408 lines
15 KiB
GDScript
408 lines
15 KiB
GDScript
extends Node2D
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# Formation slots come from GameState.formation (editable at a command
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# centre) rather than being fixed here, so a layout the player arranged
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# survives scene swaps and fleet rebuilds. Ships are always
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# spawned programmatically (spawn_ships), using however many of these
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# offsets are needed. The optional vessel-type list preserves the exact
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# mixed fleet through scene swaps; a fresh start still defaults each slot
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# to an interceptor.
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# The fleet's cruise speed. This is the speed of the FLEET as a whole: the
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# anchor below advances at exactly this rate, and individual ships are
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# allowed to fly faster than it (Ship.max_speed) so they can close on their
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# formation slot - which is what makes a pivot while under way look sharp
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# instead of sluggish.
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# #88: the whole game moves 1.5x faster. This is the figure the pace is
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# actually set by - vessel max_speed and acceleration were scaled with it,
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# and so were the enemies, so it is a change of TEMPO rather than a
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# difficulty cut.
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@export var cruise_speed: float = 390.0
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# Per-scene neon palette for the fleet. PlanetSurface.tscn overrides these
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# with darker values, since the lunar surface is bright grey and the default
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# near-white core would wash out against it. See NeonDraw.
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@export var ship_glow_color: Color = Color(0.25, 0.85, 1.0)
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@export var ship_core_color: Color = Color(1.0, 1.0, 1.0)
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var ship_scene: PackedScene = preload("res://vessels/Ship.tscn")
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var ships: Array = []
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var formation_offsets: Array = []
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var fleet_target: Vector2 = Vector2.ZERO
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# Formation centre while under joystick steering, and the heading it is
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# travelling along. Zero heading means the fleet is not being steered.
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var anchor: Vector2 = Vector2.ZERO
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var steer_direction: Vector2 = Vector2.ZERO
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# An aimed Propulser burst translates the complete formation as one body.
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var dash_direction: Vector2 = Vector2.ZERO
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var dash_remaining: float = 0.0
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const DASH_SPEED: float = 2800.0
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func _ready() -> void:
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# Lets anything resolve "the fleet" without a hardcoded ../Fleet sibling
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# path - enemies parented under different hosts (e.g. a planet surface's
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# SurfaceFeatures) need this to find their target.
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add_to_group("player_fleet")
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# Researching a vessel upgrade improves the ships already flying, not
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# just the next one built (#5).
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GameState.vessel_upgraded.connect(_on_vessel_upgraded)
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func _on_vessel_upgraded(_id: String) -> void:
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for ship in ships:
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if is_instance_valid(ship):
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ship.apply_vessel_stats()
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func spawn_ships(count: int, center: Vector2 = Vector2.ZERO,
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vessel_types: PackedStringArray = PackedStringArray()) -> void:
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for ship in ships:
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if is_instance_valid(ship):
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ship.queue_free()
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ships.clear()
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formation_offsets.clear()
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var spawn_types: PackedStringArray = PackedStringArray()
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if vessel_types.is_empty():
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for i in range(count):
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spawn_types.append(GameState.VESSEL_INTERCEPTOR)
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else:
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for vessel_type in vessel_types:
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if GameState.vessel_is_fleet_eligible(vessel_type):
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spawn_types.append(vessel_type)
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if spawn_types.is_empty():
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spawn_types.append(GameState.VESSEL_INTERCEPTOR)
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var n: int = clamp(spawn_types.size(), 1, GameState.max_fleet_size())
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for i in range(n):
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var offset: Vector2 = GameState.formation[i]
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var ship: Area2D = ship_scene.instantiate()
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ship.vessel_type = spawn_types[i]
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ship.position = center + offset
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ship.glow_color = ship_glow_color
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ship.core_color = ship_core_color
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add_child(ship)
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ships.append(ship)
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formation_offsets.append(offset)
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if ship.has_signal("destroyed"):
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ship.destroyed.connect(_on_ship_destroyed.bind(ship))
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fleet_target = center
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_sync_composition_state()
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func vessel_types() -> PackedStringArray:
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var result: PackedStringArray = PackedStringArray()
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for ship in ships:
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if is_instance_valid(ship):
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result.append(String(ship.vessel_type))
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return result
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func _sync_composition_state() -> void:
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# #106: the Planning Center counts vessels across the whole game, and
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# the fleet is the one place it cannot see - the ships are scene nodes
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# and GameState outlives the scene. Pushed here rather than polled,
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# alongside the cargo capacity and distorder count that already are,
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# and for the same reason: composition changes are authoritative, and
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# this is the one function every one of them goes through.
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GameState.fleet_vessel_types = vessel_types()
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GameState.sync_fleet_cargo_capacity(vessel_types())
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# Composition changes are authoritative; scene teardown is not. Keeping
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# this out of SpeedFader prevents an outgoing scene's empty fleet from
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# resetting a boost while the same vessels are being restored on a surface.
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# Each distorder vessel past the first widens the speed ceiling, so the
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# COUNT matters, not merely whether one is present.
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GameState.set_distorder_vessel_count(count_ships_with_capability("distorder"))
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if not has_capability("distorder"):
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GameState.set_fleet_speed_multiplier(1.0)
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func has_vessel_type(vessel_type: String) -> bool:
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for ship in ships:
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if is_instance_valid(ship) and String(ship.vessel_type) == vessel_type:
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return true
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return false
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func first_vessel_of_type(vessel_type: String) -> Node2D:
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for ship in ships:
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if is_instance_valid(ship) and String(ship.vessel_type) == vessel_type:
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return ship
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return null
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func has_capability(capability: String) -> bool:
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return first_ship_with_capability(capability) != null
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func count_ships_with_capability(capability: String) -> int:
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var total: int = 0
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for ship in ships:
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if is_instance_valid(ship) and ship.has_capability(capability):
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total += 1
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return total
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func first_ship_with_capability(capability: String) -> Node2D:
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for ship in ships:
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if is_instance_valid(ship) and ship.has_capability(capability):
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return ship
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return null
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func add_ship(vessel_type: String = GameState.VESSEL_INTERCEPTOR) -> bool:
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# Adds one vessel in the next free formation slot (bought from a ship
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# crafter). Returns false when the wedge is already full.
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if not GameState.vessel_is_fleet_eligible(vessel_type) \
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or ships.size() >= GameState.max_fleet_size():
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return false
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var offset: Vector2 = GameState.formation[ships.size()]
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var ship: Area2D = ship_scene.instantiate()
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# Before add_child, so Ship._ready() builds the right vessel - the shield
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# ring is created there and only for a shield vessel.
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ship.vessel_type = vessel_type
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# From the formation origin, not the centroid: with a lopsided layout the
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# centroid is already displaced by the average offset, so adding the new
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# ship's own offset to it would drop it well outside the wedge.
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ship.position = get_formation_origin() + offset
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ship.glow_color = ship_glow_color
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ship.core_color = ship_core_color
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add_child(ship)
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ships.append(ship)
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formation_offsets.append(offset)
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if ship.has_signal("destroyed"):
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ship.destroyed.connect(_on_ship_destroyed.bind(ship))
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ship.set_move_target(fleet_target + offset)
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_sync_composition_state()
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return true
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func store_ship(index: int) -> String:
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# A fleet always keeps one ship deployed. Removing the last one would trip
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# the wiped-out-fleet safety net on the next frame and immediately spawn a
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# replacement, which is the opposite of storing it at the mothership.
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if ships.size() <= 1 or index < 0 or index >= ships.size():
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return ""
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var ship: Node = ships[index]
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if not is_instance_valid(ship):
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return ""
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var vessel_type: String = String(ship.vessel_type)
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ships.remove_at(index)
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formation_offsets.remove_at(index)
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ship.queue_free()
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apply_formation()
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_sync_composition_state()
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return vessel_type
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func apply_formation() -> void:
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# Re-seats the EXISTING ships into the current GameState.formation.
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# Without this, editing the layout at a command centre (or pivoting it)
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# only affected ships built later, which read as the edit doing nothing.
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for i in range(ships.size()):
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if i >= GameState.max_fleet_size():
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break
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formation_offsets[i] = GameState.formation[i]
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_assign_slot_targets()
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func move_to(world_pos: Vector2) -> void:
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steer_direction = Vector2.ZERO
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fleet_target = world_pos
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anchor = world_pos
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_assign_slot_targets()
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# Moves the complete formation immediately while preserving every authored
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# slot. Unlike move_to(), this is a scene transition hidden behind a full
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# screen cover, not a travel order ships should visibly fly toward (#183).
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func teleport_to(world_pos: Vector2) -> void:
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var displacement: Vector2 = world_pos - get_formation_origin()
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for ship in ships:
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if not is_instance_valid(ship):
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continue
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ship.position += displacement
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ship.move_target += displacement
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ship.velocity = Vector2.ZERO
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ship.fleet_velocity = Vector2.ZERO
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steer_direction = Vector2.ZERO
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dash_remaining = 0.0
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dash_direction = Vector2.ZERO
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fleet_target = world_pos
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anchor = world_pos
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GameState.fleet_position = get_centroid()
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func move_in_direction(direction: Vector2) -> void:
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# Joystick steering. Sets the heading; _process advances the anchor.
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#
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# This used to park a target 2000 units ahead and let the ships chase
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# it. That made formation changes barely register while flying: with
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# the aim point that far away, a 60-unit formation offset moved a
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# ship's heading by under two degrees, so pivoting mid-flight looked
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# like it did almost nothing. Anchoring the formation and having each
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# ship hold its own slot relative to it fixes that.
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if direction == Vector2.ZERO:
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stop()
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return
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if steer_direction == Vector2.ZERO:
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anchor = get_formation_origin()
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steer_direction = direction.normalized()
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func dash(direction: Vector2, distance: float) -> bool:
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if direction.length() < 0.001 or distance <= 0.0 or ships.is_empty():
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return false
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if dash_remaining <= 0.0:
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anchor = get_formation_origin()
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dash_direction = direction.normalized()
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dash_remaining = distance
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return true
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func is_dashing() -> bool:
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return dash_remaining > 0.0
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func _process(delta: float) -> void:
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# #158: a building may pay a local cost out of the hold when the fleet is
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# actually standing at it, and the autoload has no other way to know
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# where that is. Written before the early return below - a parked fleet
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# is exactly the case that matters.
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GameState.fleet_position = get_centroid()
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if is_dashing():
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_advance_dash(delta)
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return
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if steer_direction == Vector2.ZERO:
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return
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# The anchor - the fleet's formation centre - travels at cruise_speed.
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# Ships may exceed it individually to reach their slots. #59: multiplied
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# at the point of use, not baked into cruise_speed itself, so the base
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# value stays stable regardless of the current boost.
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anchor += steer_direction * _effective_cruise_speed() * delta
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fleet_target = anchor
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_assign_slot_targets()
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func _advance_dash(delta: float) -> void:
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var step: float = minf(DASH_SPEED * delta, dash_remaining)
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var displacement: Vector2 = dash_direction * step
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dash_remaining -= step
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anchor += displacement
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fleet_target += displacement
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for ship in ships:
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if not is_instance_valid(ship):
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continue
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# Move the hull and its destination together. That preserves every
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# formation offset and prevents normal steering from trying to "repair"
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# the burst by pulling ships back toward their pre-dash targets.
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ship.position += displacement
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ship.move_target += displacement
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ship.velocity = Vector2.ZERO
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ship.fleet_velocity = Vector2.ZERO
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ship.rotation = dash_direction.angle() + PI / 2.0
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if dash_remaining <= 0.001:
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dash_remaining = 0.0
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if steer_direction != Vector2.ZERO:
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_assign_slot_targets()
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func _effective_cruise_speed() -> float:
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return cruise_speed * GameState.fleet_speed_multiplier
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func _assign_slot_targets() -> void:
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var effective_cruise_speed: float = _effective_cruise_speed()
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for i in range(ships.size()):
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ships[i].set_move_target(fleet_target + formation_offsets[i])
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# Context, not a command: the ship adds this to its own velocity to
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# work out how it is really moving. See Ship.fleet_velocity.
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ships[i].fleet_velocity = steer_direction * effective_cruise_speed
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func stop() -> void:
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steer_direction = Vector2.ZERO
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# Aim each ship at the point where its own braking curve brings it to
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# rest, so releasing the stick coasts to a halt instead of snapping to
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# a dead stop (which is what targeting the current position would do,
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# since that lands inside arrive_radius immediately).
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fleet_target = get_formation_origin()
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for ship in ships:
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# A ship's `velocity` is already its true motion, including the
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# fleet's travel, because Ship feeds the slot velocity forward into
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# its own steering rather than carrying it in a separate field. So
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# stopping is only a matter of telling it the slot has halted and
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# aiming it at the point its own braking curve reaches.
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#
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# This used to do `ship.velocity += ship.fleet_velocity` here, to
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# compensate for `velocity` reading zero while the ship was in fact
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# cruising (Ship snapped to its slot every tick and zeroed it). That
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# compensation was an unbounded ACCUMULATOR: every release added a
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# whole cruise velocity, the next steer refilled fleet_velocity, and
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# tapping a direction repeatedly stacked them up faster than
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# `acceleration` could bleed them off - so a vessel could be flung
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# along at many times its own top speed, and ships fell out of sync
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# because each bled off at a rate set by its own distance to its
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# slot. Ship now bounds its total speed every tick as well, so
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# neither half of that can come back.
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var motion: Vector2 = ship.velocity
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# The fleet is not cruising any more, so the slot is standing still.
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ship.fleet_velocity = Vector2.ZERO
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var speed: float = motion.length()
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if speed <= 0.001:
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ship.set_move_target(ship.position)
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continue
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var braking_distance: float = (speed * speed) / (2.0 * ship.acceleration)
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ship.set_move_target(ship.position + motion.normalized() * braking_distance)
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func get_move_targets() -> Array:
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var result: Array = []
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for ship in ships:
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result.append(ship.move_target)
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return result
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func restore(previous_fleet_target: Vector2, previous_move_targets: Array) -> void:
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fleet_target = previous_fleet_target
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for i in range(ships.size()):
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ships[i].move_target = previous_move_targets[i]
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func _on_ship_destroyed(ship: Node) -> void:
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var idx: int = ships.find(ship)
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if idx != -1:
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ships.remove_at(idx)
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formation_offsets.remove_at(idx)
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_sync_composition_state()
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func get_centroid() -> Vector2:
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if ships.is_empty():
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return fleet_target
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var sum: Vector2 = Vector2.ZERO
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for ship in ships:
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sum += ship.position
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return sum / ships.size()
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func get_formation_origin() -> Vector2:
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# Where the anchor must be for the ships to be standing in their slots
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# right now. This is NOT the centroid: ships sit at anchor + offset, so
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# the centroid is anchor + the AVERAGE offset, and the two only coincide
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# when the layout happens to be balanced around its origin.
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#
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# The default wedge is balanced, which is why using the centroid as the
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# anchor looked fine - until a layout dragged off to one corner at a
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# command centre made the average offset large. Seeding the anchor from
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# the centroid then displaced every slot by that average the instant
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# steering began, so the fleet lurched towards the formation's own
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# lopsided side before the anchor caught up and it flew the right way.
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if ships.is_empty():
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return fleet_target
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var sum: Vector2 = Vector2.ZERO
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for offset in formation_offsets:
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sum += offset
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return get_centroid() - sum / formation_offsets.size()
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