Resolve pending gameplay tickets

This commit is contained in:
Loïc Wisniewski 2026-09-02 13:43:56 +02:00
commit c2ebbfaa2d
28 changed files with 618 additions and 188 deletions

View file

@ -1,9 +1,25 @@
class_name VesselDistorderComponent
extends Node
extends "res://vessels/VesselCooldownFillComponent.gd"
# Pure presence marker (#59) - no per-shot behaviour, no tick(). Its only
# job is to make Ship.has_capability("distorder") true, which is what
# SpeedFader.gd/Fleet.gd key off to reveal and apply the speed boost.
# Energy drain while boosted is a later ticket (#62).
# The presence marker used by the speed fader, plus the Energy Propulser's
# independently recharging dash (#179). Keeping both on one component means
# a vessel is the source of both propulsion capabilities and carries its own
# cooldown just like gas bombers and laser vessels do.
var capability_id := "distorder"
const DASH_COOLDOWN: float = 5.0
const READY_COLOR := Color(0.85, 0.95, 0.15)
const COOLING_COLOR := Color(0.28, 0.31, 0.08)
func _init() -> void:
cooldown_duration = DASH_COOLDOWN
func consume_dash() -> bool:
return _begin_cooldown(DASH_COOLDOWN)
func _ready_color() -> Color: return READY_COLOR
func _cooling_color() -> Color: return COOLING_COLOR