spaceship/controllers/FireStickController.gd
Loïc Wisniewski 5f3615026d #89: the default gun bends onto a target near the aimed heading
Aiming with a thumb on a stick is never exact, and at 950 units a couple of
degrees is a long miss. A shot fired roughly toward an enemy now goes at it.

28 degrees of cone, chosen so that pointing at something hits it while the
shot still visibly goes where the player pointed. Past about 45 the gun starts
picking its own targets, which is the behaviour #80 deliberately removed.

Enemies only, never asteroids. Snapping onto a rock while the player is trying
to hit the thing shooting at them would be the assist working against them,
and rocks are large and stationary enough to hit on purpose.

The aim guide is drawn through the SAME helper the gun fires through, so the
dotted line bends with the shot. A guide showing the raw stick heading while
the bolt took an assisted one would be the same class of mismatch #86 removed
between the guide's length and a bolt's actual reach - and this one would have
been harder to notice, because the line would look right most of the time.

Range 620 -> 950, the other half of the ticket.

Also swept the project root again: Godot keeps resurrecting pre-#84 copies of
moved files there from its own cache. None this time.

Suite 120/120.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 03:19:52 +02:00

108 lines
4.2 KiB
GDScript

extends Node2D
# Points every armed vessel's gun wherever the right-hand stick is pushed.
#
# The fleet's guns used to seek their own targets and fire on their own. That
# made combat something that happened TO the player rather than something they
# did, and left the right half of the screen with nothing on it. Aiming is now
# the second stick, and this is the only thing that tells a weapon to fire.
#
# Deliberately a scene node rather than state on the fleet or in GameState:
# it is input plumbing, it belongs to whichever scene is showing the stick,
# and a fleet that moves between scenes should arrive with its guns silent
# until the local stick says otherwise.
# The aim guide: a dotted line from the fleet along the heading being fired,
# out to the guns' own range. Deliberately faint and broken rather than a
# solid beam - it has to answer "where will this go and how far" at a glance
# without competing with the shots themselves for attention.
const GUIDE_DASH: float = 14.0
const GUIDE_GAP: float = 16.0
const GUIDE_WIDTH: float = 2.0
const GUIDE_COLOR: Color = Color(1.0, 0.55, 0.38, 0.28)
# By path rather than by class name, for the load-order reason documented in
# PlanetSetups and elsewhere.
const WEAPON_COMPONENT = preload("res://vessels/VesselWeaponComponent.gd")
@onready var fleet: Node2D = get_node("../Fleet")
# Optional so a scene without a fire stick (a preview, a test harness) still
# runs - the guns simply stay quiet, which is the correct resting state.
@onready var stick: Node = get_node_or_null("../UI/FireStick")
var aim_direction: Vector2 = Vector2.ZERO
# Set by MouseCombatController (#80) when a desktop player holds the left
# button. Kept as a second input rather than a second aimer, so there is still
# exactly one thing in the scene that points a gun.
var external_direction: Vector2 = Vector2.ZERO
func _process(_delta: float) -> void:
var direction: Vector2 = stick.direction if stick != null else Vector2.ZERO
if direction == Vector2.ZERO:
# The stick wins when both are live: a finger on it is a deliberate
# act, a mouse resting somewhere is not.
direction = external_direction
aim(direction)
# The guide starts at the fleet, which is usually moving, so this redraws
# while aiming rather than only when the heading changes. Once the stick is
# released it redraws once more to clear the line, then stops.
var was_aiming: bool = aim_direction != Vector2.ZERO
aim_direction = direction
if direction != Vector2.ZERO or was_aiming:
queue_redraw()
# Also the entry point for anything driving the guns without a stick - tests
# aim through this rather than reaching into each weapon component, so what
# they exercise is the same path the stick uses.
func aim(direction: Vector2) -> void:
if fleet == null:
return
for ship in fleet.ships:
if not is_instance_valid(ship):
continue
var weapon: Node = ship.get_component("weapon")
if weapon != null:
weapon.set_fire_direction(direction)
# How far the guide reaches: the actual range of a gun that is actually
# aboard, so the line never promises reach the fleet does not have.
func guide_range() -> float:
for ship in fleet.ships:
if not is_instance_valid(ship):
continue
var weapon: Node = ship.get_component("weapon")
if weapon != null:
return float(weapon.fire_range)
return 0.0
func _draw() -> void:
if aim_direction == Vector2.ZERO or fleet == null or fleet.ships.is_empty():
return
var reach: float = guide_range()
if reach <= 0.0:
return
var origin: Vector2 = fleet.get_centroid()
# Drawn along the heading a shot will ACTUALLY take, assist included, so
# the line keeps telling the truth about where fire is going (#89).
var heading: Vector2 = WEAPON_COMPONENT.assisted_heading(get_tree(), origin,
aim_direction, reach)
var travelled: float = GUIDE_GAP
while travelled < reach:
var dash_end: float = minf(travelled + GUIDE_DASH, reach)
draw_line(origin + heading * travelled, origin + heading * dash_end,
GUIDE_COLOR, GUIDE_WIDTH, true)
travelled = dash_end + GUIDE_GAP
func is_firing() -> bool:
for ship in fleet.ships:
if not is_instance_valid(ship):
continue
var weapon: Node = ship.get_component("weapon")
if weapon != null and weapon.is_firing():
return true
return false