spaceship/controllers/AimedFleetAbilityController.gd
Loïc Wisniewski 2239235993 Aim the laser by depth, and ease the aim view
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 09:32:42 +02:00

274 lines
9.1 KiB
GDScript

class_name AimedFleetAbilityController
extends Node2D
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
# Shared press-drag-release input and camera behavior for manually aimed fleet
# abilities. Subclasses provide the component, ammunition, target calculation,
# shot effect, and effect visuals.
const AIM_DEADZONE: float = 22.0
# The aim view eases to its framing instead of cutting to it, in both
# directions. A hard jump loses where everything just went - the more so now
# that aiming can travel a long way - and the eye cannot follow a cut it did
# not make. Fast, though: this happens under a thumb that is already aiming,
# so it settles in about a quarter of a second rather than gliding.
const ZOOM_EASE_SPEED: float = 12.0
# A floor under that rate, as a multiple of the zoom being approached. A purely
# proportional ease slows as it closes and never actually arrives, which would
# leave "has the camera restored" false forever and let the next aim record a
# resting zoom that is still moving.
const ZOOM_MIN_RATE: float = 4.0
@export var minimum_zoom: float = 0.4
@onready var fleet: Node2D = get_node("../Fleet")
@onready var camera: Camera2D = get_node("../Camera2D")
var button: IconButton
var status: Label
var status_message_until: int = 0
var aiming: bool = false
var aim_touch: int = -1
var aim_start_screen: Vector2 = Vector2.ZERO
var aim_screen: Vector2 = Vector2.ZERO
var aim_target: Vector2 = Vector2.ZERO
var saved_zoom: float = 1.0
# What the aim wants to be framed at. Written by _update_aim_zoom(); the
# camera walks toward it in _process() rather than being assigned it.
var desired_zoom: float = 1.0
var restoring_zoom: bool = false
func _ready() -> void:
button = get_node(_button_path())
status = get_node(_status_path())
button.visible = false
status.text = ""
queue_redraw()
func _process(delta: float) -> void:
var had_visuals: bool = aiming or _has_effect_visuals()
# #122: "there's no action button available, only movements". Checked
# here rather than by the director reaching in, because this line runs
# every frame and would put the button straight back.
button.visible = fleet.has_capability(_component_id()) and not GameState.intro_active
button.enabled = _next_ready_ship() != null and _can_afford_shot()
if not button.visible and aiming:
_cancel_aim()
if status.text != "" and Time.get_ticks_msec() >= status_message_until:
status.text = ""
if aiming:
_ease_zoom(desired_zoom, delta)
elif restoring_zoom:
_ease_zoom(saved_zoom, delta)
if is_equal_approx(camera.zoom.x, saved_zoom):
restoring_zoom = false
_advance_effects(delta)
if aiming or _has_effect_visuals() or had_visuals:
queue_redraw()
func can_begin_aim() -> bool:
# An unaffordable shot still claims the press so the status label can
# explain what is missing instead of silently passing the touch through.
return button.visible and not button._blocked_by_modal() \
and not aiming and _next_ready_ship() != null
# Fires immediately at a world point, with no press-drag-release. The mouse
# path (#80) has a crosshair already - it does not need to be dragged into
# existence - so it aims and fires in one call rather than pretending to be
# a touch.
func fire_at(world_target: Vector2) -> bool:
if not button.visible or button._blocked_by_modal() or _next_ready_ship() == null:
return false
if not _can_afford_shot():
_say(_unaffordable_message())
return false
# Recorded before firing because _fire() ends by restoring it, and a stale
# value from an earlier aim would snap the camera somewhere unrelated.
saved_zoom = camera.zoom.x
desired_zoom = saved_zoom
restoring_zoom = false
aim_target = world_target
_fire()
return true
func handle_touch(event: InputEventScreenTouch) -> bool:
if event.pressed:
if not can_begin_aim() \
or not Rect2(button.global_position, button.size).has_point(event.position):
return false
if not _can_afford_shot():
_say(_unaffordable_message())
return true
aiming = true
aim_touch = event.index
aim_start_screen = event.position
aim_screen = event.position
saved_zoom = camera.zoom.x
desired_zoom = saved_zoom
restoring_zoom = false
button.pressed_down = true
button.queue_redraw()
_update_aim()
return true
if event.index != aim_touch:
return false
if aim_start_screen.distance_to(aim_screen) >= AIM_DEADZONE:
_fire()
elif _aim_at_nearest_enemy():
# Tapping the button used to do nothing at all - the press was claimed,
# the aim began, and releasing without dragging simply threw it away.
# A tap now fires at the nearest enemy in range; dragging remains the
# way to place a shot precisely.
_fire()
else:
_say("Nothing in range - drag from the button to aim")
_cancel_aim()
return true
# Points aim_target at the closest enemy within reach, or reports that there
# is none. Both aimed abilities read only the aim_target when they fire - the
# laser takes its DIRECTION and always extends to full range, the gas bomb
# takes the point itself - so setting it here is all auto-aim has to do, and
# each ability keeps its own meaning for it.
func _aim_at_nearest_enemy() -> bool:
var origin: Vector2 = _aim_origin()
var reach: float = _aim_max_range()
var nearest: Node2D = null
var nearest_distance: float = INF
for enemy in get_tree().get_nodes_in_group(COMBAT_TARGET.GROUP):
if not is_instance_valid(enemy) or not (enemy is Node2D):
continue
var distance: float = origin.distance_to((enemy as Node2D).global_position)
if distance > reach or distance >= nearest_distance:
continue
nearest_distance = distance
nearest = enemy
if nearest == null:
return false
aim_target = nearest.global_position
queue_redraw()
return true
func handle_drag(event: InputEventScreenDrag) -> bool:
if not aiming or event.index != aim_touch:
return false
aim_screen = event.position
_update_aim()
return true
func _update_aim() -> void:
var origin: Vector2 = _aim_origin()
aim_target = _calculate_aim_target(aim_screen - aim_start_screen, origin)
_update_aim_zoom(origin, aim_target)
queue_redraw()
func _update_aim_zoom(origin: Vector2, target: Vector2) -> void:
var displacement: Vector2 = target - origin
var half_screen: Vector2 = get_viewport_rect().size * 0.5 - Vector2(54.0, 54.0)
var padding: float = _aim_padding()
var fit_x: float = saved_zoom if absf(displacement.x) < 1.0 \
else half_screen.x / (absf(displacement.x) + padding)
var fit_y: float = saved_zoom if absf(displacement.y) < 1.0 \
else half_screen.y / (absf(displacement.y) + padding)
desired_zoom = clampf(minf(saved_zoom, minf(fit_x, fit_y)),
minimum_zoom, saved_zoom)
# Proportional rather than a fixed step per second, so the same easing reads
# the same whether the camera is crossing from 2.5 to 0.15 or barely moving,
# with the floor above closing the last of it exactly.
func _ease_zoom(target: float, delta: float) -> void:
var step: float = maxf(absf(target - camera.zoom.x) * ZOOM_EASE_SPEED,
maxf(target, 0.1) * ZOOM_MIN_RATE) * delta
var zoom: float = move_toward(camera.zoom.x, target, step)
camera.zoom = Vector2(zoom, zoom)
func _finish_aim() -> void:
aiming = false
aim_touch = -1
button.pressed_down = false
button.queue_redraw()
restoring_zoom = true
func _cancel_aim() -> void:
_finish_aim()
queue_redraw()
func _fire() -> void:
var ship: Node2D = _next_ready_ship()
if ship == null:
_cancel_aim()
return
if not _can_afford_shot():
_say(_unaffordable_message())
_cancel_aim()
return
var component: Node = ship.get_component(_component_id())
if component == null or not _consume_shot(component):
_cancel_aim()
return
GameState.withdraw_fleet_resource(_ammo_resource(), _ammo_cost())
_perform_shot(ship, component)
_finish_aim()
button.enabled = _next_ready_ship() != null and _can_afford_shot()
func _next_ready_ship() -> Node2D:
for ship in fleet.ships:
if not is_instance_valid(ship):
continue
var component: Node = ship.get_component(_component_id())
if component != null and component.is_ready():
return ship
return null
func _can_afford_shot() -> bool:
return GameState.fleet_resource(_ammo_resource()) >= _ammo_cost()
func _unaffordable_message() -> String:
var resource_type: String = _ammo_resource()
return "Need %d %s in the fleet hold to fire (have %d)" % [
_ammo_cost(), GameState.resource_name(resource_type).to_lower(),
GameState.fleet_resource(resource_type),
]
func _say(message: String) -> void:
status.text = message
status_message_until = Time.get_ticks_msec() + 3000
func _aim_origin() -> Vector2:
return fleet.get_centroid()
# Subclass hooks.
func _button_path() -> NodePath: return NodePath()
func _status_path() -> NodePath: return NodePath()
func _component_id() -> String: return ""
func _ammo_resource() -> String: return ""
func _ammo_cost() -> int: return 0
func _aim_padding() -> float: return 0.0
# How far this ability can reach, for auto-aim and for the aim guide.
func _aim_max_range() -> float: return 0.0
func _has_effect_visuals() -> bool: return false
func _advance_effects(_delta: float) -> void: pass
func _consume_shot(_component: Node) -> bool: return false
func _perform_shot(_ship: Node2D, _component: Node) -> void: pass
func _calculate_aim_target(_drag: Vector2, origin: Vector2) -> Vector2: return origin