Aiming with a thumb on a stick is never exact, and at 950 units a couple of degrees is a long miss. A shot fired roughly toward an enemy now goes at it. 28 degrees of cone, chosen so that pointing at something hits it while the shot still visibly goes where the player pointed. Past about 45 the gun starts picking its own targets, which is the behaviour #80 deliberately removed. Enemies only, never asteroids. Snapping onto a rock while the player is trying to hit the thing shooting at them would be the assist working against them, and rocks are large and stationary enough to hit on purpose. The aim guide is drawn through the SAME helper the gun fires through, so the dotted line bends with the shot. A guide showing the raw stick heading while the bolt took an assisted one would be the same class of mismatch #86 removed between the guide's length and a bolt's actual reach - and this one would have been harder to notice, because the line would look right most of the time. Range 620 -> 950, the other half of the ticket. Also swept the project root again: Godot keeps resurrecting pre-#84 copies of moved files there from its own cache. None this time. Suite 120/120. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
21 lines
1.2 KiB
Text
21 lines
1.2 KiB
Text
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=7 format=3]
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[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://vessels/VesselWeaponComponent.tscn" id="2"]
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[ext_resource type="Resource" path="res://vessels/InterceptorDamageUpgrade.tres" id="3"]
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[ext_resource type="Resource" path="res://vessels/InterceptorRateUpgrade.tres" id="4"]
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[ext_resource type="Resource" path="res://vessels/InterceptorRangeUpgrade.tres" id="5"]
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[ext_resource type="PackedScene" path="res://vessels/VesselCargoComponent.tscn" id="7"]
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[resource]
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script = ExtResource("1")
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definition_id = "interceptor"
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display_name = "Interceptor"
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description = "Fast combat vessel with a rapid-firing cannon."
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build_cost = 6
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build_time = 10.0
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icon = 2
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glow_color = Color(0.25, 0.85, 1, 1)
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fleet_eligible = true
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capabilities = PackedStringArray("weapon", "cargo")
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component_scenes = Array[PackedScene]([ExtResource("2"), ExtResource("7")])
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base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 950.0, "max_speed": 690.0, "acceleration": 2025.0, "delivery_speed": 180.0, "cargo_capacity": 20.0}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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