Resolve pending gameplay tickets
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28 changed files with 618 additions and 188 deletions
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@ -1,9 +1,25 @@
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class_name VesselDistorderComponent
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extends Node
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extends "res://vessels/VesselCooldownFillComponent.gd"
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# Pure presence marker (#59) - no per-shot behaviour, no tick(). Its only
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# job is to make Ship.has_capability("distorder") true, which is what
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# SpeedFader.gd/Fleet.gd key off to reveal and apply the speed boost.
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# Energy drain while boosted is a later ticket (#62).
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# The presence marker used by the speed fader, plus the Energy Propulser's
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# independently recharging dash (#179). Keeping both on one component means
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# a vessel is the source of both propulsion capabilities and carries its own
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# cooldown just like gas bombers and laser vessels do.
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var capability_id := "distorder"
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const DASH_COOLDOWN: float = 5.0
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const READY_COLOR := Color(0.85, 0.95, 0.15)
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const COOLING_COLOR := Color(0.28, 0.31, 0.08)
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func _init() -> void:
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cooldown_duration = DASH_COOLDOWN
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func consume_dash() -> bool:
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return _begin_cooldown(DASH_COOLDOWN)
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func _ready_color() -> Color: return READY_COLOR
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func _cooling_color() -> Color: return COOLING_COLOR
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