class_name VesselCooldownFillComponent extends Node2D # Shared per-vessel cooldown state and hull-fill feedback for abilities that # grant one independently recharging shot per ship. var cooldown_duration: float = 1.0 var cooldown_left: float = 0.0 func setup() -> void: show_behind_parent = true queue_redraw() func is_ready() -> bool: return cooldown_left <= 0.0 func _begin_cooldown(duration: float) -> bool: if not is_ready(): return false cooldown_duration = maxf(duration, 0.001) cooldown_left = cooldown_duration queue_redraw() return true func tick(delta: float) -> void: if cooldown_left <= 0.0: return cooldown_left = maxf(cooldown_left - delta, 0.0) queue_redraw() func cooldown_progress() -> float: return 1.0 - cooldown_left / maxf(cooldown_duration, 0.001) func _filled_hull(points: PackedVector2Array, progress: float) -> PackedVector2Array: if points.size() < 3 or progress <= 0.001: return PackedVector2Array() if progress >= 0.999: return points.duplicate() var top: float = INF var bottom: float = -INF for point in points: top = minf(top, point.y) bottom = maxf(bottom, point.y) var fill_y: float = lerpf(bottom, top, clampf(progress, 0.0, 1.0)) var clipped := PackedVector2Array() var previous: Vector2 = points[-1] var previous_inside: bool = previous.y >= fill_y for current in points: var current_inside: bool = current.y >= fill_y if current_inside != previous_inside: var amount: float = (fill_y - previous.y) / (current.y - previous.y) clipped.append(previous.lerp(current, amount)) if current_inside: clipped.append(current) previous = current previous_inside = current_inside return clipped func _draw() -> void: var ship: Node = get_parent() if ship == null or ship.definition == null: return var hull: PackedVector2Array = ship.definition.hull_points var ready_color: Color = _ready_color() if is_ready(): draw_colored_polygon(hull, Color(ready_color, 0.42)) NeonDraw.draw_glowing_polygon(self, hull, ready_color, 0.75, ship.core_color, 0.75) return draw_colored_polygon(hull, Color(_cooling_color(), 0.58)) var filled: PackedVector2Array = _filled_hull(hull, cooldown_progress()) if filled.size() >= 3: draw_colored_polygon(filled, Color(ready_color, 0.68)) func _ready_color() -> Color: return Color.WHITE func _cooling_color() -> Color: return Color(0.2, 0.2, 0.2)