spaceship/vessels/Fleet.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
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>
2026-08-21 19:44:14 +02:00

327 lines
12 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.
@export var cruise_speed: float = 260.0
# 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:
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()