Add laser ship vessel and its skill shot (#58)

A manually aimed instant beam, modelled on the gas bomber's press-drag-
release aiming (GasBombController/VesselGasBomberComponent) but firing
the moment the touch releases - no projectile travel time. Damage,
beam_range and cooldown are resolved per ship from base_stats/upgrades
(VesselLaserComponent.apply_stats(), the same pattern
VesselWeaponComponent uses) rather than hardcoded in the controller, so
the new damage/range/cooldown ship-lab upgrades actually reach them.
Cooldown lives on the component (per ship), not the controller (per
fleet) - two laser ships give two shots, the exact bug already fixed
for bombers in eb79efd.

LaserController.gd is reused unmodified by both Main.tscn and
PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton
paths, matching GasBombController), so it works identically in space
and on a landed surface. Wired into GameController's touch/drag
first-refusal chain alongside the bomb controller.

The crafter, hangar and ship-lab menus were already generic over
VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes
are hand-placed, not the logic - so this repacks those rows to
5/5/6 columns and extends BuildController's onready arrays. No new
signal handlers were needed. Also fixes test_vessel_composition.gd's
hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth
fleet-eligible vessel.

Note for later tickets: a brand-new class_name script (LaserController)
resolves fine as a static type when its own file is the godot -s entry
point, but the identical type hint fails to parse ("Could not find
type") when the script holding it is only reached indirectly - e.g.
Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped
Node + duck-typed calls sidesteps it; GameController.gd's
laser_controller field documents this in place.
This commit is contained in:
Loïc Wisniewski 2026-08-16 17:29:53 +02:00
commit ed46cd77e6
18 changed files with 858 additions and 64 deletions

View file

@ -31,13 +31,13 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
@onready var lab_vessel_buttons: Array = [
get_node("../UI/LabMenu/VesselA"), get_node("../UI/LabMenu/VesselB"),
get_node("../UI/LabMenu/VesselC"), get_node("../UI/LabMenu/VesselD"),
get_node("../UI/LabMenu/VesselE"),
get_node("../UI/LabMenu/VesselE"), get_node("../UI/LabMenu/VesselF"),
]
@onready var lab_vessel_label: Label = get_node("../UI/LabMenu/VesselLabel")
@onready var lab_vessel_labels: Array = [
get_node("../UI/LabMenu/VesselALabel"), get_node("../UI/LabMenu/VesselBLabel"),
get_node("../UI/LabMenu/VesselCLabel"), get_node("../UI/LabMenu/VesselDLabel"),
get_node("../UI/LabMenu/VesselELabel"),
get_node("../UI/LabMenu/VesselELabel"), get_node("../UI/LabMenu/VesselFLabel"),
]
@onready var lab_detail: Label = get_node("../UI/LabMenu/DetailLabel")
@onready var lab_status: Label = get_node("../UI/LabMenu/StatusLabel")
@ -66,24 +66,28 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
get_node("../UI/HangarMenu/AvailableShield"),
get_node("../UI/HangarMenu/AvailableGasBomber"),
get_node("../UI/HangarMenu/AvailableCarrier"),
get_node("../UI/HangarMenu/AvailableLaser"),
]
@onready var hangar_available_labels: Array = [
get_node("../UI/HangarMenu/AvailableInterceptorLabel"),
get_node("../UI/HangarMenu/AvailableShieldLabel"),
get_node("../UI/HangarMenu/AvailableGasBomberLabel"),
get_node("../UI/HangarMenu/AvailableCarrierLabel"),
get_node("../UI/HangarMenu/AvailableLaserLabel"),
]
@onready var hangar_fleet_slots: Array = [
get_node("../UI/HangarMenu/FleetInterceptor"),
get_node("../UI/HangarMenu/FleetShield"),
get_node("../UI/HangarMenu/FleetGasBomber"),
get_node("../UI/HangarMenu/FleetCarrier"),
get_node("../UI/HangarMenu/FleetLaser"),
]
@onready var hangar_fleet_labels: Array = [
get_node("../UI/HangarMenu/FleetInterceptorLabel"),
get_node("../UI/HangarMenu/FleetShieldLabel"),
get_node("../UI/HangarMenu/FleetGasBomberLabel"),
get_node("../UI/HangarMenu/FleetCarrierLabel"),
get_node("../UI/HangarMenu/FleetLaserLabel"),
]
var build_menu_entries: Array = []
@ -111,11 +115,15 @@ var lab_building_id: int = 0
@onready var craft_gas_bomber_label: Label = get_node("../UI/CraftMenu/GasBomberLabel")
@onready var craft_carrier_button: IconButton = get_node("../UI/CraftMenu/CarrierButton")
@onready var craft_carrier_label: Label = get_node("../UI/CraftMenu/CarrierLabel")
@onready var craft_laser_button: IconButton = get_node("../UI/CraftMenu/LaserButton")
@onready var craft_laser_label: Label = get_node("../UI/CraftMenu/LaserLabel")
@onready var craft_vessel_buttons: Array = [
craft_interceptor_button, craft_shield_button, craft_gas_bomber_button, craft_carrier_button,
craft_laser_button,
]
@onready var craft_vessel_labels: Array = [
craft_interceptor_label, craft_shield_label, craft_gas_bomber_label, craft_carrier_label,
craft_laser_label,
]
# --- the transfer panel (#24) ---------------------------------------------