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:
parent
bbb1d4b0c5
commit
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18 changed files with 858 additions and 64 deletions
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@ -22,6 +22,12 @@ extends Node2D
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@onready var pivot_cw_button: IconButton = get_node_or_null("UI/PivotCWButton")
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@onready var pivot_ccw_button: IconButton = get_node_or_null("UI/PivotCCWButton")
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@onready var gas_bomb_controller: GasBombController = get_node_or_null("GasBombController")
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# Untyped on purpose: LaserController resolves fine as a static type when a
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# script IS the -s entry point, but the same class_name reference fails to
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# parse ("Could not find type") when the script holding it is only reached
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# indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd
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# preview - for a class_name this new. Node + duck-typed calls sidesteps it.
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@onready var laser_controller: Node = get_node_or_null("LaserController")
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var touches: Dictionary = {}
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var pinch_active: bool = false
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@ -255,6 +261,8 @@ func _handle_touch(event: InputEventScreenTouch) -> void:
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# else on screen.
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if gas_bomb_controller != null and gas_bomb_controller.handle_touch(event):
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return
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if laser_controller != null and laser_controller.handle_touch(event):
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return
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if _handle_pivot_touch(event):
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return
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if joystick != null and joystick.visible and joystick.handle_touch(event):
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@ -277,6 +285,8 @@ func _handle_touch(event: InputEventScreenTouch) -> void:
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func _handle_drag(event: InputEventScreenDrag) -> void:
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if gas_bomb_controller != null and gas_bomb_controller.handle_drag(event):
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return
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if laser_controller != null and laser_controller.handle_drag(event):
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return
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if joystick != null and joystick.visible and joystick.handle_drag(event):
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return
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if not touches.has(event.index):
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