#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>
96 lines
3.7 KiB
GDScript
96 lines
3.7 KiB
GDScript
extends Area2D
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# #101 (#97c): the part of a structure a wave can actually hit.
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#
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# A Building is a plain Node2D, so nothing could collide with it - enemies
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# flew through the mothership without noticing. This gives it a body in the
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# same shape the rest of the game already understands: an Area2D in a group,
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# exactly like a Ship or an asteroid, so EnemyProjectile needed one extra
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# branch rather than a new concept.
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#
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# Damage is applied on a TICK rather than on area_entered. Entry fires once,
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# which is right for a rammer - it dies on the first strike - but would let
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# a sniper that drifted inside sit there scratch-free for ever. On a tick,
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# an enemy parked on a structure is besieging it, which is what #97 asks
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# for.
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const STRIKE_INTERVAL: float = 0.7
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# #165: how fast a friendly vessel has to be going before touching a structure
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# counts as hitting it. Comfortably above the speed a fleet drifts onto its own
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# mothership to unload at, and below cruise - so ordinary docking is free and
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# flying INTO a building is not.
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const RAM_SPEED: float = 420.0
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const RAM_DAMAGE: int = 4
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const RAM_DAMAGE_MAX: int = 12
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var _strike_timer: float = 0.0
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func _ready() -> void:
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add_to_group("player_buildings")
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area_entered.connect(_on_area_entered)
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# #165: a vessel of the player's own, arriving fast enough, damages what it
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# hits.
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#
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# On ENTRY, not on the strike tick above. The tick is right for a siege - an
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# enemy parked on a structure is besieging it - but wrong for a collision: a
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# vessel is only moving fast for the instant it arrives, and by the time a
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# 0.7s tick came round it had already braked to nothing. Measured: a ship sent
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# in at 900 did no damage at all until this moved to entry.
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#
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# Below the threshold it is docking, not a collision. The fleet sits on its own
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# mothership constantly to bank ore, and if resting there hurt, the economy
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# loop would grind the player's own buildings down.
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func _on_area_entered(area: Area2D) -> void:
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if not is_instance_valid(area) or not area.is_in_group("player_ships"):
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return
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# A vessel stationed at an outpost is not ramming it. It launches from
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# there, patrols, and comes back - repeatedly, and at speed. Only the
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# fleet can collide with a structure.
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if area.is_in_group("garrison_ships"):
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return
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var speed: float = float(area.velocity.length()) if "velocity" in area else 0.0
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if speed < RAM_SPEED:
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return
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var id: int = building_id()
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if id == 0:
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return
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# Scaled by how much faster than the threshold it was going, so a glancing
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# touch above the line is not a full-speed charge, and capped so no engine
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# upgrade turns a vessel into a wrecking ball.
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var impact: int = mini(int(round(RAM_DAMAGE * speed / RAM_SPEED)), RAM_DAMAGE_MAX)
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GameState.damage_building(id, impact)
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area.take_damage(1)
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func building_id() -> int:
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var building: Node = get_parent()
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return 0 if building == null else int(building.building_id)
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# Called by EnemyProjectile, which knows nothing about buildings beyond this
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# name - the same call it makes on a Ship.
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func take_damage(amount: int) -> void:
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GameState.damage_building(building_id(), amount)
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func _physics_process(delta: float) -> void:
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_strike_timer -= delta
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if _strike_timer > 0.0:
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return
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_strike_timer = STRIKE_INTERVAL
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var id: int = building_id()
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if id == 0:
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return
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for area in get_overlapping_areas():
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if not is_instance_valid(area) or not area.is_in_group("enemies"):
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continue
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var damage: int = area.contact_damage() if area.has_method("contact_damage") else 6
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# The structure is told first, for the same reason Ship tells the
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# enemy first: resolving the enemy's own death can free it, and a
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# rammer must still land its hit on the way out.
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GameState.damage_building(id, damage)
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if area.has_method("collide_with_player_building"):
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area.collide_with_player_building()
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