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# #63: a distinct reason from the ore one above - conflating them
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# would leave the player trying to fix the wrong shortage.
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skill_status.text = "Not enough research points - you have %d, need %d" \
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% [GameState.research_points, points_needed]
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skill_unlock_button.visible = false
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else:
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skill_status.text = ""
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skill_unlock_button.visible = true
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# The button that used to appear here was the only thing saying "this
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# is buyable". With it gone the line has to say so itself, or an
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# affordable node and an unaffordable one look identical.
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skill_status.text = "Tap again to research"
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func _on_unlock_pressed() -> void:
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