#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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@ -27,10 +27,18 @@ const GUIDE_COLOR: Color = Color(1.0, 0.55, 0.38, 0.28)
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@onready var stick: Node = get_node_or_null("../UI/FireStick")
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var aim_direction: Vector2 = Vector2.ZERO
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# Set by MouseCombatController (#80) when a desktop player holds the left
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# button. Kept as a second input rather than a second aimer, so there is still
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# exactly one thing in the scene that points a gun.
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var external_direction: Vector2 = Vector2.ZERO
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func _process(_delta: float) -> void:
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var direction: Vector2 = stick.direction if stick != null else Vector2.ZERO
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if direction == Vector2.ZERO:
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# The stick wins when both are live: a finger on it is a deliberate
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# act, a mouse resting somewhere is not.
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direction = external_direction
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aim(direction)
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# The guide starts at the fleet, which is usually moving, so this redraws
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# while aiming rather than only when the heading changes. Once the stick is
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