GameState.fleet_speed_multiplier (1.0-3.0) is applied at the point of
use - Fleet's cruise anchor and Ship's own max_speed/acceleration -
rather than baked into stored stats, so a stat upgrade researched
mid-boost can't corrupt the base value and the fader takes effect
immediately with no re-apply step.
Ship.arrive_radius is scaled by the same multiplier: at higher speeds
each physics tick covers a proportionally larger step, and once that
step outgrows a fixed arrive_radius the ship can overshoot its
snap-to-target zone every tick while chasing a target that's now also
receding faster - visible as the fleet stretching apart under boost.
Scaling it preserves the same "snaps onto its slot" tightness at any
boost level that 1.0x already has.
SpeedFader.gd is a self-contained vertical drag control (TouchJoystick's
raw-touch idiom, not _gui_input) that writes straight to the autoload
rather than reporting a value for something else to apply. It also
resets the multiplier to 1.0 the instant fleet.has_capability("distorder")
goes false, so a fleet can never be left permanently boosted by a vessel
it no longer has.
VesselDistorderComponent carries no per-shot behaviour (energy drain
while boosted is #62) - its presence is what matters. Registered in
VesselDefinitions, wired into the crafter/hangar/ship-lab menus per
#57's note (5/5/6 -> 6/6/7 columns).
158 lines
5.3 KiB
GDScript
158 lines
5.3 KiB
GDScript
extends Area2D
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signal destroyed
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const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
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@export var max_speed: float = 460.0
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@export var acceleration: float = 450.0
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@export var rotation_speed: float = 8.0
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@export var arrive_radius: float = 6.0
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@export var vessel_type: String = "interceptor"
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var definition: Resource
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var glow_color: Color = Color(0.25, 0.85, 1.0)
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var core_color: Color = Color.WHITE
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var velocity: Vector2 = Vector2.ZERO
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var fleet_velocity: Vector2 = Vector2.ZERO
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var move_target: Vector2
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# Compatibility accessors keep old saves/tests readable while shield state
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# itself belongs exclusively to the optional ShieldComponent.
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var shield_charges: int:
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get:
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var component: Node = get_component("shield")
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return component.charges if component != null else 0
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set(value):
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var component: Node = get_component("shield")
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if component != null:
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component.set_charges(value)
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var shield_recharge_left: float:
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get:
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var component: Node = get_component("shield")
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return component.recharge_left if component != null else 0.0
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set(value):
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var component: Node = get_component("shield")
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if component != null:
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component.recharge_left = value
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var projectile_damage: int:
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get:
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var component: Node = get_component("weapon")
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return component.projectile_damage if component != null else 0
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func _ready() -> void:
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move_target = position
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add_to_group("player_ships")
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area_entered.connect(_on_area_entered)
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definition = VESSEL_DEFINITIONS.get_definition(vessel_type)
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if definition == null:
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return
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glow_color = definition.glow_color
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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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apply_vessel_stats()
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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 set_move_target(world_pos: Vector2) -> void:
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move_target = world_pos
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func apply_vessel_stats() -> void:
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if definition == null:
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definition = VESSEL_DEFINITIONS.get_definition(vessel_type)
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if definition == null:
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return
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max_speed = GameState.vessel_stat(vessel_type, "max_speed")
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acceleration = GameState.vessel_stat(vessel_type, "acceleration")
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for child in get_children():
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if child.has_method("apply_stats"):
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child.apply_stats()
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func has_shield() -> bool:
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var component: Node = get_component("shield")
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return component != null and component.is_active()
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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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# #59: multiplied here, at the point of use, rather than baked into the
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# cached max_speed/acceleration fields apply_vessel_stats() sets - those
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# stay the true base values, so a stat upgrade researched mid-boost can't
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# corrupt them, and the fader takes effect the instant it moves with no
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# re-apply needed. arrive_radius is scaled too: at N physics ticks/sec a
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# ship's per-tick step is `speed * delta`, and once that step outgrows
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# the (otherwise fixed) arrive_radius it can overshoot the snap-to-target
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# zone every tick while chasing a target that is ALSO now receding N
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# times faster - a small, boost-proportional radius keeps the same
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# "snaps onto its slot" formation tightness at any boost level that
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# 1.0x already has.
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var boost: float = GameState.fleet_speed_multiplier
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var to_target: Vector2 = move_target - position
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var distance: float = to_target.length()
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if distance <= arrive_radius * boost:
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position = move_target
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velocity = Vector2.ZERO
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else:
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var effective_acceleration: float = acceleration * boost
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var braking_speed: float = sqrt(2.0 * effective_acceleration * distance)
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var desired_speed: float = min(max_speed * boost, braking_speed)
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var desired_velocity: Vector2 = to_target.normalized() * desired_speed
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velocity = velocity.move_toward(desired_velocity, effective_acceleration * delta)
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position += velocity * delta
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var motion: Vector2 = velocity + fleet_velocity
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if motion.length() > 8.0:
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var target_angle: float = motion.angle() + PI / 2.0
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rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
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func take_damage(_amount: int) -> bool:
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# Ships have no hit points - any unabsorbed hit is lethal. A shield
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# charge absorbs a hit entirely regardless of its amount, matching
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# VesselShieldComponent's existing all-or-nothing semantics; `_amount`
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# is accepted (not `int`-clamped away) so callers like EnemyProjectile
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# have a normal damage parameter to pass even though it isn't graded here.
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for child in get_children():
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if child.has_method("absorb_hit") and child.absorb_hit():
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return true
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ShipExplosionVFX.spawn(get_tree().root, position)
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destroyed.emit()
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queue_free()
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return false
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func _on_area_entered(area: Area2D) -> void:
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if not (area.is_in_group("enemies") or area.is_in_group("asteroids")):
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return
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var absorbed: bool = take_damage(1)
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if absorbed and area.is_in_group("asteroids") and is_instance_valid(area):
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area.queue_free()
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func _draw() -> void:
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var points: PackedVector2Array = definition.hull_points if definition != null else PackedVector2Array([
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Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
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])
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NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0, core_color)
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