spaceship/vessels/VesselLaserComponent.gd
Loïc Wisniewski 78836882af Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that
already crosses the screen; beam width becomes a per-shot vessel stat.
#205 the Energy Propulser gains three upgrades - dash recharge, dash reach,
and boosted-cruise drain - which turns three constants into vessel stats.
#206 three further doctrines carry the fleet from ten to twenty.
#207 the prologue's World Ship gets a marker, through the scanner's own
guidance arrow rather than a second one.
#208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo
reaching the hold, a rock breaking, and a gas bomb blooming.
#215 building health bars are larger, plated and framed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 12:16:17 +02:00

55 lines
1.8 KiB
GDScript

class_name VesselLaserComponent
extends "res://vessels/VesselCooldownFillComponent.gd"
var capability_id := "laser"
var damage: int = 6
var beam_range: float = 2900.0
var beam_half_width: float = 38.0
const READY_COLOR := Color(0.3, 0.9, 1.0)
const COOLING_COLOR := Color(0.08, 0.28, 0.34)
func _init() -> void:
cooldown_duration = 4.0
func apply_stats() -> void:
var ship: Node = get_parent()
var state: Node = ship.get_tree().root.get_node("GameState")
damage = int(state.vessel_stat(ship.vessel_type, "damage"))
beam_range = state.vessel_stat(ship.vessel_type, "beam_range")
beam_half_width = state.vessel_stat(ship.vessel_type, "beam_half_width")
cooldown_duration = state.vessel_stat(ship.vessel_type, "beam_cooldown")
queue_redraw()
# #90/#103 follow-up: the beam is a LaserBeamEffect in the world, not
# something the fleet's controller draws. See the class comment there.
const BEAM_EFFECT = preload("res://vfx/LaserBeamEffect.gd")
# What one shot costs, and how much a garrisoned laser keeps beside it. Data
# on the component rather than in the controller: a garrison spends the same
# ammunition through a different trigger.
const ENERGY_PER_SHOT: int = 8
func ability_range() -> float: return beam_range
func ability_ammo_resource() -> String: return GameState.RESOURCE_ENERGY
func ability_ammo_cost() -> int: return ENERGY_PER_SHOT
func fire_ability(world: Node, origin: Vector2, at: Vector2) -> bool:
if not consume_shot():
return false
var direction: Vector2 = at - origin
# A beam always reaches full range; the aim chooses its direction only.
BEAM_EFFECT.fire(world, origin, direction, beam_range, damage, beam_half_width)
return true
func consume_shot() -> bool:
return _begin_cooldown(cooldown_duration)
func _ready_color() -> Color: return READY_COLOR
func _cooling_color() -> Color: return COOLING_COLOR