#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the player reads it, reskinned to match: a symmetric hull flaring into an engine skirt instead of the lopsided warped lump, an engine bell with a thrust plume instead of the wobbling ring glyph, and energy's own yellow instead of purple, since energy is what it burns. The internal id stays "distorder" - it is the capability string, the unlock key and the component scene name, and renaming the wiring would be a large mechanical change with no player-visible effect. Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used to add a flat 1.0, so a fleet that could afford six simply drove at six times cruise and the vessel stopped being a choice. Base-2 makes the rule one sentence - every doubling adds another 1.0 - and leaves two propulsers worth exactly what they were worth before, so nothing already built is devalued. #78 - a gas burner can be paused. It converts gas the player may want for bombs into energy they may not need yet, and the only way to stop it was to demolish it. The action is data-driven like every other: the visual's ActionProvider lists "pause", and any converter can adopt it. Pause is the burner's PRIMARY action, so it is one tap rather than a menu; the button shows what it will DO, bars while running and a play triangle while stopped; and the building itself goes visibly cold, because a paused building that looked identical to a running one would be a setting to remember rather than see. Conversion progress is left where it was rather than reset, so switching off and on again does not discard a part-finished unit. #79 - picking something up says so. A "+N" with the resource's own mark rises and fades where it happened. Built from the SAME glyph the resource tables and transfer rows use, so a material added to the catalog later cannot end up with one mark in the HUD and a different one in the world. A pickup a full hold REFUSES raises nothing. Two Godot traps cost real time here and are now written down where the next person will hit them: - a `#` comment inside a .tres [resource] block is not a comment. It parses as part of the preceding value and silently blanks the property after it. One in DistorderVesselDefinition.tres left definition_id empty, which surfaced as "<blank> did not resolve its definition" in a test far from the edit. The note lives in VesselDefinition.gd now. - a global class_name is not reliably resolvable, INCLUDING a script's own inside its own static function. ResourcePickupVFX.new() failed to compile when reached through a preview scene, taking Rock and the gas vents with it. It has no class_name now and constructs itself by path. Suite 114/114. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
133 lines
5 KiB
GDScript
133 lines
5 KiB
GDScript
extends Area2D
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# A gatherable crystal of asteroid ore lying on a planet's surface. Picked
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# up by flying any ship over it; the fleet doesn't need to stop.
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#
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# Deliberately drawn as a PERFECT HEXAGON rather than the irregular lumpy
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# polygon Asteroid.gd uses. The two now DO appear together - shooting an
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# asteroid drops one of these right next to its neighbours - which makes the
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# shape language matter more than when they were kept apart by scene: jagged
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# and irregular reads as a natural hazard, regular and faceted reads as
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# something valuable and meant to be picked up.
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#
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# It also drifts toward a nearby ship (see _physics_process). Nothing
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# harmful moves helpfully toward you, so the pull doubles as a readability
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# cue on top of making gathering feel less fiddly.
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signal collected
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# By path, not by its `ResourcePickupVFX` global name: a bare class-name
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# reference needs the global class cache already warm, which it is not when
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# this script is reached indirectly - loading Main.tscn from inside a preview
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# scene made it a hard parse error. Same workaround PlanetSetups and
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# PlanetSetupEditor already use.
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const RESOURCE_PICKUP_VFX = preload("res://ResourcePickupVFX.gd")
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# Seconds before an uncollected rock disappears. 0 means never, which is what
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# hand-placed surface rocks use - a planet surface is bounded and authored, so
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# nothing accumulates. Ore dropped by a shot asteroid sets a real lifetime,
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# because open space is unbounded and a field shot up and left behind would
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# otherwise leak nodes for the rest of the session.
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@export var lifetime: float = 0.0
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@export var attract_radius: float = 220.0
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@export var attract_speed: float = 260.0
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@export var attract_accel: float = 420.0
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var shape_points: PackedVector2Array = PackedVector2Array()
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var facet_points: PackedVector2Array = PackedVector2Array()
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var size_scale: float = 1.0
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var velocity: Vector2 = Vector2.ZERO
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var age: float = 0.0
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func _ready() -> void:
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add_to_group("rocks")
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z_index = -1
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area_entered.connect(_on_area_entered)
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queue_redraw()
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func build_shape(shape_seed: int) -> void:
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# Only the SIZE varies, never the silhouette: every ore node is the same
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# regular hexagon, which is the whole point of the cue.
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = shape_seed
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size_scale = rng.randf_range(0.85, 1.25)
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var r: float = 13.0 * size_scale
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shape_points = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU - PI / 2.0
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shape_points.append(Vector2(cos(a), sin(a)) * r)
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# One flat-to-flat line across the middle, so it reads as a cut face
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# rather than a plain outline at small sizes.
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facet_points = PackedVector2Array([
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shape_points[5], shape_points[2],
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])
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queue_redraw()
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func _physics_process(delta: float) -> void:
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# Drift toward the closest ship inside attract_radius. No redraw here:
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# position is a transform property and the crystal's shape is fixed.
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if lifetime > 0.0:
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age += delta
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if age >= lifetime:
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queue_free()
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return
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var target: Node2D = _nearest_ship()
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if target == null:
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velocity = velocity.move_toward(Vector2.ZERO, attract_accel * delta)
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else:
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var desired: Vector2 = (target.position - position).normalized() * attract_speed
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velocity = velocity.move_toward(desired, attract_accel * delta)
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position += velocity * delta
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func _nearest_ship() -> Node2D:
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var nearest: Node2D = null
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var best: float = attract_radius
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for ship in get_tree().get_nodes_in_group("player_ships"):
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if not is_instance_valid(ship):
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continue
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var d: float = position.distance_to(ship.position)
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if d <= best:
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best = d
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nearest = ship
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return nearest
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func _on_area_entered(area: Area2D) -> void:
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if area.is_in_group("player_ships"):
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# Into the fleet's hold, not the bank (#14). It only counts as
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# spendable once the fleet has flown it back to the mothership.
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# #56: the hold has a finite total_capacity now - a full fleet must
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# leave the rock behind rather than despawning it for nothing.
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var taken: int = GameState.collect_cargo(1)
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if taken <= 0:
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return
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# #79: say what was picked up, where it was picked up. Parented to the
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# root rather than to this node, which is about to be freed.
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RESOURCE_PICKUP_VFX.spawn(get_tree().root, global_position,
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GameState.RESOURCE_ORE, taken)
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collected.emit()
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queue_free()
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func _draw() -> void:
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if shape_points.is_empty():
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return
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# Deep teal with a near-black core: a dark, saturated colour reads
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# clearly against the bright lunar regolith (sampled at ~0.75 grey),
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# where the original warm yellow disappeared into it.
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var glow: Color = Color(0.0, 0.62, 0.7)
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var core: Color = Color(0.0, 0.12, 0.15)
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NeonDraw.draw_glowing_polygon(self, shape_points, glow, 1.0, core)
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# One line only - the hexagon has a single flat-to-flat facet. This used
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# to draw two lines from a 4-point array; the hexagon rewrite left only
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# 2 points, so the second line indexed out of bounds and every rock
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# threw on every draw.
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if facet_points.size() >= 2:
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NeonDraw.draw_glowing_line(self, facet_points[0], facet_points[1], glow, 0.7, 0.3, core)
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