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>
101 lines
3.8 KiB
GDScript
101 lines
3.8 KiB
GDScript
extends Node2D
|
|
|
|
# Points every armed vessel's gun wherever the right-hand stick is pushed.
|
|
#
|
|
# The fleet's guns used to seek their own targets and fire on their own. That
|
|
# made combat something that happened TO the player rather than something they
|
|
# did, and left the right half of the screen with nothing on it. Aiming is now
|
|
# the second stick, and this is the only thing that tells a weapon to fire.
|
|
#
|
|
# Deliberately a scene node rather than state on the fleet or in GameState:
|
|
# it is input plumbing, it belongs to whichever scene is showing the stick,
|
|
# and a fleet that moves between scenes should arrive with its guns silent
|
|
# until the local stick says otherwise.
|
|
|
|
# The aim guide: a dotted line from the fleet along the heading being fired,
|
|
# out to the guns' own range. Deliberately faint and broken rather than a
|
|
# solid beam - it has to answer "where will this go and how far" at a glance
|
|
# without competing with the shots themselves for attention.
|
|
const GUIDE_DASH: float = 14.0
|
|
const GUIDE_GAP: float = 16.0
|
|
const GUIDE_WIDTH: float = 2.0
|
|
const GUIDE_COLOR: Color = Color(1.0, 0.55, 0.38, 0.28)
|
|
|
|
@onready var fleet: Node2D = get_node("../Fleet")
|
|
# Optional so a scene without a fire stick (a preview, a test harness) still
|
|
# runs - the guns simply stay quiet, which is the correct resting state.
|
|
@onready var stick: Node = get_node_or_null("../UI/FireStick")
|
|
|
|
var aim_direction: Vector2 = Vector2.ZERO
|
|
# Set by MouseCombatController (#80) when a desktop player holds the left
|
|
# button. Kept as a second input rather than a second aimer, so there is still
|
|
# exactly one thing in the scene that points a gun.
|
|
var external_direction: Vector2 = Vector2.ZERO
|
|
|
|
|
|
func _process(_delta: float) -> void:
|
|
var direction: Vector2 = stick.direction if stick != null else Vector2.ZERO
|
|
if direction == Vector2.ZERO:
|
|
# The stick wins when both are live: a finger on it is a deliberate
|
|
# act, a mouse resting somewhere is not.
|
|
direction = external_direction
|
|
aim(direction)
|
|
# The guide starts at the fleet, which is usually moving, so this redraws
|
|
# while aiming rather than only when the heading changes. Once the stick is
|
|
# released it redraws once more to clear the line, then stops.
|
|
var was_aiming: bool = aim_direction != Vector2.ZERO
|
|
aim_direction = direction
|
|
if direction != Vector2.ZERO or was_aiming:
|
|
queue_redraw()
|
|
|
|
|
|
# Also the entry point for anything driving the guns without a stick - tests
|
|
# aim through this rather than reaching into each weapon component, so what
|
|
# they exercise is the same path the stick uses.
|
|
func aim(direction: Vector2) -> void:
|
|
if fleet == null:
|
|
return
|
|
for ship in fleet.ships:
|
|
if not is_instance_valid(ship):
|
|
continue
|
|
var weapon: Node = ship.get_component("weapon")
|
|
if weapon != null:
|
|
weapon.set_fire_direction(direction)
|
|
|
|
|
|
# How far the guide reaches: the actual range of a gun that is actually
|
|
# aboard, so the line never promises reach the fleet does not have.
|
|
func guide_range() -> float:
|
|
for ship in fleet.ships:
|
|
if not is_instance_valid(ship):
|
|
continue
|
|
var weapon: Node = ship.get_component("weapon")
|
|
if weapon != null:
|
|
return float(weapon.fire_range)
|
|
return 0.0
|
|
|
|
|
|
func _draw() -> void:
|
|
if aim_direction == Vector2.ZERO or fleet == null or fleet.ships.is_empty():
|
|
return
|
|
var reach: float = guide_range()
|
|
if reach <= 0.0:
|
|
return
|
|
var origin: Vector2 = fleet.get_centroid()
|
|
var heading: Vector2 = aim_direction.normalized()
|
|
var travelled: float = GUIDE_GAP
|
|
while travelled < reach:
|
|
var dash_end: float = minf(travelled + GUIDE_DASH, reach)
|
|
draw_line(origin + heading * travelled, origin + heading * dash_end,
|
|
GUIDE_COLOR, GUIDE_WIDTH, true)
|
|
travelled = dash_end + GUIDE_GAP
|
|
|
|
|
|
func is_firing() -> bool:
|
|
for ship in fleet.ships:
|
|
if not is_instance_valid(ship):
|
|
continue
|
|
var weapon: Node = ship.get_component("weapon")
|
|
if weapon != null and weapon.is_firing():
|
|
return true
|
|
return false
|