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>
82 lines
2.4 KiB
GDScript
82 lines
2.4 KiB
GDScript
extends Area2D
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signal destroyed
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const ENEMY_DEFINITIONS = preload("res://enemies/EnemyDefinitions.gd")
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@export var enemy_id: String = "chaser"
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var definition: Resource
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var hp: int
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# Mirrors Ship.gd's own max_speed/acceleration: copied from the definition
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# once, then mutable, so a test/preview can pin an enemy in place (e.g.
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# `enemy.speed = 0.0`) without needing to know about definitions at all.
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var speed: float
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var acceleration: float
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var rotation_speed: float
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var max_hp: int
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func _ready() -> void:
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add_to_group("enemies")
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definition = ENEMY_DEFINITIONS.get_definition(enemy_id)
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speed = definition.speed
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acceleration = definition.acceleration
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rotation_speed = definition.rotation_speed
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max_hp = definition.max_hp
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hp = max_hp
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for component_scene in definition.component_scenes:
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var component: Node = component_scene.instantiate()
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add_child(component)
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if component.has_method("setup"):
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component.setup()
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queue_redraw()
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func get_component(capability: String) -> Node:
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for child in get_children():
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if child.get("capability_id") == capability:
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return child
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return null
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func has_capability(capability: String) -> bool:
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return get_component(capability) != null
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func _physics_process(delta: float) -> void:
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for child in get_children():
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if child.has_method("tick"):
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child.tick(delta)
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# Called by a player vessel this has just collided with. Whether the impact
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# destroys it is the definition's call - see EnemyDefinition.dies_on_contact.
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# Routed through take_damage so it dies exactly as it dies to gunfire: same
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# explosion, same `destroyed` signal, same bookkeeping for whatever is
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# listening.
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func collide_with_player_vessel() -> void:
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if definition != null and bool(definition.dies_on_contact):
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take_damage(hp)
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func take_damage(amount: int) -> void:
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hp -= amount
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if hp <= 0:
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EnemyExplosionVFX.spawn(get_tree().root, position)
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destroyed.emit()
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queue_free()
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func _draw() -> void:
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# Drawn through EnemyDefinitions.draw_definition, the same routine the
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# map editor's markers and palette use, so a definition cannot end up
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# looking one way where it is placed and another where it is fought.
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if definition == null:
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
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]), Color(1.0, 0.15, 0.2), 1.0)
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return
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# Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw.
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ENEMY_DEFINITIONS.draw_definition(self, definition, definition.glow_color)
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