Resolve pending gameplay tickets
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28 changed files with 618 additions and 188 deletions
66
controllers/DashController.gd
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66
controllers/DashController.gd
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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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