Landed together: a board of standing orders nothing acts on is a notepad, and a planner with nowhere to read the plan from has nothing to do. The targets are GLOBAL, not per building. There is one plan for the whole game, and a second planning centre is another place to read and edit it rather than a competing one - per-building targets would let two centres hold contradictory orders and tell the crafters to satisfy both. The census is the harder half. Every vessel is counted exactly once wherever it happens to be: flying in the fleet, parked in the hangar, stationed at an outpost, or in the air between any two of those. Miss the in-flight ones and the planner queues a replacement for a vessel that is merely en route. The fleet is the one place GameState cannot see, so Fleet pushes its composition on every change, alongside the cargo capacity and distorder count that already went that way. Three rules keep the planner from fighting the player. It tops up and never rewrites, so an order placed by hand stays exactly where it is. Everything counts, including what is already queued, or it re-queues the same shortfall every tick and buries the player in hulls. And nothing happens without a planning centre - though the plan is remembered when one is destroyed, so rebuilding picks up where it left off. Vessels on order are counted separately from the census on purpose: they do not exist yet, so the readout can say "4 of 6, 2 building" rather than claiming six. The per-row note says where the vessels actually are, because a plan can look unmet while everything it asked for is sitting at an outpost. The build menu goes to three columns past eight entries. #54 already tightened its rows to 223px to fit a fourth, explicitly to avoid a scrollable menu, and a ninth structure needs a fifth row that will not fit at any spacing a button, a label and a cost can share. Three columns take nine into three rows - fewer than it uses today, not more. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
338 lines
13 KiB
GDScript
338 lines
13 KiB
GDScript
extends Node2D
|
|
|
|
# Formation slots come from GameState.formation (editable at a command
|
|
# centre) rather than being fixed here, so a layout the player arranged
|
|
# survives scene swaps and fleet rebuilds. Ships are always
|
|
# spawned programmatically (spawn_ships), using however many of these
|
|
# offsets are needed. The optional vessel-type list preserves the exact
|
|
# mixed fleet through scene swaps; a fresh start still defaults each slot
|
|
# to an interceptor.
|
|
# The fleet's cruise speed. This is the speed of the FLEET as a whole: the
|
|
# anchor below advances at exactly this rate, and individual ships are
|
|
# allowed to fly faster than it (Ship.max_speed) so they can close on their
|
|
# formation slot - which is what makes a pivot while under way look sharp
|
|
# instead of sluggish.
|
|
# #88: the whole game moves 1.5x faster. This is the figure the pace is
|
|
# actually set by - vessel max_speed and acceleration were scaled with it,
|
|
# and so were the enemies, so it is a change of TEMPO rather than a
|
|
# difficulty cut.
|
|
@export var cruise_speed: float = 390.0
|
|
|
|
# Per-scene neon palette for the fleet. PlanetSurface.tscn overrides these
|
|
# with darker values, since the lunar surface is bright grey and the default
|
|
# near-white core would wash out against it. See NeonDraw.
|
|
@export var ship_glow_color: Color = Color(0.25, 0.85, 1.0)
|
|
@export var ship_core_color: Color = Color(1.0, 1.0, 1.0)
|
|
|
|
var ship_scene: PackedScene = preload("res://vessels/Ship.tscn")
|
|
|
|
var ships: Array = []
|
|
var formation_offsets: Array = []
|
|
var fleet_target: Vector2 = Vector2.ZERO
|
|
# Formation centre while under joystick steering, and the heading it is
|
|
# travelling along. Zero heading means the fleet is not being steered.
|
|
var anchor: Vector2 = Vector2.ZERO
|
|
var steer_direction: Vector2 = Vector2.ZERO
|
|
|
|
|
|
func _ready() -> void:
|
|
# Lets anything resolve "the fleet" without a hardcoded ../Fleet sibling
|
|
# path - enemies parented under different hosts (e.g. a planet surface's
|
|
# SurfaceFeatures) need this to find their target.
|
|
add_to_group("player_fleet")
|
|
# Researching a vessel upgrade improves the ships already flying, not
|
|
# just the next one built (#5).
|
|
GameState.vessel_upgraded.connect(_on_vessel_upgraded)
|
|
|
|
|
|
func _on_vessel_upgraded(_id: String) -> void:
|
|
for ship in ships:
|
|
if is_instance_valid(ship):
|
|
ship.apply_vessel_stats()
|
|
|
|
|
|
func spawn_ships(count: int, center: Vector2 = Vector2.ZERO,
|
|
vessel_types: PackedStringArray = PackedStringArray()) -> void:
|
|
for ship in ships:
|
|
if is_instance_valid(ship):
|
|
ship.queue_free()
|
|
ships.clear()
|
|
formation_offsets.clear()
|
|
|
|
var spawn_types: PackedStringArray = PackedStringArray()
|
|
if vessel_types.is_empty():
|
|
for i in range(count):
|
|
spawn_types.append(GameState.VESSEL_INTERCEPTOR)
|
|
else:
|
|
for vessel_type in vessel_types:
|
|
if GameState.vessel_is_fleet_eligible(vessel_type):
|
|
spawn_types.append(vessel_type)
|
|
if spawn_types.is_empty():
|
|
spawn_types.append(GameState.VESSEL_INTERCEPTOR)
|
|
var n: int = clamp(spawn_types.size(), 1, GameState.max_fleet_size())
|
|
for i in range(n):
|
|
var offset: Vector2 = GameState.formation[i]
|
|
var ship: Area2D = ship_scene.instantiate()
|
|
ship.vessel_type = spawn_types[i]
|
|
ship.position = center + offset
|
|
ship.glow_color = ship_glow_color
|
|
ship.core_color = ship_core_color
|
|
add_child(ship)
|
|
ships.append(ship)
|
|
formation_offsets.append(offset)
|
|
if ship.has_signal("destroyed"):
|
|
ship.destroyed.connect(_on_ship_destroyed.bind(ship))
|
|
|
|
fleet_target = center
|
|
_sync_composition_state()
|
|
|
|
|
|
func vessel_types() -> PackedStringArray:
|
|
var result: PackedStringArray = PackedStringArray()
|
|
for ship in ships:
|
|
if is_instance_valid(ship):
|
|
result.append(String(ship.vessel_type))
|
|
return result
|
|
|
|
|
|
func _sync_composition_state() -> void:
|
|
# #106: the Planning Center counts vessels across the whole game, and
|
|
# the fleet is the one place it cannot see - the ships are scene nodes
|
|
# and GameState outlives the scene. Pushed here rather than polled,
|
|
# alongside the cargo capacity and distorder count that already are,
|
|
# and for the same reason: composition changes are authoritative, and
|
|
# this is the one function every one of them goes through.
|
|
GameState.fleet_vessel_types = vessel_types()
|
|
GameState.sync_fleet_cargo_capacity(vessel_types())
|
|
# Composition changes are authoritative; scene teardown is not. Keeping
|
|
# this out of SpeedFader prevents an outgoing scene's empty fleet from
|
|
# resetting a boost while the same vessels are being restored on a surface.
|
|
# Each distorder vessel past the first widens the speed ceiling, so the
|
|
# COUNT matters, not merely whether one is present.
|
|
GameState.set_distorder_vessel_count(count_ships_with_capability("distorder"))
|
|
if not has_capability("distorder"):
|
|
GameState.set_fleet_speed_multiplier(1.0)
|
|
|
|
|
|
func has_vessel_type(vessel_type: String) -> bool:
|
|
for ship in ships:
|
|
if is_instance_valid(ship) and String(ship.vessel_type) == vessel_type:
|
|
return true
|
|
return false
|
|
|
|
|
|
func first_vessel_of_type(vessel_type: String) -> Node2D:
|
|
for ship in ships:
|
|
if is_instance_valid(ship) and String(ship.vessel_type) == vessel_type:
|
|
return ship
|
|
return null
|
|
|
|
|
|
func has_capability(capability: String) -> bool:
|
|
return first_ship_with_capability(capability) != null
|
|
|
|
|
|
func count_ships_with_capability(capability: String) -> int:
|
|
var total: int = 0
|
|
for ship in ships:
|
|
if is_instance_valid(ship) and ship.has_capability(capability):
|
|
total += 1
|
|
return total
|
|
|
|
|
|
func first_ship_with_capability(capability: String) -> Node2D:
|
|
for ship in ships:
|
|
if is_instance_valid(ship) and ship.has_capability(capability):
|
|
return ship
|
|
return null
|
|
|
|
|
|
func add_ship(vessel_type: String = GameState.VESSEL_INTERCEPTOR) -> bool:
|
|
# Adds one vessel in the next free formation slot (bought from a ship
|
|
# crafter). Returns false when the wedge is already full.
|
|
if not GameState.vessel_is_fleet_eligible(vessel_type) \
|
|
or ships.size() >= GameState.max_fleet_size():
|
|
return false
|
|
var offset: Vector2 = GameState.formation[ships.size()]
|
|
var ship: Area2D = ship_scene.instantiate()
|
|
# Before add_child, so Ship._ready() builds the right vessel - the shield
|
|
# ring is created there and only for a shield vessel.
|
|
ship.vessel_type = vessel_type
|
|
# From the formation origin, not the centroid: with a lopsided layout the
|
|
# centroid is already displaced by the average offset, so adding the new
|
|
# ship's own offset to it would drop it well outside the wedge.
|
|
ship.position = get_formation_origin() + offset
|
|
ship.glow_color = ship_glow_color
|
|
ship.core_color = ship_core_color
|
|
add_child(ship)
|
|
ships.append(ship)
|
|
formation_offsets.append(offset)
|
|
if ship.has_signal("destroyed"):
|
|
ship.destroyed.connect(_on_ship_destroyed.bind(ship))
|
|
ship.set_move_target(fleet_target + offset)
|
|
_sync_composition_state()
|
|
return true
|
|
|
|
|
|
func store_ship(index: int) -> String:
|
|
# A fleet always keeps one ship deployed. Removing the last one would trip
|
|
# the wiped-out-fleet safety net on the next frame and immediately spawn a
|
|
# replacement, which is the opposite of storing it at the mothership.
|
|
if ships.size() <= 1 or index < 0 or index >= ships.size():
|
|
return ""
|
|
var ship: Node = ships[index]
|
|
if not is_instance_valid(ship):
|
|
return ""
|
|
var vessel_type: String = String(ship.vessel_type)
|
|
ships.remove_at(index)
|
|
formation_offsets.remove_at(index)
|
|
ship.queue_free()
|
|
apply_formation()
|
|
_sync_composition_state()
|
|
return vessel_type
|
|
|
|
|
|
func apply_formation() -> void:
|
|
# Re-seats the EXISTING ships into the current GameState.formation.
|
|
# Without this, editing the layout at a command centre (or pivoting it)
|
|
# only affected ships built later, which read as the edit doing nothing.
|
|
for i in range(ships.size()):
|
|
if i >= GameState.max_fleet_size():
|
|
break
|
|
formation_offsets[i] = GameState.formation[i]
|
|
_assign_slot_targets()
|
|
|
|
|
|
func move_to(world_pos: Vector2) -> void:
|
|
steer_direction = Vector2.ZERO
|
|
fleet_target = world_pos
|
|
anchor = world_pos
|
|
_assign_slot_targets()
|
|
|
|
|
|
func move_in_direction(direction: Vector2) -> void:
|
|
# Joystick steering. Sets the heading; _process advances the anchor.
|
|
#
|
|
# This used to park a target 2000 units ahead and let the ships chase
|
|
# it. That made formation changes barely register while flying: with
|
|
# the aim point that far away, a 60-unit formation offset moved a
|
|
# ship's heading by under two degrees, so pivoting mid-flight looked
|
|
# like it did almost nothing. Anchoring the formation and having each
|
|
# ship hold its own slot relative to it fixes that.
|
|
if direction == Vector2.ZERO:
|
|
stop()
|
|
return
|
|
if steer_direction == Vector2.ZERO:
|
|
anchor = get_formation_origin()
|
|
steer_direction = direction.normalized()
|
|
|
|
|
|
func _process(delta: float) -> void:
|
|
if steer_direction == Vector2.ZERO:
|
|
return
|
|
# The anchor - the fleet's formation centre - travels at cruise_speed.
|
|
# Ships may exceed it individually to reach their slots. #59: multiplied
|
|
# at the point of use, not baked into cruise_speed itself, so the base
|
|
# value stays stable regardless of the current boost.
|
|
anchor += steer_direction * _effective_cruise_speed() * delta
|
|
fleet_target = anchor
|
|
_assign_slot_targets()
|
|
|
|
|
|
func _effective_cruise_speed() -> float:
|
|
return cruise_speed * GameState.fleet_speed_multiplier
|
|
|
|
|
|
func _assign_slot_targets() -> void:
|
|
var effective_cruise_speed: float = _effective_cruise_speed()
|
|
for i in range(ships.size()):
|
|
ships[i].set_move_target(fleet_target + formation_offsets[i])
|
|
# Context, not a command: the ship adds this to its own velocity to
|
|
# work out how it is really moving. See Ship.fleet_velocity.
|
|
ships[i].fleet_velocity = steer_direction * effective_cruise_speed
|
|
|
|
|
|
func stop() -> void:
|
|
steer_direction = Vector2.ZERO
|
|
# Aim each ship at the point where its own braking curve brings it to
|
|
# rest, so releasing the stick coasts to a halt instead of snapping to
|
|
# a dead stop (which is what targeting the current position would do,
|
|
# since that lands inside arrive_radius immediately).
|
|
fleet_target = get_formation_origin()
|
|
for ship in ships:
|
|
# A ship's `velocity` is already its true motion, including the
|
|
# fleet's travel, because Ship feeds the slot velocity forward into
|
|
# its own steering rather than carrying it in a separate field. So
|
|
# stopping is only a matter of telling it the slot has halted and
|
|
# aiming it at the point its own braking curve reaches.
|
|
#
|
|
# This used to do `ship.velocity += ship.fleet_velocity` here, to
|
|
# compensate for `velocity` reading zero while the ship was in fact
|
|
# cruising (Ship snapped to its slot every tick and zeroed it). That
|
|
# compensation was an unbounded ACCUMULATOR: every release added a
|
|
# whole cruise velocity, the next steer refilled fleet_velocity, and
|
|
# tapping a direction repeatedly stacked them up faster than
|
|
# `acceleration` could bleed them off - so a vessel could be flung
|
|
# along at many times its own top speed, and ships fell out of sync
|
|
# because each bled off at a rate set by its own distance to its
|
|
# slot. Ship now bounds its total speed every tick as well, so
|
|
# neither half of that can come back.
|
|
var motion: Vector2 = ship.velocity
|
|
# The fleet is not cruising any more, so the slot is standing still.
|
|
ship.fleet_velocity = Vector2.ZERO
|
|
var speed: float = motion.length()
|
|
if speed <= 0.001:
|
|
ship.set_move_target(ship.position)
|
|
continue
|
|
var braking_distance: float = (speed * speed) / (2.0 * ship.acceleration)
|
|
ship.set_move_target(ship.position + motion.normalized() * braking_distance)
|
|
|
|
|
|
func get_move_targets() -> Array:
|
|
var result: Array = []
|
|
for ship in ships:
|
|
result.append(ship.move_target)
|
|
return result
|
|
|
|
|
|
func restore(previous_fleet_target: Vector2, previous_move_targets: Array) -> void:
|
|
fleet_target = previous_fleet_target
|
|
for i in range(ships.size()):
|
|
ships[i].move_target = previous_move_targets[i]
|
|
|
|
|
|
func _on_ship_destroyed(ship: Node) -> void:
|
|
var idx: int = ships.find(ship)
|
|
if idx != -1:
|
|
ships.remove_at(idx)
|
|
formation_offsets.remove_at(idx)
|
|
_sync_composition_state()
|
|
|
|
|
|
func get_centroid() -> Vector2:
|
|
if ships.is_empty():
|
|
return fleet_target
|
|
var sum: Vector2 = Vector2.ZERO
|
|
for ship in ships:
|
|
sum += ship.position
|
|
return sum / ships.size()
|
|
|
|
|
|
func get_formation_origin() -> Vector2:
|
|
# Where the anchor must be for the ships to be standing in their slots
|
|
# right now. This is NOT the centroid: ships sit at anchor + offset, so
|
|
# the centroid is anchor + the AVERAGE offset, and the two only coincide
|
|
# when the layout happens to be balanced around its origin.
|
|
#
|
|
# The default wedge is balanced, which is why using the centroid as the
|
|
# anchor looked fine - until a layout dragged off to one corner at a
|
|
# command centre made the average offset large. Seeding the anchor from
|
|
# the centroid then displaced every slot by that average the instant
|
|
# steering began, so the fleet lurched towards the formation's own
|
|
# lopsided side before the anchor caught up and it flew the right way.
|
|
if ships.is_empty():
|
|
return fleet_target
|
|
var sum: Vector2 = Vector2.ZERO
|
|
for offset in formation_offsets:
|
|
sum += offset
|
|
return get_centroid() - sum / formation_offsets.size()
|