#204 the Beam Collimator widens the beam instead of adding range to one that already crosses the screen; beam width becomes a per-shot vessel stat. #205 the Energy Propulser gains three upgrades - dash recharge, dash reach, and boosted-cruise drain - which turns three constants into vessel stats. #206 three further doctrines carry the fleet from ten to twenty. #207 the prologue's World Ship gets a marker, through the scanner's own guidance arrow rather than a second one. #208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo reaching the hold, a rock breaking, and a gas bomb blooming. #215 building health bars are larger, plated and framed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
35 lines
1.2 KiB
GDScript
35 lines
1.2 KiB
GDScript
class_name VesselDistorderComponent
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extends "res://vessels/VesselCooldownFillComponent.gd"
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# The presence marker used by the speed fader, plus the Energy Propulser's
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# independently recharging dash (#179). Keeping both on one component means
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# a vessel is the source of both propulsion capabilities and carries its own
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# cooldown just like gas bombers and laser vessels do.
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var capability_id := "distorder"
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# The value a Propulser carries before apply_stats() reads the definition,
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# and what the definition itself declares. #205 made it upgradeable, so the
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# recharge in force is cooldown_duration, never this.
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const DASH_COOLDOWN: float = 5.0
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const READY_COLOR := Color(0.85, 0.95, 0.15)
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const COOLING_COLOR := Color(0.28, 0.31, 0.08)
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func _init() -> void:
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cooldown_duration = DASH_COOLDOWN
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func apply_stats() -> void:
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var ship: Node = get_parent()
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var state: Node = ship.get_tree().root.get_node("GameState")
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cooldown_duration = state.vessel_stat(ship.vessel_type, "dash_cooldown")
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queue_redraw()
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func consume_dash() -> bool:
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return _begin_cooldown(cooldown_duration)
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func _ready_color() -> Color: return READY_COLOR
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func _cooling_color() -> Color: return COOLING_COLOR
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