spaceship/controllers/LaserController.gd
Loïc Wisniewski 78836882af Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that
already crosses the screen; beam width becomes a per-shot vessel stat.
#205 the Energy Propulser gains three upgrades - dash recharge, dash reach,
and boosted-cruise drain - which turns three constants into vessel stats.
#206 three further doctrines carry the fleet from ten to twenty.
#207 the prologue's World Ship gets a marker, through the scanner's own
guidance arrow rather than a second one.
#208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo
reaching the hold, a rock breaking, and a gas bomb blooming.
#215 building health bars are larger, plated and framed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 12:16:17 +02:00

189 lines
8.6 KiB
GDScript

class_name LaserController
extends "res://controllers/AimedFleetAbilityController.gd"
# The player's end of the laser: the button, the aim, the fleet's magazine.
# The SHOT itself is a LaserBeamEffect in the world (see that file) - it was
# lifted out of here so a garrisoned laser vessel could fire the same beam
# from a different trigger without this controller being involved at all.
#
# What is left here is everything that is genuinely about the player firing:
# where they aimed, what it costs the fleet hold, and the guide line drawn
# while they aim it.
const BEAM_EFFECT = preload("res://vfx/LaserBeamEffect.gd")
# #201: the beam borrows the fire stick's aim helper, so it is loaded here
# for its static assist rather than for anything a laser hull carries.
const WEAPON_COMPONENT = preload("res://vessels/VesselWeaponComponent.gd")
const BEAM_COLOR := BEAM_EFFECT.BEAM_COLOR
const TARGET_COLOR := Color(0.6, 0.95, 1.0)
# #203's range mark and the assist's target ring, in screen pixels.
const END_TICK_PIXELS: float = 17.0
const TARGET_RING_PIXELS: float = 15.0
# How far the thumb travels to walk the aim point out to the beam's full
# reach. The same idiom the gas bomb uses for its throw distance.
const DRAG_RADIUS: float = 260.0
# The aim view frames twice the distance to the chosen target, so there is as
# much space beyond it as in front of it. Framing the target itself would put
# it on the edge of the screen, which is the half that matters when the point
# of dragging further is to reach past what is already close.
const FRAMING_FACTOR: float = 2.0
const FLASH_DURATION := BEAM_EFFECT.FLASH_DURATION
const ENERGY_PER_SHOT: int = VesselLaserComponent.ENERGY_PER_SHOT
# The beams this controller has fired and that are still alive. Kept so the
# fleet's own shots can be reasoned about - "is anything still on screen" for
# the redraw, and the tests' view of what a shot did - without this becoming
# the owner of them again.
var beams: Array = []
var last_hit_count: int = 0
func _button_path() -> NodePath: return "../UI/LaserButton"
func _status_path() -> NodePath: return "../UI/LaserStatus"
func _component_id() -> String: return "laser"
func _ammo_resource() -> String: return GameState.RESOURCE_ENERGY
func _ammo_cost() -> int: return ENERGY_PER_SHOT
func _aim_padding() -> float: return _aim_half_width()
func _has_effect_visuals() -> bool: return not beams.is_empty()
# The width the next shot will cut, off the hull that will cut it. Same shape
# and same reason as _aim_max_range() below: #204 made this upgradeable, so a
# constant here would draw last research's beam.
func _aim_half_width() -> float:
var ship: Node2D = _next_ready_ship()
if ship != null:
var component: Node = ship.get_component(_component_id())
if component != null:
return component.beam_half_width
return GameState.vessel_stat(GameState.VESSEL_LASER, "beam_half_width")
func _aim_max_range() -> float:
# Falls back to the VESSEL DEFINITION's own beam_range, not to a copy of
# the number. This used to hardcode 950.0 in both branches, which silently
# became a lie the moment the definition's range changed - the aim line
# would have been drawn to a different distance than the beam actually
# reaches, and only in the cases where the fallback fires.
var ship: Node2D = _next_ready_ship()
if ship != null:
var component: Node = ship.get_component(_component_id())
if component != null:
return component.beam_range
return GameState.vessel_stat(GameState.VESSEL_LASER, "beam_range")
func _calculate_aim_target(drag: Vector2, origin: Vector2) -> Vector2:
# The shot always reaches full range; the drag chooses a direction AND a
# depth along it. Depth is what lets the helper reach a target standing
# behind a nearer one: the assist looks for something near the point the
# thumb actually named, and only falls back to the nearest thing in the
# cone when the player has named no place in particular.
var direction: Vector2 = drag.normalized() if drag.length() > 0.001 else Vector2.UP
var reach: float = _aim_max_range()
var depth: float = minf(drag.length() / DRAG_RADIUS, 1.0) * reach
return _assisted_target(origin, origin + direction * maxf(depth, 1.0))
# The mouse path (#80) names a world point directly instead of dragging one
# into existence. It has a real cursor, so it is assisted from that rather
# than from a virtual one at the end of the beam - otherwise the crosshair
# would be the only aim in the game the helper does not touch.
func fire_at(world_target: Vector2) -> bool:
return super(_assisted_target(_aim_origin(), world_target))
# #201: ordinary fire's aim helper, applied to the beam. It answers with a
# PLACE, not a heading - the same thing the fire stick resolves and every
# hull then converges on - so a drag that ends near an enemy, or merely
# inside the assist cone, passes through that enemy instead of a few degrees
# past it. The beam still runs on to its full range from there.
func _assisted_target(origin: Vector2, point: Vector2) -> Vector2:
return WEAPON_COMPONENT.assisted_point(get_tree(), origin, point,
_aim_max_range())
func _consume_shot(component: Node) -> bool:
return component.consume_shot()
func _perform_shot(ship: Node2D, component: Node) -> void:
# The cooldown was already spent by _consume_shot() above, so this fires
# the effect directly rather than going through fire_ability() and
# spending it twice.
# Aimed from the HULL, not from the fleet centre. aim_target is a place
# now that the assist can move it onto an enemy (#201), and ordinary fire
# converges on such a place by letting each hull find its own heading to
# it - a shared heading measured at the centroid would walk this beam off
# the very target the assist just picked, by the ship's formation offset.
var direction: Vector2 = aim_target - ship.global_position
direction = direction.normalized() if direction.length() > 0.001 else Vector2.UP
var effect: Node2D = BEAM_EFFECT.fire(get_tree().root, ship.global_position,
direction, component.beam_range, int(component.damage),
component.beam_half_width)
beams.append(effect)
last_hit_count = int(effect.hit_count)
func _next_ready_laser_ship() -> Node2D:
return _next_ready_ship()
func _advance_effects(_delta: float) -> void:
# The effects animate and free themselves; this only forgets the ones that
# have gone.
beams = beams.filter(func(beam): return is_instance_valid(beam))
func beam_extension(beam: Node2D) -> float:
return beam.extension()
func beam_tip(beam: Node2D) -> Vector2:
return beam.tip()
# #203: framed around the chosen target rather than around the fleet. The
# inherited floor on the zoom was sized for the gas bomb's 950 units and left
# most of a 2900-unit aim off screen; the laser's own floor lets this fit.
# Twice the target's distance, so what lies beyond it is on screen too - that
# is the half the player is reaching into when they drag further out.
func _update_aim_zoom(origin: Vector2, target: Vector2) -> void:
super(origin, origin + (target - origin) * FRAMING_FACTOR)
func _aim_heading(origin: Vector2, target: Vector2) -> Vector2:
var direction: Vector2 = target - origin
return direction.normalized() if direction.length() > 0.001 else Vector2.UP
func _draw() -> void:
# Only the aim guide. Each beam draws itself, in its own node.
if not aiming:
return
var origin: Vector2 = _aim_origin()
var reach: float = _aim_max_range()
var far_end: Vector2 = origin + _aim_heading(origin, aim_target) * reach
# Drawn to the far end rather than to aim_target, for the same reason the
# camera frames it: this is the line the beam will occupy (#203).
NeonDraw.draw_glowing_line(self, origin, far_end, TARGET_COLOR, 0.7, 0.6)
# A cross-tick where it stops, so the reach is a mark on the screen rather
# than a line that merely runs out. Sized in SCREEN pixels: framing 2900
# units puts the camera far enough out that a mark measured in world units
# would be a few pixels of nothing at the moment it matters most.
var across: Vector2 = far_end.direction_to(origin).orthogonal() \
* maxf(_aim_half_width(), _screen_units(END_TICK_PIXELS))
NeonDraw.draw_glowing_line(self, far_end - across, far_end + across,
TARGET_COLOR, 0.7, 0.5)
# What the assist picked, when that is nearer than the far end. The line
# still runs past it - everything behind it on the same line is hit too.
if origin.distance_to(aim_target) < reach - 1.0:
NeonDraw.draw_glowing_circle(self, aim_target,
maxf(_aim_half_width(), _screen_units(TARGET_RING_PIXELS)),
TARGET_COLOR, 0.7)
# World units that cover a given number of screen pixels at the camera's
# current zoom.
func _screen_units(pixels: float) -> float:
return pixels / maxf(camera.zoom.x, 0.001)