#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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@ -95,7 +95,6 @@ const KEY_PIVOT_CW: int = KEY_E
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const KEY_PIVOT_CCW: int = KEY_Q
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const WHEEL_ZOOM_STEP: float = 1.12
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@onready var keyboard_hint: Label = get_node_or_null("UI/KeyboardHintLabel")
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var keys_down: Dictionary = {}
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var keyboard_seen: bool = false
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@ -105,8 +104,6 @@ var keyboard_steering: bool = false
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func _ready() -> void:
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if joystick != null:
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joystick.direction_changed.connect(_on_joystick_direction)
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if keyboard_hint != null:
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keyboard_hint.visible = false
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func _held_pivot_direction() -> float:
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@ -150,8 +147,6 @@ func _note_keyboard() -> void:
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if keyboard_seen:
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return
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keyboard_seen = true
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if keyboard_hint != null:
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keyboard_hint.visible = true
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# The stick is only taken away where there is no touchscreen to work it
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# with. A touch device that also has a keyboard keeps both, and a device
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# wrongly reported as non-touch still shows the stick until the player
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