Forgejo #5. A new building gated behind a "Vessel Science" research node. Its own screen upgrades each vessel type - weapon, movement, shield and freight - and unlocks the shield vessel, which the ship crafter can then build. Vessel research is deliberately NOT more nodes in the mothership tree: that tree gates what may be built at all and is a strategic spine, while these are repeatable tuning on vessels already owned. Levels cost base * (level + 1), so the third point in something is not the price of the first. Upgrades are read live rather than baked in at build time, so researching one improves the ships already flying. The shield is personal, not a bubble: it absorbs a hit that would destroy the vessel - ships have no health, contact kills - and is then down until it cycles. Its ring is a NeonPiece child toggled with `visible` per #10, not a redraw of the hull. The build menu now holds six entries across three rows, which the #21 repacking already handles. Enemies still have no weapon, so "blocks shots" has nothing to block yet; that is filed separately rather than widened into this ticket. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
354 lines
15 KiB
GDScript
354 lines
15 KiB
GDScript
class_name IconButton
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extends Control
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# Square neon-outlined button, hand-drawn to match the game's existing
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# no-texture glowing look (same NeonDraw technique as ships/enemies) -
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# no icon image assets, just a glyph drawn inside the frame.
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signal pressed
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# Scenes store `icon` as a plain int, so NEW ENTRIES MUST BE APPENDED -
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# inserting one would silently repoint every button after it.
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enum Icon {
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MAP, CLOSE, SHIP, DOWN_ARROW, UP_ARROW, BUILD, ROTATE_CW, ROTATE_CCW,
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# One per building, each a miniature of what actually gets placed. The
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# build menu used to pick from the generic set, which left the mothership
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# and the command centre sharing a folded-map glyph and neither of them
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# looking anything like the structure they build.
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MOTHERSHIP, CRAFTER, COMMAND_CENTER, EXTRACTOR, TRANSPORT_HUB, SHIP_LAB,
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}
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# Size the glyphs were originally drawn against. Every glyph dimension is
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# scaled by (actual size / this), so the button can be resized in the scene
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# without the icon inside it staying small.
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const REFERENCE_SIZE: float = 56.0
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@export var icon: int = Icon.MAP
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@export var glow_color: Color = Color(0.25, 0.85, 1.0)
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# Colour of the bright core stroke. Defaults to near-white, which reads well
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# on the dark space background; scenes drawing over a bright backdrop (the
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# lunar surface) override this with a dark colour so the button doesn't wash
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# out. See NeonDraw.
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@export var core_color: Color = Color(1.0, 1.0, 1.0)
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# When false the button is drawn greyed out, but STILL emits `pressed` -
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# the caller decides what to do, which is what lets an unavailable option
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# explain itself instead of silently doing nothing.
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@export var enabled: bool = true: set = set_enabled
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@export var disabled_color: Color = Color(0.42, 0.45, 0.5)
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var pressed_down: bool = false
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func set_enabled(value: bool) -> void:
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if enabled == value:
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return
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enabled = value
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queue_redraw()
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func _ready() -> void:
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queue_redraw()
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func _blocked_by_modal() -> bool:
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# A panel is open and this button is not part of it, so it is sitting
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# BEHIND the panel and must not react.
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#
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# The panels cannot simply swallow GUI input with a mouse_filter of STOP:
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# the skill tree and the formation editor are driven from raw
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# _unhandled_input (see SkillTreeView), and a Control that consumes
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# touches through the GUI system swallows them before they ever get
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# there. So the panels stay transparent to input and the buttons check
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# instead.
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for menu in get_tree().get_nodes_in_group("modal_menus"):
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if menu.visible and not menu.is_ancestor_of(self):
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return true
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return false
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func _gui_input(event: InputEvent) -> void:
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if _blocked_by_modal():
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return
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if event is InputEventScreenTouch:
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_handle_press(event.pressed, event.position)
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accept_event()
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elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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_handle_press(event.pressed, event.position)
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accept_event()
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func _handle_press(is_pressed: bool, at_position: Vector2) -> void:
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if is_pressed:
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pressed_down = true
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queue_redraw()
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elif pressed_down:
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pressed_down = false
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queue_redraw()
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# Only counts as a real press if the finger/cursor is still over
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# the button when it lifts - dragging off before releasing (a
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# common way to "cancel" a touch) must not still trigger it.
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if Rect2(Vector2.ZERO, size).has_point(at_position):
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pressed.emit()
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func _active_color() -> Color:
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return glow_color if enabled else disabled_color
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func _draw() -> void:
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var rect_size: Vector2 = size
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var s: float = min(rect_size.x, rect_size.y) / REFERENCE_SIZE
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# Constant glow, brighter while held. Only the press state changes it,
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# so the button redraws on press/release instead of every frame.
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var pulse: float = 1.0 if pressed_down else 0.85
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var margin: float = 4.0 * s
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var square: PackedVector2Array = PackedVector2Array([
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Vector2(margin, margin),
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Vector2(rect_size.x - margin, margin),
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Vector2(rect_size.x - margin, rect_size.y - margin),
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Vector2(margin, rect_size.y - margin),
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])
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NeonDraw.draw_glowing_polygon(self, square, _active_color(), pulse, core_color)
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var center: Vector2 = rect_size / 2.0
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match icon:
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Icon.CLOSE:
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_draw_close(center, pulse, s)
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Icon.SHIP:
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_draw_ship(center, pulse, s)
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Icon.MAP:
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_draw_map(center, pulse, s)
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Icon.DOWN_ARROW:
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_draw_arrow(center, pulse, 1.0, s)
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Icon.UP_ARROW:
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_draw_arrow(center, pulse, -1.0, s)
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Icon.BUILD:
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_draw_build(center, pulse, s)
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Icon.ROTATE_CW:
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_draw_rotate(center, pulse, s, 1.0)
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Icon.ROTATE_CCW:
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_draw_rotate(center, pulse, s, -1.0)
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Icon.MOTHERSHIP:
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_draw_mothership_icon(center, pulse, s)
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Icon.CRAFTER:
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_draw_crafter_icon(center, pulse, s)
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Icon.COMMAND_CENTER:
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_draw_command_icon(center, pulse, s)
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Icon.EXTRACTOR:
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_draw_extractor_icon(center, pulse, s)
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Icon.TRANSPORT_HUB:
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_draw_transport_hub_icon(center, pulse, s)
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Icon.SHIP_LAB:
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_draw_ship_lab_icon(center, pulse, s)
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func _draw_close(center: Vector2, pulse: float, s: float) -> void:
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var r: float = 10.0 * s
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NeonDraw.draw_glowing_line(self, center + Vector2(-r, -r), center + Vector2(r, r), _active_color(), pulse, 0.5 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-r, r), center + Vector2(r, -r), _active_color(), pulse, 0.5 * s, core_color)
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func _draw_ship(center: Vector2, pulse: float, s: float) -> void:
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var nose: Vector2 = center + Vector2(0, -11) * s
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var left: Vector2 = center + Vector2(-7, 8) * s
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var right: Vector2 = center + Vector2(7, 8) * s
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var points: PackedVector2Array = PackedVector2Array([nose, left, right])
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NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color)
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func _draw_arrow(center: Vector2, pulse: float, direction: float, s: float) -> void:
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var r: float = 9.0 * s
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var tip: Vector2 = center + Vector2(0, r * direction)
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var shaft_top: Vector2 = center + Vector2(0, -r * direction)
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NeonDraw.draw_glowing_line(self, shaft_top, tip, _active_color(), pulse, 0.5 * s, core_color)
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NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color)
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NeonDraw.draw_glowing_line(self, tip, tip + Vector2(r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color)
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func _draw_build(center: Vector2, pulse: float, s: float) -> void:
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# A plus inside a frame - "add a structure".
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var r: float = 11.0 * s
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var frame: PackedVector2Array = PackedVector2Array([
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center + Vector2(-r, -r), center + Vector2(r, -r),
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center + Vector2(r, r), center + Vector2(-r, r),
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])
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NeonDraw.draw_glowing_polygon(self, frame, _active_color(), pulse, core_color)
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var arm: float = r * 0.55
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NeonDraw.draw_glowing_line(self, center + Vector2(-arm, 0), center + Vector2(arm, 0), _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(0, -arm), center + Vector2(0, arm), _active_color(), pulse, 0.4 * s, core_color)
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func _draw_rotate(center: Vector2, pulse: float, s: float, direction: float) -> void:
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# Three-quarter arc with an arrowhead on the leading end, mirrored for
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# the counter-clockwise variant.
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var r: float = 11.0 * s
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var segments: int = 14
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var sweep: float = TAU * 0.75
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var start: float = -PI * 0.5
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var arc: PackedVector2Array = PackedVector2Array()
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for i in range(segments + 1):
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var t: float = float(i) / segments
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var a: float = start + sweep * t * direction
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arc.append(center + Vector2(cos(a), sin(a)) * r)
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for i in range(segments):
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NeonDraw.draw_glowing_line(self, arc[i], arc[i + 1], _active_color(), pulse, 0.34 * s, core_color)
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var tip: Vector2 = arc[arc.size() - 1]
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var tangent: Vector2 = (tip - arc[arc.size() - 2]).normalized()
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var normal: Vector2 = Vector2(-tangent.y, tangent.x)
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var head: float = 5.0 * s
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NeonDraw.draw_glowing_line(self, tip, tip - tangent * head + normal * head, _active_color(), pulse, 0.34 * s, core_color)
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NeonDraw.draw_glowing_line(self, tip, tip - tangent * head - normal * head, _active_color(), pulse, 0.34 * s, core_color)
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# --- building glyphs, each echoing the placed structure's silhouette ------
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func _draw_mothership_icon(center: Vector2, pulse: float, s: float) -> void:
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# Radial flagship: a reactor core with six swept talons around it, the
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# same silhouette as the placed structure.
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for i in range(6):
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var base: float = (float(i) / 6.0) * TAU
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var talon: PackedVector2Array = PackedVector2Array()
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for step in [0.0, 0.5, 1.0]:
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var a: float = base + 0.72 * pow(step, 1.3)
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talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s)
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for step in [1.0, 0.5, 0.0]:
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var a: float = base + 0.72 * pow(step, 1.3) - (0.34 * (1.0 - step) + 0.05)
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talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s)
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NeonDraw.draw_glowing_polygon(self, talon, _active_color(), pulse, core_color)
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for radius in [6.5, 3.0]:
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var ring: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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ring.append(center + Vector2(cos(a), sin(a)) * radius * s)
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NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color)
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func _draw_ship_lab_icon(center: Vector2, pulse: float, s: float) -> void:
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# A vessel inside brackets: something being examined, not built.
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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center + Vector2(0, -9) * s, center + Vector2(5, 5) * s,
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center + Vector2(0, 2) * s, center + Vector2(-5, 5) * s,
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]), _active_color(), pulse, core_color)
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for sx in [-1.0, 1.0]:
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var x: float = sx * 11.0 * s
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NeonDraw.draw_glowing_line(self, center + Vector2(x, -11 * s), center + Vector2(x, 11 * s),
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_active_color(), pulse, 0.35 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(x, -11 * s), center + Vector2(x - sx * 4.0 * s, -11 * s),
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_active_color(), pulse, 0.35 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(x, 11 * s), center + Vector2(x - sx * 4.0 * s, 11 * s),
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_active_color(), pulse, 0.35 * s, core_color)
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func _draw_transport_hub_icon(center: Vector2, pulse: float, s: float) -> void:
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# A ring of docking cradles with a freight box in the middle: reads as
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# "things are stationed here and go out from here", which is what the hub
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# does, and shares no silhouette with the crafter's open cradle.
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var ring_r: float = 11.0 * s
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var ring: PackedVector2Array = PackedVector2Array()
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for i in range(8):
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var a: float = (float(i) / 8.0) * TAU + PI / 8.0
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ring.append(center + Vector2(cos(a), sin(a)) * ring_r)
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NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color)
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var box: float = 4.2 * s
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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center + Vector2(-box, -box), center + Vector2(box, -box),
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center + Vector2(box, box), center + Vector2(-box, box),
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]), _active_color(), pulse, core_color)
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# Three stubby berths, so the ring reads as occupied rather than as a
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# plain octagon.
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for i in range(3):
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var a: float = (float(i) / 3.0) * TAU - PI / 2.0
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var dir: Vector2 = Vector2(cos(a), sin(a))
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NeonDraw.draw_glowing_line(self, center + dir * (box * 1.5),
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center + dir * (ring_r - 1.5 * s), _active_color(), pulse, 0.35 * s, core_color)
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func _draw_crafter_icon(center: Vector2, pulse: float, s: float) -> void:
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# Reactor core, truss spine, and an open cradle holding a hull.
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var core_centre: Vector2 = center + Vector2(-11, 0) * s
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var core: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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core.append(core_centre + Vector2(cos(a), sin(a)) * 5.0 * s)
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NeonDraw.draw_glowing_polygon(self, core, _active_color(), pulse, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-6, 0) * s,
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center + Vector2(-2, 0) * s, _active_color(), pulse, 0.35 * s, core_color)
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var bay: Vector2 = center + Vector2(6, 0) * s
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var cradle: PackedVector2Array = PackedVector2Array()
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for i in range(13):
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var a: float = lerpf(-0.25 * PI, 1.25 * PI, float(i) / 12.0)
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cradle.append(bay + Vector2(cos(a), sin(a)) * 10.0 * s)
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NeonDraw.draw_glowing_path(self, cradle, _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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bay + Vector2(0, -6) * s, bay + Vector2(-5, 4) * s, bay + Vector2(5, 4) * s,
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]), _active_color(), pulse, core_color)
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func _draw_command_icon(center: Vector2, pulse: float, s: float) -> void:
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# Hex plotting rim with spokes to a diamond hub, echoing the placed
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# structure's silhouette: half the ports carry a formation token.
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var hex_r: float = 11.0 * s
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var hub_r: float = 4.0 * s
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var hex: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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hex.append(center + Vector2(cos(a), sin(a)) * hex_r)
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NeonDraw.draw_glowing_polygon(self, hex, _active_color(), pulse, core_color)
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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var dir: Vector2 = Vector2(cos(a), sin(a))
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NeonDraw.draw_glowing_line(self, center + dir * hub_r, center + dir * hex_r, _active_color(), pulse, 0.32 * s, core_color)
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if i % 2 == 0:
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var tip: Vector2 = center + dir * hex_r
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var t: float = 2.6 * s
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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tip + Vector2(0, -t), tip + Vector2(t, 0), tip + Vector2(0, t), tip + Vector2(-t, 0),
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]), _active_color(), pulse, core_color)
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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center + Vector2(0, -hub_r), center + Vector2(hub_r, 0),
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center + Vector2(0, hub_r), center + Vector2(-hub_r, 0),
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]), _active_color(), pulse, core_color)
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func _draw_extractor_icon(center: Vector2, pulse: float, s: float) -> void:
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# A derrick standing on a planet's limb, with ore lifting off it - the
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# one building that only works over a planet, so the planet is the point.
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var limb: PackedVector2Array = PackedVector2Array()
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for i in range(11):
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var a: float = lerpf(-0.82 * PI, -0.18 * PI, float(i) / 10.0)
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limb.append(center + (Vector2(0, 22) + Vector2(cos(a), sin(a)) * 17.0) * s)
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NeonDraw.draw_glowing_path(self, limb, _active_color(), pulse, 0.45 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-3.5, -1) * s, center + Vector2(3.5, -1) * s, _active_color(), pulse, 0.35 * s, core_color)
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# Shaft driven down through the limb - without it the derrick reads as a
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# tower standing on a hill rather than as something mining the planet.
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NeonDraw.draw_glowing_line(self, center + Vector2(0, -1) * s, center + Vector2(0, 14) * s, _active_color(), pulse, 0.3 * s, core_color)
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var ore_centre: Vector2 = center + Vector2(0, -15) * s
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var ore: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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ore.append(ore_centre + Vector2(cos(a), sin(a)) * 4.0 * s)
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NeonDraw.draw_glowing_polygon(self, ore, _active_color(), pulse, core_color)
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func _draw_map(center: Vector2, pulse: float, s: float) -> void:
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var w: float = 11.0 * s
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var h: float = 9.0 * s
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var outline: PackedVector2Array = PackedVector2Array([
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center + Vector2(-w, -h), center + Vector2(w, -h * 0.7),
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center + Vector2(w, h), center + Vector2(-w, h * 0.7),
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])
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NeonDraw.draw_glowing_polygon(self, outline, _active_color(), pulse, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(-w * 0.34, -h * 0.9), center + Vector2(-w * 0.34, h * 0.77), _active_color(), pulse, 0.4 * s, core_color)
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NeonDraw.draw_glowing_line(self, center + Vector2(w * 0.34, -h * 0.77), center + Vector2(w * 0.34, h * 0.9), _active_color(), pulse, 0.4 * s, core_color)
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