Commit graph spaceship/Ship.gd
Author SHA1 Message Date
Loïc Wisniewski
baac11ae8b Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.

The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.

It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.

#81 - the bottom-left control hint is gone, from both scenes and from
GameController.

#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.

#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.

test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00
Loïc Wisniewski
67cb853397 Bound individual vessel speed; stop Fleet.stop() accumulating it (#72)
Rotating the fleet and spamming a direction let vessels fall out of sync
and fly at wildly high speeds. The pivot cooldown added earlier throttled
how often the exploit could be triggered; it never touched the cause.

Fleet.stop() did `ship.velocity = ship.velocity + ship.fleet_velocity`,
compensating for the fact that Ship.velocity read zero during cruise. The
next steer refilled fleet_velocity, so every press-release cycle added a
whole cruise velocity to the ship's own, decaying only at `acceleration` in
between. Tapping faster than that bled it off stacked them without limit,
and ships desynced because each bled off at a rate set by its own distance
to its slot. Measured before this change: spamming a direction while
pivoting flew the fleet 32737 units in 3s against 784 for simply holding
the stick, with a vessel reaching 48x its own top speed.

The compensation existed because `velocity` was not the ship's real motion:
Ship snapped to its slot every tick and zeroed it, so the truth lived in a
second field and anything wanting it had to add the two together. Fixed at
that root rather than by clamping the symptom:

- fleet_velocity is now fed FORWARD into the steering instead of carried
  alongside it. The ship aims to travel at its slot's velocity plus a
  correction closing the gap, so holding formation costs no error and
  `velocity` is always true world motion.
- The snap only applies when the slot is standing still, which is the one
  case where converging asymptotically would leave a residue. While the
  slot moves the ship steers continuously - a snap there was the teleport
  that made `velocity` lie in the first place.
- A hard bound on the INTEGRATED result every tick, not merely on the
  request, so no sequence of commands can leave a vessel over its own top
  speed.
- Fleet.stop() injects nothing; it reports that the slot has halted.

tests/test_fleet_speed_bounded.gd covers it, and fails against the previous
code with the numbers above: no vessel exceeds its own top speed however
hard the direction is spammed, spamming cannot cover more ground than
holding the stick, both hold while the formation is pivoting, and the fleet
stays together.

test_space_time_distorder.gd now clears the asteroid and enemy groups at
setup, the same clean-slate idiom test_ship_lab.gd uses. Silencing the
spawners was never enough - what Main.tscn had already placed kept moving,
and losing the distorder vessel to a rock resets the multiplier correctly,
which the test then reported three stages later as a failed scene swap. It
also checks it still crews a distorder vessel before relying on that.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:34 +02:00
Loïc Wisniewski
116e0f97d3 Add space-time distorder vessel and fleet speed fader (#59)
GameState.fleet_speed_multiplier (1.0-3.0) is applied at the point of
use - Fleet's cruise anchor and Ship's own max_speed/acceleration -
rather than baked into stored stats, so a stat upgrade researched
mid-boost can't corrupt the base value and the fader takes effect
immediately with no re-apply step.

Ship.arrive_radius is scaled by the same multiplier: at higher speeds
each physics tick covers a proportionally larger step, and once that
step outgrows a fixed arrive_radius the ship can overshoot its
snap-to-target zone every tick while chasing a target that's now also
receding faster - visible as the fleet stretching apart under boost.
Scaling it preserves the same "snaps onto its slot" tightness at any
boost level that 1.0x already has.

SpeedFader.gd is a self-contained vertical drag control (TouchJoystick's
raw-touch idiom, not _gui_input) that writes straight to the autoload
rather than reporting a value for something else to apply. It also
resets the multiplier to 1.0 the instant fleet.has_capability("distorder")
goes false, so a fleet can never be left permanently boosted by a vessel
it no longer has.

VesselDistorderComponent carries no per-shot behaviour (energy drain
while boosted is #62) - its presence is what matters. Registered in
VesselDefinitions, wired into the crafter/hangar/ship-lab menus per
#57's note (5/5/6 -> 6/6/7 columns).
2026-08-16 17:59:04 +02:00
Loïc Wisniewski
f14ee656ea Add enemy foundation: definitions, components, ranged damage (#44)
Enemy.gd now resolves stats/hull/color from EnemyDefinition resources
and composes behaviour from capability components (EnemyPursuitComponent
holds today's chase-the-nearest-ship logic), the same shape Ship.gd
already uses for vessels. Fleet lookups go through a "player_fleet"
group instead of a hardcoded ../Fleet sibling path, so an enemy parented
anywhere (e.g. under a planet surface's SurfaceFeatures) still finds it.

Also closes a real gap: enemies previously had no way to damage the
fleet at range at all (Ship only reacted to physical contact,
Projectile.gd was player-only). Ship.take_damage() is now a proper
entry point - contact damage routes through it unchanged - and
EnemyProjectile lets an enemy component fire at player_ships. Both
ranged enemy archetypes in #45/#46 build on this.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 14:43:29 +02:00
Loïc Wisniewski
14081ad230 Compose vessels from definitions and capabilities 2026-08-14 22:12:57 +02:00
Loïc Wisniewski
004808f067 Repair a broken working tree, and make every crafter press report
The crafter buttons doing nothing was not the crafter: Ship.gd was left
mid-edit and failed to parse (undeclared SHIELD_COLOR/SHIELD_RADIUS, and
a spawn() that only exists on the concrete VFX subclass). A script that
does not compile takes Main.tscn's whole node tree with it, so every
button in the game was dead. The project directory is the one being
played from, so an unfinished edit there is a broken build - finish or
revert before stopping.

With that fixed, the real gap underneath: an order the crafter cannot
pay for is ACCEPTED and queued (#16), which is indistinguishable from a
dead button. Ordering now reports either "building now" or "queued - N
more ore must be delivered here", and the transient message is rendered
LAST so it is the first line read rather than buried under the standing
fleet-capacity note.

test_crafter_feedback covers all three presses and asserts the message
survives the per-frame refresh, which is the specific way this looked
broken before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 22:50:09 +02:00
Loïc Wisniewski
85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).

All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.

Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.

Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00