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
ed46cd77e6
18 changed files with 858 additions and 64 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=14 format=3]
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[gd_scene load_steps=15 format=3]
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[ext_resource type="Script" path="res://GameController.gd" id="1"]
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[ext_resource type="Script" path="res://LunarBackground.gd" id="2"]
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@ -9,6 +9,7 @@
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[ext_resource type="Script" path="res://TouchJoystick.gd" id="7"]
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[ext_resource type="Script" path="res://ResourceReadout.gd" id="9"]
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[ext_resource type="Script" path="res://GasBombController.gd" id="14"]
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[ext_resource type="Script" path="res://LaserController.gd" id="16"]
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[ext_resource type="Script" path="res://CaptureLabel.gd" id="15"]
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[sub_resource type="ShaderMaterial" id="1"]
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@ -45,6 +46,9 @@ ship_core_color = Color(0.02, 0.09, 0.15, 1)
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[node name="GasBombController" type="Node2D" parent="."]
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script = ExtResource("14")
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[node name="LaserController" type="Node2D" parent="."]
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script = ExtResource("16")
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[node name="Camera2D" type="Camera2D" parent="."]
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position = Vector2(0, 0)
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zoom = Vector2(1, 1)
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@ -153,6 +157,22 @@ script = ExtResource("7")
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glow_color = Color(0.06, 0.32, 0.5, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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[node name="LaserButton" type="Control" parent="UI"]
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visible = false
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mouse_filter = 2
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = -344
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offset_right = -196
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offset_top = -344
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offset_bottom = -196
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script = ExtResource("6")
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icon = 36
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glow_color = Color(0.3, 0.9, 1, 1)
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core_color = Color(0.02, 0.09, 0.15, 1)
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[node name="PivotCCWButton" type="Control" parent="UI"]
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mouse_filter = 2
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anchor_left = 1.0
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