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>
58 lines
2.2 KiB
GDScript
58 lines
2.2 KiB
GDScript
class_name VesselWeaponComponent
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extends Node
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# The fleet's gun. It does NOT pick its own targets: the player aims it with
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# the fire stick, and it shoots along whatever heading that stick reports for
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# as long as it is held.
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#
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# It used to seek the nearest enemy in range and fire on its own, which meant
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# combat happened whether or not the player did anything - there was nothing
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# to aim, and nothing to decide. Firing is now an action like any other, and
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# the right-hand stick is what performs it.
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#
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# `fire_direction` is set every frame by FireStickController from the stick's
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# own reading, and cleared the moment it is released. Zero means "not firing",
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# which is the resting state.
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var capability_id: String = "weapon"
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var fire_range: float
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var fire_cooldown: float
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var projectile_damage: int
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var fire_timer: float = 0.0
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var fire_direction: Vector2 = Vector2.ZERO
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var projectile_scene: PackedScene = preload("res://vessels/Projectile.tscn")
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func apply_stats() -> void:
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var ship: Node = get_parent()
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var state: Node = ship.get_tree().root.get_node("GameState")
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fire_range = state.vessel_stat(ship.vessel_type, "fire_range")
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fire_cooldown = state.vessel_stat(ship.vessel_type, "fire_cooldown")
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projectile_damage = int(state.vessel_stat(ship.vessel_type, "damage"))
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# Called by FireStickController. A zero vector stops the gun.
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func set_fire_direction(direction: Vector2) -> void:
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fire_direction = direction if direction.length() > 0.001 else Vector2.ZERO
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func is_firing() -> bool:
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return fire_direction != Vector2.ZERO
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func tick(delta: float) -> void:
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# The cooldown runs down whether or not the trigger is held, so tapping
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# the stick in a new direction is not punished by a timer that only
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# started when the stick moved.
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fire_timer -= delta
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if fire_direction == Vector2.ZERO or fire_timer > 0.0:
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return
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var ship: Node2D = get_parent()
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var projectile: Node2D = projectile_scene.instantiate()
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projectile.position = ship.position
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projectile.damage = projectile_damage
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ship.get_tree().root.add_child(projectile)
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# Aimed by DIRECTION, not at a target: launch() takes a displacement, so
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# the gun's own range decides how far the shot is sent.
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projectile.launch(fire_direction.normalized() * fire_range)
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fire_timer = fire_cooldown
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