improvement #201
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gas bomb should deal 2 times more damage
laser should deal 3 times more damage and should have the same auto aim/aim helper than the normal shot
Implemented in commit
1cb8fc5onmain.Gas bomb: double damage
VesselGasBomberComponent.BLAST_DAMAGE3 -> 6. Every thrower (the fleet controller and a garrisoned bomber) already passed that constant to the effect, so both paths get it.Laser: triple damage
LaserVesselDefinition.tresbasedamage2.0 -> 6.0, with the component's pre-apply_stats()default kept in step. The Focusing Lens upgrade still adds on top.Laser: the normal shot's aim helper
The beam now resolves its target through
VesselWeaponComponent.assisted_point()- the same helper the fire stick uses for ordinary fire, with the same 28 degree cone and 180-unit cursor radius. A drag that ends near an enemy, or merely inside the cone, snaps onto it; the desktop crosshair path (fire_at) goes through the same resolution instead of being the one aim in the game the helper never touched. Resolving it while aiming rather than at the moment of firing means the aim guide draws the line the beam will actually take.One thing had to change with it: the beam previously took its heading from the FLEET CENTROID and then fired from the hull. With an assist that picks a specific target, that offset walks the beam past the enemy it just chose, by the ship's formation offset. The beam is now aimed from the hull toward the resolved place - the same way ordinary fire has each hull converge on one point - and still runs on to its full range from there.
Verification
test_laser_vessel.gd: damage read off the live component; a drag past an enemy inside the assist cone snaps onto it; an enemy outside the cone leaves the aim alone.test_gas_bomber.gd: damage read off the bomb actually in flight.laser4/4,gas7/7,aim3/3.No web deployment was performed.