Commit graph spaceship/vfx/GasBombEffect.gd
Author SHA1 Message Date
Loïc Wisniewski
78836882af Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that
already crosses the screen; beam width becomes a per-shot vessel stat.
#205 the Energy Propulser gains three upgrades - dash recharge, dash reach,
and boosted-cruise drain - which turns three constants into vessel stats.
#206 three further doctrines carry the fleet from ten to twenty.
#207 the prologue's World Ship gets a marker, through the scanner's own
guidance arrow rather than a second one.
#208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo
reaching the hold, a rock breaking, and a gas bomb blooming.
#215 building health bars are larger, plated and framed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 12:16:17 +02:00
Loïc Wisniewski
40f284dcdd Add tentacled boss planet encounter 2026-09-03 10:33:05 +02:00
Loïc Wisniewski
c2ebbfaa2d Resolve pending gameplay tickets 2026-09-02 13:43:56 +02:00
Loïc Wisniewski
3fcc26c8bc Implement #160, #161, #162, #163, #164 and #165
#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.

What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.

#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.

The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.

#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.

#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.

#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.

#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.

Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.

Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
Loïc Wisniewski
b50597b757 Garrison laser vessels and gas bombers, on a shared ability seam
#105 shipped with interceptors as the only garrisonable vessel, and the
reason was a design fault rather than a decision: firing the laser and the
gas bomb lived in the player's fleet controllers, so a stationed laser would
have held its position and never shot.

The shot is now a thing in the world rather than something a controller
draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating
and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam
and ArtilleryShell already had on the enemy side - and they outlive the
vessel that fired them.

Above them sits one seam, on VesselCooldownFillComponent: ability_range(),
ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a
bomb are now the same shape of thing to whoever pulls the trigger, so the
garrison AI never names an ability - the test asserts that literally, by
reading the AI's own source. A third armed vessel needs to implement the
seam and nothing else.

Ammunition is the CALLER's business, deliberately: the fleet spends from its
hold, a garrison from its outpost's store, and neither concern belongs in
the component. A garrison with an empty magazine holds fire rather than
falling back on the fleet's hold.

Outpost storage: 50 gas per stationed bomber and 50 energy per stationed
laser, off the VESSEL definitions, so an outpost never learns which vessel
needs what. It is a capacity, not a stock - hub transporters fill it exactly
as they fill a gas burner's buffer, because building_logistics_deficit now
takes the larger of the definition's static buffer and the garrison's
magazine. Every other resource is capped at zero: an outpost is not a depot,
and ore parked at one has nothing to do there and no transporter coming for
it.

Also restores two properties the Godot editor dropped from
GasBurnerBuildingDefinition.tres when it re-saved the file:
collected_outputs and capabilities. Without the first, nothing ever collects
the burner's energy - test_gas_burner caught it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 19:23:35 +02:00