spaceship/FireStickController.gd
Loïc Wisniewski baac11ae8b Implement #80, #81, #82 and #83
#80 - desktop combat. The mouse aims, the left button fires, and the number
keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin
sticks are built for thumbs; on a desktop they mean dragging a virtual stick
with a pointer that could simply BE the crosshair.

The pointer path hands its heading to FireStickController rather than driving
weapons itself, so exactly one thing in the scene aims a gun, and a held stick
wins - a finger on it is a deliberate act, a mouse resting somewhere is not.
Abilities gained fire_at(), which aims and fires in one call instead of
pretending to be a press-drag-release touch.

It is gated on the absence of a touchscreen, because Godot emulates a mouse
button from every touch and without that a tap on a phone would fire the guns.
The gate has an explicit override, and not for tidiness: headless reports a
touchscreen, so with the automatic answer alone the aiming could never be
exercised by a test and the only covered behaviour would be the guard.

#81 - the bottom-left control hint is gone, from both scenes and from
GameController.

#82 - a chaser is destroyed by the impact when it reaches a vessel. It used to
pass through the wreck untouched and line up another pass, which made a
ramming enemy strictly better than any other. Data-driven per enemy
(dies_on_contact), because a sniper that happens to drift into a ship has not
spent itself doing it - and routed through take_damage, so it dies exactly as
it dies to gunfire. The enemy is told about the impact BEFORE the ship
resolves its own damage, since resolving it can free the ship.

#83 - the research tree's buy button is gone; tapping a node twice buys it.
Deliberately "the same node twice" rather than a timed double-tap: no window
to miss on a slow phone, no accidental purchase while browsing, and the first
tap always does something visible, so the second is never a blind commitment.
The status line now says "Tap again to research" - with the button gone it is
the only thing distinguishing an affordable node from an unaffordable one.

test_enemy_collision asserted the exact behaviour #82 reversed, and now checks
the ram costs both. Suite 117/117.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00

101 lines
3.8 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)
@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()
var heading: Vector2 = aim_direction.normalized()
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