#105 shipped with interceptors as the only garrisonable vessel, and the reason was a design fault rather than a decision: firing the laser and the gas bomb lived in the player's fleet controllers, so a stationed laser would have held its position and never shot. The shot is now a thing in the world rather than something a controller draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam and ArtilleryShell already had on the enemy side - and they outlive the vessel that fired them. Above them sits one seam, on VesselCooldownFillComponent: ability_range(), ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a bomb are now the same shape of thing to whoever pulls the trigger, so the garrison AI never names an ability - the test asserts that literally, by reading the AI's own source. A third armed vessel needs to implement the seam and nothing else. Ammunition is the CALLER's business, deliberately: the fleet spends from its hold, a garrison from its outpost's store, and neither concern belongs in the component. A garrison with an empty magazine holds fire rather than falling back on the fleet's hold. Outpost storage: 50 gas per stationed bomber and 50 energy per stationed laser, off the VESSEL definitions, so an outpost never learns which vessel needs what. It is a capacity, not a stock - hub transporters fill it exactly as they fill a gas burner's buffer, because building_logistics_deficit now takes the larger of the definition's static buffer and the garrison's magazine. Every other resource is capped at zero: an outpost is not a depot, and ore parked at one has nothing to do there and no transporter coming for it. Also restores two properties the Godot editor dropped from GasBurnerBuildingDefinition.tres when it re-saved the file: collected_outputs and capabilities. Without the first, nothing ever collects the burner's energy - test_gas_burner caught it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
107 lines
3.8 KiB
GDScript
107 lines
3.8 KiB
GDScript
class_name GasBombController
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extends "res://controllers/AimedFleetAbilityController.gd"
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# The player's end of the gas bomb: the button, the aim, the fleet's
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# magazine. The SHOT itself is a GasBombEffect in the world (see that file),
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# lifted out of here for the same reason the beam was lifted out of
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# LaserController - a garrisoned bomber fires the same bomb from a different
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# trigger, and none of this controller is involved in that.
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const BOMB_EFFECT = preload("res://vfx/GasBombEffect.gd")
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const BOMB_COLOR := BOMB_EFFECT.BOMB_COLOR
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const TARGET_COLOR := Color(0.78, 0.32, 1.0)
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const MAX_RANGE := VesselGasBomberComponent.MAX_RANGE
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const AOE_RADIUS := BOMB_EFFECT.AOE_RADIUS
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const DRAG_RADIUS := 260.0
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const DAMAGE := VesselGasBomberComponent.BLAST_DAMAGE
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const COOLDOWN := VesselGasBomberComponent.SHOT_COOLDOWN
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const GAS_PER_SHOT: int = VesselGasBomberComponent.GAS_PER_SHOT
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# The bombs this controller has thrown that are still alive - in flight or
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# still blooming. Split into the two lists the rest of the game already asks
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# about rather than one, so "is a bomb still travelling" stays a question
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# with a cheap answer.
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var projectiles: Array = []
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var explosions: Array = []
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var last_hit_count: int = 0
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var projectile_active: bool:
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get: return not projectiles.is_empty()
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var explosion_time: float:
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get:
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var longest: float = 0.0
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for explosion in explosions:
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if is_instance_valid(explosion):
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longest = maxf(longest, float(explosion.explosion_time))
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return longest
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func _button_path() -> NodePath: return "../UI/GasBombButton"
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func _status_path() -> NodePath: return "../UI/GasBombStatus"
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func _component_id() -> String: return "gas_bomber"
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func _ammo_resource() -> String: return GameState.RESOURCE_GAS
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func _ammo_cost() -> int: return GAS_PER_SHOT
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func _aim_padding() -> float: return AOE_RADIUS
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func _aim_max_range() -> float: return MAX_RANGE
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func _has_effect_visuals() -> bool: return not projectiles.is_empty() or not explosions.is_empty()
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func _calculate_aim_target(drag: Vector2, origin: Vector2) -> Vector2:
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if drag.length() < 0.001:
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return origin
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var distance: float = minf(drag.length() / DRAG_RADIUS, 1.0) * MAX_RANGE
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return origin + drag.normalized() * distance
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func _consume_shot(component: Node) -> bool:
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return component.consume_shot(COOLDOWN)
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func _perform_shot(ship: Node2D, _component: Node) -> void:
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# The cooldown was already spent by _consume_shot() above, so this
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# launches the effect directly rather than going through fire_ability()
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# and spending it twice.
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var effect: Node2D = BOMB_EFFECT.launch(get_tree().root, ship.global_position,
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aim_target, DAMAGE)
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effect.struck.connect(_on_bomb_struck)
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projectiles.append(effect)
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func _on_bomb_struck(hit_count: int) -> void:
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last_hit_count = hit_count
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func _next_ready_bomber() -> Node2D:
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return _next_ready_ship()
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func _advance_effects(_delta: float) -> void:
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# The effects fly, explode and free themselves. This only re-sorts them
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# into "still travelling" and "still blooming", and forgets the gone.
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var flying: Array = []
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var blooming: Array = []
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for effect in projectiles + explosions:
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if not is_instance_valid(effect):
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continue
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if effect.in_flight():
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flying.append(effect)
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else:
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blooming.append(effect)
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projectiles = flying
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explosions = blooming
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func _draw() -> void:
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# Only the aim guide. Each bomb draws itself, in its own node.
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if not aiming:
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return
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NeonDraw.draw_glowing_line(self, _aim_origin(), aim_target, TARGET_COLOR, 0.7, 0.8)
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_draw_ring(aim_target, AOE_RADIUS, TARGET_COLOR, 0.8)
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_draw_ring(aim_target, 18.0, BOMB_COLOR, 1.0)
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func _draw_ring(center: Vector2, radius: float, color: Color, alpha: float) -> void:
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draw_arc(center, radius, 0.0, TAU, 64, Color(color, 0.16 * alpha), 16.0, true)
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draw_arc(center, radius, 0.0, TAU, 64, Color(color, 0.5 * alpha), 6.0, true)
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draw_arc(center, radius, 0.0, TAU, 64, Color(1.0, 0.86, 0.96, 0.9 * alpha), 2.0, true)
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