Smooth boosted fleet travel

This commit is contained in:
Loïc Wisniewski 2026-09-04 20:01:56 +02:00
commit fd792e8b63
12 changed files with 90 additions and 8 deletions

View file

@ -113,11 +113,45 @@ func _process(delta: float) -> bool:
root.add_child(main)
fleet = main.get_node("Fleet")
fader = main.get_node("UI/SpeedFader")
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_DISTORDER]))
# A carrier supplies the hold the Propulser burns from. The previous
# one-Propulser fixture had zero cargo capacity, so its depletion check
# accidentally began with no energy regardless of what it deposited.
fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
GameState.VESSEL_CARRIER, GameState.VESSEL_DISTORDER]))
fader._process(0.0)
if not fader.visible:
return _fail_now("fader hidden with a distorder ship in the fleet")
if not bool(ProjectSettings.get_setting(
"physics/common/physics_interpolation", false)):
return _fail_now("physics interpolation is disabled for boosted flight")
if fleet.ships[0].physics_interpolation_mode \
!= Node.PHYSICS_INTERPOLATION_MODE_ON:
return _fail_now("the boosted vessel is not physics-interpolated")
if main.get_node("Camera2D").physics_interpolation_mode \
!= Node.PHYSICS_INTERPOLATION_MODE_ON:
return _fail_now("the fleet camera is not physics-interpolated")
# #199: choosing a higher cruise speed is free while parked. Once a
# heading is active, the exact same multiplier resumes its normal drain.
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 30)
game_state.set_fleet_speed_multiplier(GameState.MAX_FLEET_SPEED_MULTIPLIER)
var parked_energy: int = game_state.fleet_resource(GameState.RESOURCE_ENERGY)
game_state._advance_distorder_drain(5.0,
game_state._distorder_boost_in_use())
if game_state.fleet_resource(GameState.RESOURCE_ENERGY) != parked_energy:
return _fail_now("a parked fleet consumed boost energy")
fleet.move_in_direction(Vector2.RIGHT)
if not fleet.is_using_speed_boost():
return _fail_now("boosted cruise did not report its energy use")
game_state._advance_distorder_drain(1.0,
game_state._distorder_boost_in_use())
if game_state.fleet_resource(GameState.RESOURCE_ENERGY) >= parked_energy:
return _fail_now("moving at boosted cruise consumed no energy")
fleet.stop()
print("parked boost was free; moving boost resumed drain")
game_state.withdraw_fleet_resource(GameState.RESOURCE_ENERGY,
game_state.fleet_resource(GameState.RESOURCE_ENERGY))
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 4)
game_state.set_fleet_speed_multiplier(GameState.MAX_FLEET_SPEED_MULTIPLIER)
fader._process(0.0)

View file

@ -67,14 +67,14 @@ func _process(delta: float) -> bool:
return _fail("the Propulser that dashed did not enter cooldown")
# The burst should cover substantially more than a linear quarter of
# its distance at a quarter of its duration, then ease into its stop.
fleet.set_process(false)
fleet.set_physics_process(false)
fleet._advance_dash(fleet.dash_duration * 0.25)
var early_distance: float = fleet.get_centroid().distance_to(first_origin)
if early_distance <= DASH_DISTANCE * 0.45 \
or early_distance >= DASH_DISTANCE * 0.7:
return _fail("dash has no useful ease-out curve (quarter-time distance %.1f)" \
% early_distance)
fleet.set_process(true)
fleet.set_physics_process(true)
dash._process(0.0)
if not main.get_node("UI/DashButton").enabled:
return _fail("one cooling Propulser disabled a second ready one")