Refactor recent gameplay systems after code review
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57 changed files with 530 additions and 572 deletions
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@ -1,195 +1,60 @@
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class_name LaserController
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extends Node2D
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# Same press-drag-release aiming plumbing as GasBombController, adapted for
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# an instant beam rather than a lobbed, timed projectile: there is no travel
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# time or explosion delay - the beam strikes the instant the shot fires, and
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# only a brief flash lingers for feedback. Damage/range/cooldown are read
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# straight off the firing ship's own VesselLaserComponent (already resolved
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# from vessel_stat/upgrades) rather than hardcoded here, unlike the bomber's
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# AOE_RADIUS/DAMAGE/COOLDOWN.
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#
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# Reused as-is by both Main.tscn and PlanetSurface.tscn (same relative
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# ../Fleet, ../Camera2D, ../UI/LaserButton paths as GasBombController), so
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# it works identically in space and on a landed surface with no branching.
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extends "res://AimedFleetAbilityController.gd"
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const BEAM_COLOR := Color(0.3, 0.9, 1.0)
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const TARGET_COLOR := Color(0.6, 0.95, 1.0)
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const BEAM_HALF_WIDTH := 22.0
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const DRAG_DEADZONE := 22.0
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const FLASH_DURATION := 0.22
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# #61: ammunition from the fleet hold, mirroring #60's gas bomber exactly.
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const ENERGY_PER_SHOT: int = 8
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@export var minimum_zoom: float = 0.4
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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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@onready var button: IconButton = get_node("../UI/LaserButton")
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@onready var status: Label = get_node("../UI/LaserStatus")
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var status_message_until: int = 0
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var aiming := false
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var aim_touch := -1
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var aim_start_screen := Vector2.ZERO
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var aim_screen := Vector2.ZERO
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var aim_target := Vector2.ZERO
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var saved_zoom := 1.0
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var restoring_zoom := false
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var beams: Array = []
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var last_hit_count := 0
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var last_hit_count: int = 0
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func _ready() -> void:
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button.visible = false
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status.text = ""
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queue_redraw()
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func _button_path() -> NodePath: return "../UI/LaserButton"
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func _status_path() -> NodePath: return "../UI/LaserStatus"
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func _component_id() -> String: return "laser"
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func _ammo_resource() -> String: return GameState.RESOURCE_ENERGY
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func _ammo_cost() -> int: return ENERGY_PER_SHOT
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func _aim_padding() -> float: return BEAM_HALF_WIDTH
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func _has_effect_visuals() -> bool: return not beams.is_empty()
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func _can_afford_shot() -> bool:
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return GameState.fleet_resource(GameState.RESOURCE_ENERGY) >= ENERGY_PER_SHOT
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func _aim_max_range() -> float:
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var ship: Node2D = _next_ready_ship()
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if ship == null:
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return 950.0
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var component: Node = ship.get_component(_component_id())
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return component.beam_range if component != null else 950.0
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func _say(message: String) -> void:
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status.text = message
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status_message_until = Time.get_ticks_msec() + 3000
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func _calculate_aim_target(drag: Vector2, origin: Vector2) -> Vector2:
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# A beam always reaches full range; dragging chooses its direction only.
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var direction: Vector2 = drag.normalized() if drag.length() > 0.001 else Vector2.UP
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return origin + direction * _aim_max_range()
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func _process(delta: float) -> void:
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var had_visuals := aiming or not beams.is_empty()
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button.visible = fleet.has_capability("laser")
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button.enabled = _next_ready_laser_ship() != null and _can_afford_shot()
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if not button.visible and aiming:
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_cancel_aim()
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if status.text != "" and Time.get_ticks_msec() >= status_message_until:
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status.text = ""
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func _consume_shot(component: Node) -> bool:
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return component.consume_shot()
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if restoring_zoom and not aiming:
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var z := move_toward(camera.zoom.x, saved_zoom, maxf(saved_zoom, 0.1) * delta * 5.0)
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camera.zoom = Vector2(z, z)
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if is_equal_approx(z, saved_zoom):
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restoring_zoom = false
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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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direction = direction.normalized() if direction.length() > 0.001 else Vector2.UP
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var beam_to: Vector2 = ship.global_position + direction * component.beam_range
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_strike(ship.global_position, beam_to, direction, int(component.damage))
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func _next_ready_laser_ship() -> Node2D:
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return _next_ready_ship()
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func _advance_effects(delta: float) -> void:
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for i in range(beams.size() - 1, -1, -1):
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var beam: Dictionary = beams[i]
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beam.time = maxf(float(beam.time) - delta, 0.0)
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if float(beam.time) <= 0.0:
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beams.remove_at(i)
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if aiming or not beams.is_empty() or had_visuals:
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queue_redraw()
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func can_begin_aim() -> bool:
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# Deliberately NOT button.enabled: an unaffordable shot still needs the
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# press to reach here so it can explain itself (#60's identical
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# reasoning on the gas bomber). A wholly unready fleet (no laser ship at
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# all) has nothing more useful to say than "greyed out".
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return button.visible and not button._blocked_by_modal() \
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and not aiming and _next_ready_laser_ship() != null
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func handle_touch(event: InputEventScreenTouch) -> bool:
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if event.pressed:
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if not can_begin_aim() or not Rect2(button.global_position, button.size).has_point(event.position):
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return false
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if not _can_afford_shot():
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_say("Need %d energy in the fleet hold to fire (have %d)" \
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% [ENERGY_PER_SHOT, GameState.fleet_resource(GameState.RESOURCE_ENERGY)])
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return true
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aiming = true
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aim_touch = event.index
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aim_start_screen = event.position
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aim_screen = event.position
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saved_zoom = camera.zoom.x
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restoring_zoom = false
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button.pressed_down = true
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button.queue_redraw()
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_update_aim()
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return true
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if event.index != aim_touch:
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return false
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var should_fire := aim_start_screen.distance_to(aim_screen) >= DRAG_DEADZONE
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if should_fire:
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_fire()
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else:
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_cancel_aim()
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return true
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func handle_drag(event: InputEventScreenDrag) -> bool:
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if not aiming or event.index != aim_touch:
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return false
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aim_screen = event.position
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_update_aim()
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return true
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func _aim_origin() -> Vector2:
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return fleet.get_centroid()
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func _aim_max_range() -> float:
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var ship: Node2D = _next_ready_laser_ship()
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if ship == null:
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return 950.0
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var component: Node = ship.get_component("laser")
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return component.beam_range if component != null else 950.0
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func _update_aim() -> void:
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# A beam always reaches its full range - only the DIRECTION is aimed,
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# unlike the bomb's drag-controlled distance.
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var drag := aim_screen - aim_start_screen
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var origin: Vector2 = _aim_origin()
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var direction: Vector2 = drag.normalized() if drag.length() > 0.001 else Vector2.UP
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aim_target = origin + direction * _aim_max_range()
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_update_aim_zoom(origin, aim_target)
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queue_redraw()
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func _update_aim_zoom(origin: Vector2, target: Vector2) -> void:
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var displacement := target - origin
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var half_screen := get_viewport_rect().size * 0.5 - Vector2(54.0, 54.0)
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var fit_x := saved_zoom if absf(displacement.x) < 1.0 else half_screen.x / (absf(displacement.x) + BEAM_HALF_WIDTH)
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var fit_y := saved_zoom if absf(displacement.y) < 1.0 else half_screen.y / (absf(displacement.y) + BEAM_HALF_WIDTH)
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var desired := clampf(minf(saved_zoom, minf(fit_x, fit_y)), minimum_zoom, saved_zoom)
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camera.zoom = Vector2(desired, desired)
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func _finish_aim() -> void:
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aiming = false
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aim_touch = -1
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button.pressed_down = false
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button.queue_redraw()
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restoring_zoom = true
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func _cancel_aim() -> void:
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_finish_aim()
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queue_redraw()
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func _fire() -> void:
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var shooter: Node2D = _next_ready_laser_ship()
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if shooter == null:
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_cancel_aim()
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return
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if not _can_afford_shot():
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_say("Need %d energy in the fleet hold to fire (have %d)" \
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% [ENERGY_PER_SHOT, GameState.fleet_resource(GameState.RESOURCE_ENERGY)])
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_cancel_aim()
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return
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var component: Node = shooter.get_component("laser")
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if not component.consume_shot():
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_cancel_aim()
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return
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GameState.withdraw_fleet_resource(GameState.RESOURCE_ENERGY, ENERGY_PER_SHOT)
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var direction: Vector2 = (aim_target - _aim_origin())
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direction = direction.normalized() if direction.length() > 0.001 else Vector2.UP
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var beam_to: Vector2 = shooter.global_position + direction * component.beam_range
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_strike(shooter.global_position, beam_to, direction, int(component.damage))
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_finish_aim()
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button.enabled = _next_ready_laser_ship() != null and _can_afford_shot()
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func _strike(from: Vector2, to: Vector2, direction: Vector2, damage: int) -> void:
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@ -209,20 +74,12 @@ func _strike(from: Vector2, to: Vector2, direction: Vector2, damage: int) -> voi
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last_hit_count += 1
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func _next_ready_laser_ship() -> Node2D:
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for ship in fleet.ships:
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if not is_instance_valid(ship):
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continue
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var component: Node = ship.get_component("laser")
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if component != null and component.is_ready():
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return ship
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return null
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func _draw() -> void:
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if aiming:
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NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target, TARGET_COLOR, 0.7, 0.6)
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NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target,
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TARGET_COLOR, 0.7, 0.6)
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for beam in beams:
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var progress: float = 1.0 - float(beam.time) / FLASH_DURATION
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var alpha: float = 1.0 - progress
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NeonDraw.draw_glowing_line(self, beam.from, beam.to, BEAM_COLOR, alpha, 1.2 - progress * 0.6)
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NeonDraw.draw_glowing_line(self, beam.from, beam.to,
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BEAM_COLOR, alpha, 1.2 - progress * 0.6)
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