The shot was one flat line that appeared at full length and faded. Nothing happened at the ship, nothing moved, and a hit looked exactly like a miss. The blade now runs out of the hull over the first 30% of the flash on a cubic ease-out, holds white-hot, then falls away, with a hum in its width, a bright cap at the leading end, a flare at the emitter, and sparks off the hull that fired it. MuzzleSparkVFX takes an optional colour so the laser throws cyan where the ordinary gun (#87) keeps its gold. The extra light is a white-hot rod down the middle at 42% of the width, deliberately not a wider halo: the note at BEAM_WIDTH_SCALE records that the drawn beam spans exactly what the beam hits, and a halo past that would put the "it visibly missed" complaint back the other way round. The damage is untouched - dealt in full, along the whole beam, on the frame of the shot. A beam that had to arrive would change how the weapon plays, which the ticket did not ask for, so the test pins it down: a target at the far end of the range must be hit before the drawn blade has visibly reached it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
172 lines
7.7 KiB
GDScript
172 lines
7.7 KiB
GDScript
class_name LaserController
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extends "res://controllers/AimedFleetAbilityController.gd"
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const BEAM_COLOR := Color(0.3, 0.9, 1.0)
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const TARGET_COLOR := Color(0.6, 0.95, 1.0)
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const BEAM_HALF_WIDTH := 38.0
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# The DRAWN beam is scaled from the hit width rather than tuned separately.
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# The two were independent numbers and had drifted apart: the beam struck
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# anything within 22 units of the line while its outer glow spanned about 11,
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# so it killed things it visibly missed. NeonDraw's widest layer is 18px at
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# scale 1, so this makes the glow span exactly what the beam hits.
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const BEAM_WIDTH_SCALE := BEAM_HALF_WIDTH * 2.0 / 18.0
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# #90: the beam was one flat line that blinked on at full length and faded.
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# It now IGNITES - it runs out of the ship over the first slice of its life,
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# holds white-hot, and falls away - which is the sabre look the report asked
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# for and also the only part of the shot the eye can follow.
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#
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# Long enough for the extension to read as movement rather than as a
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# stutter, still short enough to be gone before the 4s cooldown is up.
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const FLASH_DURATION := 0.34
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# The fraction of that life spent extending. The rest holds and decays.
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const IGNITE_FRACTION := 0.3
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# The white-hot rod down the middle of the coloured glow. Drawn INSIDE the
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# beam's own width, never wider: the drawn beam is deliberately the same
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# span as the hit test (see BEAM_WIDTH_SCALE above), and a halo painted past
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# that would put the "it visibly missed" complaint back the other way round.
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const CORE_SCALE := 0.42
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const CORE_COLOR := Color(0.85, 0.99, 1.0)
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# The leading cap, and the flare left at the emitter. Both are radii, both
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# stay within the beam's half width so nothing suggests a wider reach.
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const TIP_RADIUS := BEAM_HALF_WIDTH * 0.55
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const MUZZLE_RADIUS := BEAM_HALF_WIDTH * 0.8
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const ENERGY_PER_SHOT: int = 8
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# By path, not by class name - see the note at the top of MuzzleSparkVFX.
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const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
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var beams: Array = []
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var last_hit_count: int = 0
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func _button_path() -> NodePath: return "../UI/LaserButton"
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func _status_path() -> NodePath: return "../UI/LaserStatus"
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func _component_id() -> String: return "laser"
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func _ammo_resource() -> String: return GameState.RESOURCE_ENERGY
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func _ammo_cost() -> int: return ENERGY_PER_SHOT
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func _aim_padding() -> float: return BEAM_HALF_WIDTH
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func _has_effect_visuals() -> bool: return not beams.is_empty()
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func _aim_max_range() -> float:
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# Falls back to the VESSEL DEFINITION's own beam_range, not to a copy of
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# the number. This used to hardcode 950.0 in both branches, which silently
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# became a lie the moment the definition's range changed - the aim line
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# would have been drawn to a different distance than the beam actually
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# reaches, and only in the cases where the fallback fires.
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var ship: Node2D = _next_ready_ship()
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if ship != null:
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var component: Node = ship.get_component(_component_id())
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if component != null:
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return component.beam_range
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return GameState.vessel_stat(GameState.VESSEL_LASER, "beam_range")
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func _calculate_aim_target(drag: Vector2, origin: Vector2) -> Vector2:
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# A beam always reaches full range; dragging chooses its direction only.
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var direction: Vector2 = drag.normalized() if drag.length() > 0.001 else Vector2.UP
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return origin + direction * _aim_max_range()
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func _consume_shot(component: Node) -> bool:
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return component.consume_shot()
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func _perform_shot(ship: Node2D, component: Node) -> void:
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var direction: Vector2 = aim_target - _aim_origin()
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direction = direction.normalized() if direction.length() > 0.001 else Vector2.UP
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var beam_to: Vector2 = ship.global_position + direction * component.beam_range
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_strike(ship.global_position, beam_to, direction, int(component.damage))
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# #90: something happens at the hull, not just out in space. The ordinary
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# gun already does this (#87); the laser fired in complete silence at its
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# own end, which is most of why a shot read as a line appearing rather
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# than as a vessel firing.
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MUZZLE_SPARK.spawn(get_tree().root, ship.global_position, direction, BEAM_COLOR)
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func _next_ready_laser_ship() -> Node2D:
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return _next_ready_ship()
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func _advance_effects(delta: float) -> void:
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for i in range(beams.size() - 1, -1, -1):
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var beam: Dictionary = beams[i]
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beam.time = maxf(float(beam.time) - delta, 0.0)
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if float(beam.time) <= 0.0:
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beams.remove_at(i)
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func _strike(from: Vector2, to: Vector2, direction: Vector2, damage: int) -> void:
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# The damage below is dealt HERE, in full, along the whole beam, at the
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# instant of the shot. The extension in _draw is the picture of that, not
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# a travelling projectile - a beam that had to arrive would be a change
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# to how the weapon plays, which #90 did not ask for.
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beams.append({
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"from": from, "to": to, "time": FLASH_DURATION,
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# Per beam, so two lasers firing together do not flicker in lockstep.
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"phase": randf() * TAU,
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})
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last_hit_count = 0
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var range_along: float = from.distance_to(to)
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# Asteroids share the enemies' take_damage() contract, so the beam sweeps
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# both groups in one pass. Shooting a path clear through a field is a
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# perfectly good use of a laser, and the ore it leaves behind is the point.
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for enemy in get_tree().get_nodes_in_group("enemies") \
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+ get_tree().get_nodes_in_group("asteroids"):
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if not is_instance_valid(enemy) or not (enemy is Node2D):
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continue
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var to_enemy: Vector2 = enemy.global_position - from
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var along: float = to_enemy.dot(direction)
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if along < 0.0 or along > range_along:
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continue
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var perpendicular: float = (to_enemy - direction * along).length()
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if perpendicular <= BEAM_HALF_WIDTH:
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enemy.take_damage(damage)
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last_hit_count += 1
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# How far along its length a beam is currently drawn. Cubic ease-out, so it
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# leaves the ship fast and settles into full reach rather than crawling.
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# Public because it is the whole of #90's "it comes out of the ship" and is
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# worth asserting on directly.
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func beam_extension(beam: Dictionary) -> float:
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var progress: float = 1.0 - float(beam.time) / FLASH_DURATION
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var out: float = clampf(progress / IGNITE_FRACTION, 0.0, 1.0)
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return 1.0 - pow(1.0 - out, 3.0)
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func beam_tip(beam: Dictionary) -> Vector2:
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return Vector2(beam.from).lerp(Vector2(beam.to), beam_extension(beam))
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func _draw() -> void:
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if aiming:
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NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target,
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TARGET_COLOR, 0.7, 0.6)
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for beam in beams:
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var progress: float = 1.0 - float(beam.time) / FLASH_DURATION
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# Full brightness while it extends, then away. Squared so it holds
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# its light and drops at the end, instead of dimming from the first
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# frame the way a plain linear fade did.
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var decay: float = clampf((progress - IGNITE_FRACTION) / (1.0 - IGNITE_FRACTION), 0.0, 1.0)
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var alpha: float = 1.0 - decay * decay
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# A live blade hums. Small enough to be texture rather than a blink.
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var flicker: float = 1.0 + 0.09 * sin(float(beam.time) * 70.0 + float(beam.phase))
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var tip: Vector2 = beam_tip(beam)
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var from: Vector2 = beam.from
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NeonDraw.draw_glowing_line(self, from, tip, BEAM_COLOR, alpha,
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BEAM_WIDTH_SCALE * flicker * (1.0 - decay * 0.45))
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# The white-hot rod, over the same span at a fraction of the width.
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# This is where the extra light comes from: brighter through the
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# middle, not broader across.
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NeonDraw.draw_glowing_line(self, from, tip, CORE_COLOR, alpha,
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BEAM_WIDTH_SCALE * CORE_SCALE * flicker)
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# The leading cap, brightest while the blade is still running out.
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var cap: float = TIP_RADIUS * (0.7 + 0.3 * (1.0 - decay)) * flicker
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NeonDraw.draw_glowing_circle(self, tip, cap, CORE_COLOR, alpha)
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# And the flare left at the emitter, which fades faster than the
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# beam so the hull does not keep glowing after the shot is over.
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var muzzle: float = MUZZLE_RADIUS * (1.0 - progress)
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if muzzle > 1.0:
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NeonDraw.draw_glowing_circle(self, from, muzzle, CORE_COLOR,
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alpha * (1.0 - progress))
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