Resolve pending gameplay tickets
This commit is contained in:
parent
ec20778215
commit
c2ebbfaa2d
28 changed files with 618 additions and 188 deletions
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@ -383,7 +383,7 @@ func _show_building_info(type: String) -> void:
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GameState.resource_name(planet.resource_type), planet.planet_name])
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elif can_build and definition.unique and GameState.has_building_of_type(type):
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lines.append("WARNING: only one may exist - this destroys your current one.")
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if can_build and not GameState.can_afford_resources(costs):
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if can_build and not GameState.can_afford_resources(costs, fleet.get_centroid()):
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can_build = false
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pending_build_type = type if can_build else ""
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build_menu.show_info(definition.display_name, "\n\n".join(lines), costs, can_build)
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@ -416,7 +416,7 @@ func _confirm_build() -> void:
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if String(planet.resource_type) == "":
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build_menu.set_status("%s has nothing to extract" % planet.planet_name)
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return
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if not GameState.spend_resources(GameState.building_costs(type)):
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if not GameState.spend_resources(GameState.building_costs(type), fleet.get_centroid()):
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build_menu.set_status(_cannot_afford(type))
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return
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GameState.add_extractor(planet.planet_name, planet.position,
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@ -424,7 +424,7 @@ func _confirm_build() -> void:
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build_menu.close_menu()
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return
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if definition.unique and GameState.has_building_of_type(type):
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if not GameState.can_afford_resources(GameState.building_costs(type)):
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if not GameState.can_afford_resources(GameState.building_costs(type), fleet.get_centroid()):
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build_menu.set_status(_cannot_afford(type))
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return
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GameState.remove_buildings_of_type(type)
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@ -437,14 +437,14 @@ func _cannot_afford(type: String) -> String:
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for resource_type in GameState.building_costs(type):
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var id: String = String(resource_type)
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var want: int = int(GameState.building_costs(type)[resource_type])
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var have: int = GameState.available_resource(id)
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var have: int = GameState.available_resource_at(id, fleet.get_centroid())
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if have < want:
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missing.append("%s (need %d, have %d)" % [GameState.resource_name(id), want, have])
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return "" if missing.is_empty() else "Not enough %s" % " and ".join(missing)
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func _try_place(type: String) -> void:
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if not GameState.spend_resources(GameState.building_costs(type)):
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if not GameState.spend_resources(GameState.building_costs(type), fleet.get_centroid()):
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build_menu.set_status(_cannot_afford(type))
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return
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building_field.place(type, fleet.get_centroid())
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@ -452,7 +452,12 @@ func _try_place(type: String) -> void:
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func _on_unlock_requested(id: String) -> void:
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if not GameState.unlock(id):
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var research_building: Dictionary = GameState.find_building(skill_menu.building_id)
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if research_building.is_empty():
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skill_menu.set_status("The research building is no longer available")
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return
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var payment_position: Variant = research_building.get("position", null)
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if not GameState.unlock(id, payment_position):
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skill_menu.refresh(id)
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return
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if int(GameState.skill_node(id).get("fleet_bonus", 0)) > 0:
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66
controllers/DashController.gd
Normal file
66
controllers/DashController.gd
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@ -0,0 +1,66 @@
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class_name DashController
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extends "res://controllers/AimedFleetAbilityController.gd"
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# Energy Propulser active ability (#179): hold, aim a direction, release, and
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# the complete fleet surges along that heading. Cooldown belongs to the
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# particular Propulser selected by the shared ability controller, so adding a
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# second hull adds a second independently recharging dash.
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const DASH_COLOR := Color(0.85, 0.95, 0.15)
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const DASH_DISTANCE: float = 520.0
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const ENERGY_PER_DASH: int = 15
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const TRAIL_SECONDS: float = 0.45
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var trail_from: Vector2 = Vector2.ZERO
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var trail_time: float = 0.0
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func _button_path() -> NodePath: return "../UI/DashButton"
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func _status_path() -> NodePath: return "../UI/DashStatus"
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func _component_id() -> String: return "distorder"
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func _ammo_resource() -> String: return GameState.RESOURCE_ENERGY
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func _ammo_cost() -> int: return ENERGY_PER_DASH
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func _aim_padding() -> float: return 36.0
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func _aim_max_range() -> float: return DASH_DISTANCE
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func _has_effect_visuals() -> bool: return trail_time > 0.0 or fleet.is_dashing()
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func _calculate_aim_target(drag: Vector2, origin: Vector2) -> Vector2:
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var direction: Vector2 = drag.normalized() if drag.length() > 0.001 else Vector2.UP
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return origin + direction * DASH_DISTANCE
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func _consume_shot(component: Node) -> bool:
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return component.consume_dash()
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func _perform_shot(_ship: Node2D, _component: Node) -> void:
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var direction: Vector2 = aim_target - _aim_origin()
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if direction.length() < 0.001:
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return
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trail_from = fleet.get_centroid()
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trail_time = TRAIL_SECONDS
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fleet.dash(direction, DASH_DISTANCE)
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func _advance_effects(delta: float) -> void:
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trail_time = maxf(trail_time - delta, 0.0)
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func _draw() -> void:
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if aiming:
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var origin: Vector2 = _aim_origin()
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NeonDraw.draw_glowing_line(self, origin, aim_target, DASH_COLOR, 0.65, 0.65)
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var direction: Vector2 = (aim_target - origin).normalized()
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var side: Vector2 = direction.orthogonal() * 18.0
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NeonDraw.draw_glowing_path(self, PackedVector2Array([
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aim_target - direction * 38.0 + side, aim_target,
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aim_target - direction * 38.0 - side,
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]), DASH_COLOR, 0.9, 0.55)
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if trail_time > 0.0:
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var alpha: float = trail_time / TRAIL_SECONDS
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var now: Vector2 = fleet.get_centroid()
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for offset in [-20.0, 0.0, 20.0]:
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var across: Vector2 = (now - trail_from).normalized().orthogonal() * offset
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NeonDraw.draw_glowing_line(self, trail_from + across, now + across,
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DASH_COLOR, alpha * 0.6, 0.35)
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1
controllers/DashController.gd.uid
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1
controllers/DashController.gd.uid
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@ -0,0 +1 @@
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uid://bk38ws0glrkyk
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@ -31,6 +31,7 @@ extends Node2D
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# indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd
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# preview - for a class_name this new. Node + duck-typed calls sidesteps it.
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@onready var laser_controller: Node = get_node_or_null("LaserController")
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@onready var dash_controller: Node = get_node_or_null("DashController")
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@onready var speed_fader: Node = get_node_or_null("UI/SpeedFader")
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var touches: Dictionary = {}
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@ -367,6 +368,8 @@ func _handle_touch(event: InputEventScreenTouch) -> void:
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return
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if laser_controller != null and laser_controller.handle_touch(event):
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return
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if dash_controller != null and dash_controller.handle_touch(event):
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return
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if speed_fader != null and speed_fader.handle_touch(event):
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return
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if _handle_pivot_touch(event):
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@ -399,6 +402,8 @@ func _handle_drag(event: InputEventScreenDrag) -> void:
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return
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if laser_controller != null and laser_controller.handle_drag(event):
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return
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if dash_controller != null and dash_controller.handle_drag(event):
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return
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if speed_fader != null and speed_fader.handle_drag(event):
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return
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if joystick != null and joystick.visible and joystick.handle_drag(event):
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@ -23,7 +23,7 @@ extends Node2D
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# A literal, not PackedStringArray(...): a constructor call is not a constant
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# expression, and the script fails to PARSE rather than to run - which shows up
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# as "nonexistent function" on a node that looks fine in the scene.
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const ABILITY_ORDER: PackedStringArray = ["GasBombController", "LaserController"]
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const ABILITY_ORDER: PackedStringArray = ["GasBombController", "LaserController", "DashController"]
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@onready var fleet: Node2D = get_node("../Fleet")
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@onready var camera: Camera2D = get_node("../Camera2D")
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