Refactor recent gameplay systems after code review

This commit is contained in:
Loïc Wisniewski 2026-08-16 21:38:07 +02:00
commit d68f4d4f88
57 changed files with 530 additions and 572 deletions

View file

@ -1,29 +1,16 @@
class_name VesselLaserComponent
extends Node2D
# Same shape as VesselGasBomberComponent (per-ship cooldown, ready/cooling
# hull fill) - #58's own note: two laser vessels must give two shots, so
# this lives on the SHIP, not the fleet-wide LaserController.
#
# Unlike the gas bomber, damage/beam_range/cooldown are resolved from the
# vessel's own base_stats/upgrades (apply_stats(), the same pattern
# VesselWeaponComponent uses) rather than hardcoded in the controller, so
# ship-lab upgrades actually reach them.
extends "res://VesselCooldownFillComponent.gd"
var capability_id := "laser"
var damage: int = 2
var beam_range: float = 950.0
var cooldown_duration: float = 4.0
var cooldown_left: float = 0.0
const READY_COLOR := Color(0.3, 0.9, 1.0)
const COOLING_COLOR := Color(0.08, 0.28, 0.34)
func setup() -> void:
# Keep the ship's normal neon outline above the charge fill.
show_behind_parent = true
queue_redraw()
func _init() -> void:
cooldown_duration = 4.0
func apply_stats() -> void:
@ -35,66 +22,9 @@ func apply_stats() -> void:
queue_redraw()
func is_ready() -> bool:
return cooldown_left <= 0.0
func consume_shot() -> bool:
if not is_ready():
return false
cooldown_left = maxf(cooldown_duration, 0.001)
queue_redraw()
return true
return _begin_cooldown(cooldown_duration)
func tick(delta: float) -> void:
if cooldown_left <= 0.0:
return
cooldown_left = maxf(cooldown_left - delta, 0.0)
queue_redraw()
func cooldown_progress() -> float:
return 1.0 - cooldown_left / maxf(cooldown_duration, 0.001)
func _filled_hull(points: PackedVector2Array, progress: float) -> PackedVector2Array:
if points.size() < 3 or progress <= 0.001:
return PackedVector2Array()
if progress >= 0.999:
return points.duplicate()
var top := INF
var bottom := -INF
for point in points:
top = minf(top, point.y)
bottom = maxf(bottom, point.y)
var fill_y: float = lerpf(bottom, top, clampf(progress, 0.0, 1.0))
var clipped := PackedVector2Array()
var previous: Vector2 = points[-1]
var previous_inside := previous.y >= fill_y
for current in points:
var current_inside := current.y >= fill_y
if current_inside != previous_inside:
var amount: float = (fill_y - previous.y) / (current.y - previous.y)
clipped.append(previous.lerp(current, amount))
if current_inside:
clipped.append(current)
previous = current
previous_inside = current_inside
return clipped
func _draw() -> void:
var parent_ship: Node = get_parent()
if parent_ship == null or parent_ship.definition == null:
return
var core: Color = parent_ship.core_color if parent_ship != null else Color.WHITE
var hull: PackedVector2Array = parent_ship.definition.hull_points
if is_ready():
draw_colored_polygon(hull, Color(READY_COLOR, 0.42))
NeonDraw.draw_glowing_polygon(self, hull, READY_COLOR, 0.75, core, 0.75)
return
draw_colored_polygon(hull, Color(COOLING_COLOR, 0.58))
var filled := _filled_hull(hull, cooldown_progress())
if filled.size() >= 3:
draw_colored_polygon(filled, Color(READY_COLOR, 0.68))
func _ready_color() -> Color: return READY_COLOR
func _cooling_color() -> Color: return COOLING_COLOR