Refactor recent gameplay systems after code review
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57 changed files with 530 additions and 572 deletions
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@ -35,12 +35,10 @@ func _process(_delta: float) -> void:
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if has_distorder != visible:
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visible = has_distorder
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if not has_distorder:
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# A fleet must never be left permanently boosted by a vessel it no
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# longer has - reset the instant the capability disappears, not just
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# hide the control on top of a stale multiplier.
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# Fleet owns persistent composition state. This outgoing UI node can
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# briefly observe an empty fleet during a scene swap, so it must only
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# clear its own interaction state here.
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active_touch_index = -1
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if GameState.fleet_speed_multiplier != 1.0:
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GameState.fleet_speed_multiplier = 1.0
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knob_t = 0.0
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return
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knob_t = (GameState.fleet_speed_multiplier - 1.0) \
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