Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
69 lines
1.6 KiB
GDScript
69 lines
1.6 KiB
GDScript
class_name VesselShieldComponent
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extends Node
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const SHIELD_COLOR: Color = Color(0.45, 0.8, 1.0)
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const SHIELD_RADIUS: float = 30.0
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var capability_id: String = "shield"
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var charges: int = 0
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var recharge_left: float = 0.0
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var ring: Node2D
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func setup() -> void:
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var ship: Node2D = get_parent()
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var state: Node = ship.get_tree().root.get_node("GameState")
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ring = NeonPiece.create(ship, Vector2.ZERO, SHIELD_COLOR)
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var points := PackedVector2Array()
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for i in range(14):
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var angle: float = float(i) / 14.0 * TAU
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points.append(Vector2(cos(angle), sin(angle)) * SHIELD_RADIUS)
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ring.add_polygon(points, 0.7)
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ring.queue_redraw()
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charges = int(state.vessel_stat(ship.vessel_type, "shield_charges"))
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_update_visual()
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func apply_stats() -> void:
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var was_up: bool = charges > 0
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if was_up:
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charges = int(_state().vessel_stat(get_parent().vessel_type, "shield_charges"))
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_update_visual()
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func tick(delta: float) -> void:
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var maximum: int = int(_state().vessel_stat(get_parent().vessel_type, "shield_charges"))
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if charges >= maximum:
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return
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recharge_left -= delta
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if recharge_left <= 0.0:
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charges += 1
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recharge_left = _state().vessel_stat(get_parent().vessel_type, "shield_recharge")
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_update_visual()
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func is_active() -> bool:
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return charges > 0
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func absorb_hit() -> bool:
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if not is_active():
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return false
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charges -= 1
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recharge_left = _state().vessel_stat(get_parent().vessel_type, "shield_recharge")
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_update_visual()
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return true
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func set_charges(value: int) -> void:
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charges = value
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_update_visual()
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func _state() -> Node:
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return get_tree().root.get_node("GameState")
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func _update_visual() -> void:
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if ring != null:
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ring.visible = is_active()
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