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assets/freighter/interior_deck.png
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5
assets/freighter/prompts.json
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|
|||||||
|
{
|
||||||
|
"tool": "image_gen (built-in)",
|
||||||
|
"asset": "assets/freighter/interior_deck.png",
|
||||||
|
"prompt": "Use case: stylized-concept. Production game background: a beautifully detailed believable spacecraft INTERIOR CUTAWAY DECK, STRICT VERTICAL ORTHOGRAPHIC TOP DOWN, no roof, no perspective tilt, no visible vertical wall faces. Wide horizontal panoramic canvas approximately 1792 by 768, aspect ratio 2.33:1. Bow is LEFT, stern is RIGHT. This is the interior of a dark graphite armored military frigate with deep red trim, restrained cyan terminal lights and warm amber maintenance lights. Entire coherent continuous deck fills central 94 percent of the canvas, dark navy-black void beyond hull, NO text, NO letters, NO labels, NO diagrams or UI. Detailed realistic painted hard-surface game environment, readable believable furniture and equipment, soft overhead lighting, moderately bright floor to read well. LAYOUT MUST BE EXACT: LEFT FRONT command bridge occupies x=75..310 y=125..645, a tapered left-facing prow room with forward windows, semicircle of navigation consoles, chairs, captain station and central tactical table. A SINGLE broad straight CENTRAL CORRIDOR runs horizontally x=315..1320 y=355..425, connecting bridge at left to hangar at right; lit floor strips, clear walking route, all rooms have actual doorways opening onto this corridor. ABOVE the corridor EXACTLY FOUR LARGE ADJACENT ROOMS: room 1 WORKSHOP x=340..555 y=110..335 with equipped workbenches along walls, tool cabinets, machinery, fabrication station, loose cable spool, amber task lamps. Then EXACTLY THREE separate unfurnished expansion rooms x=575..790, x=810..1025, x=1045..1260 at y=110..335; these are UNDER RENOVATION with exposed utility conduits, unfinished floor panels, small material stacks and subtle yellow-black safety stripes at doorways, each room clearly separated by thick bulkhead walls. BELOW corridor EXACTLY FIVE SMALLER ADJACENT ROOMS x=340..505, x=525..690, x=710..875, x=895..1060, x=1080..1245 at y=445..650; all five under renovation, empty modular chambers intended for future crew cabins, folded scaffold, cable trays, dismantled panels, sealed storage crates, no active bunk beds yet. RIGHT REAR a LARGE HANGAR x=1290..1730 y=95..665: one EMPTY central landing pad centered at x=1510 y=385 with radius about 145, clean clear pad center for a separately rendered player spacecraft later, NO SPACESHIP painted into the image. Hangar perimeter has coiled cables, repair cart, tool trolley, gantry bases, fuel hoses, cargo pallets, side wall machinery and red blast doors at far right. Keep all such props outside the central landing pad. This must look like ONE REAL CONNECTED SHIP INTERIOR, with consistent metallic walls, actual doors, lighting, floors, structural ribs and believable scale, not a grid of separate illustration tiles. The workshop is finished and operational, the other 8 small/large rooms are visibly under construction. Add tiny lit consoles and practical fixtures, no humans or robots, no giant glowing symbols. Subtle floor wear and grime, lovely rich environment detail, clean readable silhouette. No title, no text anywhere, no graphic labels. Do not render the exterior ship surface on top of the rooms. Keep exact room counts and corridor arrangement."
|
||||||
|
}
|
||||||
BIN
assets/freighter/room_interiors.png
Normal file
|
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40
assets/freighter/room_interiors.png.import
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7
assets/freighter/room_interiors_prompt.json
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
{
|
||||||
|
"tool": "image_gen (built-in)",
|
||||||
|
"mode": "reference-based generation",
|
||||||
|
"reference": "assets/freighter/interior_deck.png",
|
||||||
|
"asset": "assets/freighter/room_interiors.png",
|
||||||
|
"prompt": "Create a single game texture atlas, EXACT 2 by 2 equal square tiles filling the entire square image edge to edge, no gutters, no labels, no text. Four distinct overhead spaceship ROOM INTERIOR floor textures to overlay within existing rooms. Strict orthographic vertical TOP DOWN, no isometric, no visible outer walls, no exterior, each tile fills entire quadrant with continuous grey worn metal floor and furniture. Same high fidelity gritty realistic sci-fi painted 3D game art as reference image, charcoal metal, muted red, warm amber lamps, cyan monitors, subtle shadows. TOP LEFT: scientific laboratory with white metal experiment benches around edges, microscopes, specimen vials, central clean examination table, blue screens. TOP RIGHT: alien research department, central green glowing cylindrical containment tank with strange small alien organism seen from directly above, sealed sample cases, scanners and biohazard equipment along edges, subtle green lighting. BOTTOM LEFT: module storage room with orderly racks and crates of spaceship components along sides, three distinct modules on work pallets, overhead view mechanical hardware, amber lights and central walking space. BOTTOM RIGHT: cozy small crew cabin, bed along left wall with dark teal blanket and pillow, desk with screen top right, locker bottom right, chair and personal items, warm bedside lamp, grey floor. Each quadrant is a fully equipped separate floor tile, no borders crossing into adjacent tiles. Furniture clearly readable at small game scale. Match provided frigate interior style. Reference image is STYLE ONLY; create new atlas, do not reproduce ship."
|
||||||
|
}
|
||||||
@ -13,7 +13,10 @@
|
|||||||
},
|
},
|
||||||
"freighter": {
|
"freighter": {
|
||||||
"asset": "assets/planets/freighter.png",
|
"asset": "assets/planets/freighter.png",
|
||||||
"prompt": "Use case: stylized-concept. Production sprite for a premium painted top-down sci-fi 2D game. single long expedition freighter spacecraft viewed orthographically straight from above, bow facing up, broad central armored spine with six modular cargo pods, visible hangar opening with cyan light, twin engine blocks, weathered ivory and dark gunmetal with copper accents, readable silhouette. Entire object centered inside square image with 15% transparent safe margin. Sharp readable silhouette, hand-painted 3D detail, consistent soft light from upper left. Genuinely transparent exterior, no ground no stars no background no text no lettering no frame, no perspective, one object only."
|
"prompt": "Use case: stylized-concept. Create a replacement production spacecraft sprite for a top-down Godot game, using the attached image as the SHIP DESIGN reference, not as a camera reference. Primary request: a massive dark charcoal-black armored capital frigate like this reference, but seen from EXACTLY STRAIGHT ABOVE. Preserve the reference's visual design language: very long broad flat wedge-shaped prow, split forked pointed bow with an elongated narrow central recess, tapering long armored hull, progressively wider layered polygonal armor shoulders at the stern, stacked angular command decks, heavy industrial military slabs, restrained deep crimson-red recessed panel lines and narrow glowing red seams, dark graphite plating, a few tiny turret emplacements and geometric deck hatches. Red accents are thin and integrated, NOT a whole red ship. Powerful ominous monolithic silhouette, readable large shapes, slightly stylized high-quality hard-surface rendering with bevel highlights, no tiny noisy greeble overload. The frigate is symmetrical along its long vertical axis, bow points UP toward top of image and broad stern is at BOTTOM; engine exhaust is at bottom only. IMPORTANT camera: strict vertical orthographic TOP DOWN plan view, camera directly over the ship center, zero perspective tilt, no isometric view, NO visible vertical sides or front walls. The top of every deck is visible but sides are not. No tilted diagonal ship. Whole ship centered within a square canvas with at least 8 percent transparent safe margin on ALL edges. Slight overhead soft upper-left light, dark but clearly legible armor panels, localized subtle crimson engine light. Truly alpha-transparent exterior, no floor, no ground plane, no cast shadow on background, no stars, no grey or white backdrop. No text, logos, UI, watermarks or reference screenshot icons. One single epic military capital frigate, not a cargo-pod freighter. Output a square PNG game asset.",
|
||||||
|
"previous_prompt": "Use case: stylized-concept. Asset type: replacement production sprite for an existing top-down Godot sci-fi game, a much more epic flagship expedition frigate / mobile hangar ship. Input image is a STYLE AND FUNCTION reference: keep the weathered ivory titanium, dark gunmetal, warm bronze accents and cyan lights, upward-facing bow, strict overhead orientation, transparent background. Dramatically redesign the narrow utilitarian cargo vessel into a majestic imposing capital frigate: powerful layered armored spearhead bow at top, wide angular armored shoulders, long monumental central spine with a raised command citadel seen straight overhead, integrated ribbed cargo modules rather than exposed box pods, two distinct cyan-lit recessed hangar bays, symmetrical armored outriggers, four enormous rear engine nacelles with short restrained electric-blue exhaust. Small antenna arrays, readable panel layers and a few restrained defensive turret details. Elegant coherent silhouette, broad enough to look substantial, premium realistic painted hard-surface game art, beautiful craftsmanship, strong larger shapes that read at 190px screen size, medium detail secondary panels without noisy tiny greebles. Absolute orthographic vertical top-down view with no perspective tilt, bow pointing straight up, stern at bottom. Entire ship and engine glow within central 80 percent of a square canvas, 10 percent transparent margin on every edge, no clipping. Soft light from upper left. Single isolated ship, truly alpha-transparent exterior and negative spaces, no starfield, no space backdrop, no ground, no contact shadow, no frame, no letters, no text, no UI. Keep cyan glow localized to engines and hangars, no bloom halo over the whole silhouette. The result should feel like a proud expedition flagship, epic and formidable.",
|
||||||
|
"tool": "image_gen (built-in)",
|
||||||
|
"design_reference": "assets/planets/references/frigate_style.png"
|
||||||
},
|
},
|
||||||
"lander": {
|
"lander": {
|
||||||
"asset": "assets/planets/lander.png",
|
"asset": "assets/planets/lander.png",
|
||||||
|
|||||||
BIN
assets/planets/cloud_mist.png
Normal file
|
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40
assets/planets/cloud_mist.png.import
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|
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|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://ce5e1scjgjiqp"
|
||||||
|
path="res://.godot/imported/cloud_mist.png-d2646f52f72de696d85216135beba38e.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/planets/cloud_mist.png"
|
||||||
|
dest_files=["res://.godot/imported/cloud_mist.png-d2646f52f72de696d85216135beba38e.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
|
||||||
|
compress/high_quality=false
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/uastc_level=0
|
||||||
|
compress/rdo_quality_loss=0.0
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=true
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/channel_remap/red=0
|
||||||
|
process/channel_remap/green=1
|
||||||
|
process/channel_remap/blue=2
|
||||||
|
process/channel_remap/alpha=3
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
|
||||||
6
assets/planets/cloud_mist_prompt.json
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
{
|
||||||
|
"tool": "image_gen (built-in)",
|
||||||
|
"mode": "generation, transparent RGBA",
|
||||||
|
"asset": "assets/planets/cloud_mist.png",
|
||||||
|
"prompt": "Game VFX texture asset: one large wispy atmospheric cloud bank seen strictly from directly overhead, delicate realistic white and pale cool grey mist, fragmented cirrus strands mixed with soft thin stratocumulus veils, airy translucent vapor with plenty of clear gaps, varied internal density, intricate fine tendrils, soft diffused lighting, no solid rounded cartoon puffs. True transparent RGBA background, semitransparent wisps and smoothly feathered alpha fading entirely to zero well before all four image edges. Isolated irregular horizontal bank centered with generous transparent margins, no rectangle, no ground, no sky color, no shadows baked onto a backdrop, no stars, no text. Intended as a large subtle moving parallax overlay above a top-down planetary landscape and spacecraft; player must see terrain through it. Beautiful cinematic mist texture, restrained neutral color. Landscape aspect ratio."
|
||||||
|
}
|
||||||
|
Before Width: | Height: | Size: 1.0 MiB After Width: | Height: | Size: 654 KiB |
BIN
assets/planets/references/frigate_style.png
Normal file
|
After Width: | Height: | Size: 212 KiB |
40
assets/planets/references/frigate_style.png.import
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://c5w8an0ojvvvv"
|
||||||
|
path="res://.godot/imported/frigate_style.png-3363d16ba3c46b662b911b6529cc2276.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/planets/references/frigate_style.png"
|
||||||
|
dest_files=["res://.godot/imported/frigate_style.png-3363d16ba3c46b662b911b6529cc2276.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
|
||||||
|
compress/high_quality=false
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/uastc_level=0
|
||||||
|
compress/rdo_quality_loss=0.0
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/channel_remap/red=0
|
||||||
|
process/channel_remap/green=1
|
||||||
|
process/channel_remap/blue=2
|
||||||
|
process/channel_remap/alpha=3
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
|
||||||
@ -728,3 +728,171 @@ Globalne zagrożenie i ochrona kapitana (18.10.2026):
|
|||||||
- Zweryfikowano render skanu bez zagrożenia, przy 150% i po ochronie L50,
|
- Zweryfikowano render skanu bez zagrożenia, przy 150% i po ochronie L50,
|
||||||
a także blokadę trzeciego etapu kopalni oraz ewakuacji.
|
a także blokadę trzeciego etapu kopalni oraz ewakuacji.
|
||||||
Podgląd: artifacts/threat_system_overview.png.
|
Podgląd: artifacts/threat_system_overview.png.
|
||||||
|
|
||||||
|
Nowa grafika fregaty / frachtowca (18.10.2026):
|
||||||
|
- Zastąpiono freighter.png bardziej okazałym statkiem flagowym: szerokie
|
||||||
|
opancerzone sekcje boczne, dwa podświetlone hangary i cztery silniki.
|
||||||
|
- Zachowano widok z góry, dziób ku górze, jasny pancerz, ciemny metal,
|
||||||
|
miedziane akcenty i turkusowe światła. Grafika ma przezroczyste tło
|
||||||
|
i mipmapy. Jest używana w kosmosie oraz na ekranie frachtowca.
|
||||||
|
- Podpis w kosmosie przesunięto pod silniki, aby nie zasłaniał sylwetki.
|
||||||
|
- Źródło: wbudowany imagegen. Grafika: assets/planets/freighter.png;
|
||||||
|
pełny prompt i poprzedni prompt: assets/planets/artwork_prompts.json.
|
||||||
|
- Zweryfikowano render w obu miejscach. Podglądy:
|
||||||
|
artifacts/epic_frigate_space.png i artifacts/epic_frigate_hangar.png.
|
||||||
|
|
||||||
|
Fregata zgodna z referencją użytkownika (18.10.2026):
|
||||||
|
- Grafika freighter.png zastąpiona ciemnym, klinowym okrętem z rozwidlonym
|
||||||
|
dziobem, szeroką warstwową rufą i czerwonymi akcentami pancerza.
|
||||||
|
- Zachowano ścisły widok pionowo z góry, dziób ku górze, przezroczystość
|
||||||
|
i mipmapy. Nowy wariant jest używany w kosmosie i ekranie frachtowca.
|
||||||
|
- Źródło: wbudowany imagegen. Referencja: assets/planets/references/frigate_style.png.
|
||||||
|
Prompt zapisany w assets/planets/artwork_prompts.json.
|
||||||
|
- Sprawdzono czytelność na tle kosmosu i wygląd w hangarze. Podglądy:
|
||||||
|
artifacts/dark_frigate_space.png i artifacts/dark_frigate_hangar.png.
|
||||||
|
|
||||||
|
Wnętrze fregaty po zadokowaniu (18.10.2026):
|
||||||
|
- Osobna scena: scenes/planets/freighter_interior.tscn, dostępna również
|
||||||
|
do samodzielnego podglądu w edytorze Godot.
|
||||||
|
- Mostek po lewej, centralny korytarz, nad nim warsztat i trzy duże
|
||||||
|
sekcje w remoncie. Pod korytarzem pięć mniejszych pokoi w remoncie.
|
||||||
|
Hangar znajduje się po prawej, na końcu pokładu.
|
||||||
|
- Warsztat zachowuje wytwarzanie i zakładanie wyposażenia. Hangar
|
||||||
|
zachowuje naprawy lądownika i odbiór dostarczonych modułów.
|
||||||
|
Pełna ładownia nie usuwa nieodebranych modułów. Mostek pokazuje
|
||||||
|
informacje, pozostałe pokoje są rezerwą pod przyszłą rozbudowę.
|
||||||
|
- Hangar rysuje prawdziwą teksturę aktualnego statku z jego Sprite2D.
|
||||||
|
Samodzielnie uruchomiona scena używa wyboru statku z GameState.
|
||||||
|
- Wnętrze zawiera meble, konsole, przewody, narzędzia i wyposażenie
|
||||||
|
remontowe. Animowane lampy, iskry spawania i para działają przy
|
||||||
|
wstrzymanym kosmosie. ESC zamyka panel pomieszczenia, L odpina statek.
|
||||||
|
- Grafika: assets/freighter/interior_deck.png. Źródło: wbudowany imagegen;
|
||||||
|
pełny prompt: assets/freighter/prompts.json. Import z mipmapami.
|
||||||
|
- Test integracyjny tests/previews/freighter_interior_preview.tscn
|
||||||
|
przeszedł: 11 sekcji, aktualny statek, efekty podczas pauzy, warsztat,
|
||||||
|
remont, naprawy, pełna ładownia, ESC/L oraz samodzielny podgląd sceny.
|
||||||
|
Regresja planet_expeditions_test.tscn również przeszła.
|
||||||
|
- Podgląd: artifacts/freighter_interior_overview.png.
|
||||||
|
|
||||||
|
Budowa pomieszczeń fregaty (18.10.2026):
|
||||||
|
- Kliknięcie remontowanej sekcji otwiera panel z przyciskiem ZBUDUJ
|
||||||
|
bez kosztów. Każdą sekcję można zbudować tylko raz.
|
||||||
|
- Góra od warsztatu: laboratorium, badania obcych, skład modułów.
|
||||||
|
Na dole pięć kajut załogi. Nowe pokoje mają na razie grafikę;
|
||||||
|
mechanika badań, składu i załogi zostanie dodana później.
|
||||||
|
- Każdy z ośmiu pokoi to osobna instancja freighter_room.tscn.
|
||||||
|
Warstwa remontowa i wyposażone wnętrze są wymienne, niezależnie
|
||||||
|
od kadłuba, korytarza i sąsiednich sekcji. Zachowano animowane światła.
|
||||||
|
- Stan typów pomieszczeń: eksportowane planet_progress.freighter_rooms.
|
||||||
|
Przetrwa zamknięcie sceny i ponowne dokowanie; obsługuje serializację
|
||||||
|
zasobu. Sam system zapisu całej gry nie jest częścią tej zmiany.
|
||||||
|
- Grafika: assets/freighter/room_interiors.png (atlas 2x2, mipmapy).
|
||||||
|
Wbudowany image_gen, generowanie z referencją stylu poprzedniego
|
||||||
|
pokładu. Pełny prompt: assets/freighter/room_interiors_prompt.json.
|
||||||
|
- Test freighter_interior_preview przeszedł: budowa wszystkich 8 pokoi,
|
||||||
|
brak kosztów, blokada duplikatów, serializacja zasobu, ponowne
|
||||||
|
dokowanie oraz dotychczasowy warsztat, hangar, ładownia i ESC/L.
|
||||||
|
Wizualnie sprawdzono panel budowy i cały wyposażony pokład.
|
||||||
|
Podgląd: artifacts/freighter_interior_built.png.
|
||||||
|
|
||||||
|
Odblokowywanie slotów statku (18.10.2026):
|
||||||
|
- Nowa gra: jeden slot broni i jeden rozszerzenia. Maksymalnie 3/5.
|
||||||
|
Pięć podstawowych slotów modułów pozostaje bez zmian.
|
||||||
|
- Hangar fregaty odblokowuje kolejny slot danego typu za 10 żelaza.
|
||||||
|
Logika wymaga dokowania, sprawdza zasoby i limit przed zapłatą.
|
||||||
|
- Zablokowane sloty są oznaczone w wyposażeniu; odrzucają montaż,
|
||||||
|
nie strzelają, nie aktywują rozszerzeń i nie dają pasywnych premii.
|
||||||
|
- Liczniki odblokowań przechodzą przez preserve_for_restart razem
|
||||||
|
z wyposażeniem. Nowa rozgrywka przywraca 1/1.
|
||||||
|
- Test slot_unlock_test przeszedł: start, blokady, dokowanie, brak żelaza,
|
||||||
|
przycisk hangaru, opłaty, limity, zachowanie między układami i reset.
|
||||||
|
Regresje wnętrza fregaty i pasywnych rozszerzeń przeszły.
|
||||||
|
- Starszy tactical_extensions_test ma nieaktualne asercje cooldownów
|
||||||
|
(stałe 60 s zamiast obecnego losowania 5..30 s) i duplikatów rozszerzeń;
|
||||||
|
aktualizacja jego założeń wykracza poza zmianę slotów.
|
||||||
|
- Podgląd: artifacts/hangar_slot_unlock.png.
|
||||||
|
|
||||||
|
Rzędy ładowni i magazyn frachtowca (18.10.2026):
|
||||||
|
- Nowy statek ma pierwszy rząd ładowni: 5 miejsc z maksymalnych 20.
|
||||||
|
Hangar odblokowuje kolejne rzędy po 5 miejsc za 10 żelaza każdy.
|
||||||
|
Wymagane dokowanie; koszt nie jest pobierany przy braku żelaza
|
||||||
|
lub osiągnięciu czterech rzędów. Stan przechodzi między układami.
|
||||||
|
- Zablokowane pola mają oznaczenie BLOKADA. Montaż, przenoszenie,
|
||||||
|
odbiór łupu i liczniki magazynu respektują aktywną pojemność.
|
||||||
|
- Przycisk MAGAZYN na frachtowcu oraz zbudowany skład modułów
|
||||||
|
otwierają magazyn. Niezbudowany skład można bezpłatnie wybudować
|
||||||
|
bezpośrednio z tej zakładki.
|
||||||
|
- Dwie kolumny: wyposażenie w ładowni i przedmioty na frachtowcu.
|
||||||
|
Przyciski ODŁÓŻ / ODBIERZ przenoszą dokładnie ten sam przedmiot
|
||||||
|
z zachowaniem parametrów. Założone wyposażenie należy wcześniej
|
||||||
|
zdjąć do ładowni. Magazyn frachtowca nie ma obecnie limitu miejsc.
|
||||||
|
- Przenoszenie wymaga dokowania i zbudowanego składu. Brak miejsca
|
||||||
|
nie usuwa przedmiotów. Ochrona przed powtórnym/starym kliknięciem
|
||||||
|
sprawdza tożsamość przedmiotu. Stan zapisany w eksportowanym
|
||||||
|
planet_progress.freighter_storage, zachowany przy zmianie układu.
|
||||||
|
- Test freighter_storage_test przeszedł: pojemność 5, blokada łupu
|
||||||
|
i przenoszenia do zamkniętych pól, opłaty i limit rzędów, budowa,
|
||||||
|
transfery w obie strony, pełna ładownia, stare przyciski, serializacja,
|
||||||
|
przejście do kolejnego układu i reset nowej gry. Przeszła również
|
||||||
|
regresja freighter_interior_preview. Zweryfikowano render magazynu.
|
||||||
|
- Podgląd: artifacts/freighter_storage.png.
|
||||||
|
|
||||||
|
Mniej miejsc na powierzchni (18.10.2026):
|
||||||
|
- Na każdej mapie jedna kopalnia i jedne starożytne ruiny. Każdy typ
|
||||||
|
ma niezależnie 25% szans na drugi obiekt. Złoża minerałów: nadal dwa.
|
||||||
|
- Dokładnie jedno wydarzenie '?' na mapę, zamiast dawnej szansy 50%.
|
||||||
|
Gdy nie ma płaskiego terenu, generator wybiera odległe wolne miejsce
|
||||||
|
i oczyszcza otoczenie, aby wydarzenie nie znikało przez brak lokalizacji.
|
||||||
|
- Układ nadal jest deterministyczny dla ziarna mapy.
|
||||||
|
- Testy przeszły: liczby POI na 64 mapach, brak płaskiego terenu,
|
||||||
|
wydarzenia na 1000 mapach (dokładnie 1000), krajobrazy i wyprawy.
|
||||||
|
|
||||||
|
Fregata +50% i kompaktowe karty orbitalne (18.10.2026):
|
||||||
|
- Grafika fregaty w kosmosie powiększona z 190 do 285 jednostek.
|
||||||
|
Podpis przesunięty pod większy kadłub.
|
||||||
|
- Panele kontaktu z planetą i fregatą mają 300 px szerokości,
|
||||||
|
mniejsze przyciski, nagłówek telemetryczny, delikatny cień i obramowanie.
|
||||||
|
Tło ma krycie 84%, a elementy interaktywne pozostają czytelne.
|
||||||
|
- Panel jest przy obiekcie i śledzi transformację widoku w każdej klatce.
|
||||||
|
Wybiera stronę, uwzględnia krawędzie, HUD i okno zaopatrzenia.
|
||||||
|
Dodatkowe pozycje zapobiegają nachodzeniu nagłówków dwóch kart.
|
||||||
|
- Skan pokazuje warunki, globalne zagrożenie, średnią i trzy szanse POI,
|
||||||
|
koszt lądowania oraz HP lądownika. Pełny raport ochrony w podpowiedzi.
|
||||||
|
- Zaopatrzenie przy planecie otrzymało zgodny styl, mniejsze karty ofert
|
||||||
|
i położenie przy planecie. Ręczne przesuwanie okna nadal działa.
|
||||||
|
- Testy: skala 150%, przezroczystość, zwarte wymiary, krawędzie widoku,
|
||||||
|
omijanie przeszkód, ruch widoku bez zmiany tekstu, brak nakładania kart,
|
||||||
|
zakupy, rabaty i wormhole. Regresja wypraw również przeszła.
|
||||||
|
- Podglądy: artifacts/freighter_prompt_fixed.png,
|
||||||
|
artifacts/planet_scan_stats.png, artifacts/planet_services_preview.png.
|
||||||
|
|
||||||
|
Bliski kontakt, chmury i podstawy gór (18.10.2026):
|
||||||
|
- Panele planety i jej usług pojawiają się dopiero wewnątrz 92% promienia
|
||||||
|
tarczy planety. Kontakt z fregatą wymaga wejścia nad kadłub: elipsa
|
||||||
|
o półosiach 62/131 jednostek. Skróty skanowania, lądowania i dokowania
|
||||||
|
używają tego samego zasięgu; usługi planety również.
|
||||||
|
- Na powierzchni dodano przezroczystą mgiełkę z nowej grafiki RGBA:
|
||||||
|
assets/planets/cloud_mist.png. Wbudowany image_gen; pełny prompt
|
||||||
|
zapisany w assets/planets/cloud_mist_prompt.json. Import z mipmapami.
|
||||||
|
- Dwie warstwy wysokości przesuwają się względem widoku 1.22x i 1.34x
|
||||||
|
szybciej niż teren, dodatkowo dryfują z wiatrem. Brzegi grafiki są
|
||||||
|
wygaszone shaderem. Chmury mają z=70, statek z=30, delikatne cienie z=5.
|
||||||
|
Efekt działa w podglądzie powierzchni; HUD i minimapa pozostają czytelne.
|
||||||
|
- Góry zachowują dotychczasową grafikę. Nowy shader rozprasza krawędzie
|
||||||
|
podstaw, stopniowo wygasza ich krycie i dopasowuje podnóża do palety
|
||||||
|
podłoża biomu. Szczyty pozostają wyraźne.
|
||||||
|
- Test surface_atmosphere_test przeszedł: zasięgi, kolejność warstw,
|
||||||
|
dwie prędkości paralaksy, dryf, mipmapy i materiał przejścia gór.
|
||||||
|
Przeszły również planet_prompt_test, planet_services_preview,
|
||||||
|
planet_expeditions_test i render landscape_preview w sześciu biomach.
|
||||||
|
- Podglądy porównawcze: artifacts/surface_atmosphere_before.png,
|
||||||
|
artifacts/surface_atmosphere_mountains.png,
|
||||||
|
artifacts/surface_atmosphere_clouds.png.
|
||||||
|
|
||||||
|
Warstwy przy fregacie i muzyka dokowania (18.10.2026):
|
||||||
|
- Fregata w kosmosie ma z=-3. Kadłub, silniki i osłona gracza są
|
||||||
|
renderowane nad nią przy nakładaniu się sylwetek.
|
||||||
|
- GameMusic ma tryb PROCESS_MODE_ALWAYS. Muzyka kontynuuje utwór
|
||||||
|
podczas pauzy dokowania oraz pobytu na powierzchni, bez restartu.
|
||||||
|
- Rozszerzony test freighter_interior_preview przeszedł: kolejność
|
||||||
|
warstw i rosnąca pozycja odtwarzania muzyki podczas zadokowania.
|
||||||
|
|||||||
10
resources/effects/cloud_mist.gdshader
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
shader_type canvas_item;
|
||||||
|
render_mode unshaded;
|
||||||
|
varying vec4 tint;
|
||||||
|
void vertex() { tint=COLOR; }
|
||||||
|
void fragment() {
|
||||||
|
vec4 mist=texture(TEXTURE,UV);
|
||||||
|
vec2 border=min(UV,vec2(1.0)-UV);
|
||||||
|
float feather=smoothstep(0.025,0.15,border.x)*smoothstep(0.025,0.15,border.y);
|
||||||
|
COLOR=vec4(mist.rgb*tint.rgb,pow(mist.a,1.35)*tint.a*feather);
|
||||||
|
}
|
||||||
1
resources/effects/cloud_mist.gdshader.uid
Normal file
@ -0,0 +1 @@
|
|||||||
|
uid://byox58gjlxrmn
|
||||||
21
resources/effects/mountain_blend.gdshader
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
shader_type canvas_item;
|
||||||
|
uniform vec4 ground_tint : source_color = vec4(0.25,0.28,0.2,1.0);
|
||||||
|
uniform vec4 rock_tint : source_color = vec4(0.4,0.4,0.36,1.0);
|
||||||
|
|
||||||
|
float hash(vec2 p) { return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); }
|
||||||
|
float noise(vec2 p) {
|
||||||
|
vec2 i=floor(p); vec2 f=fract(p); f=f*f*(3.0-2.0*f);
|
||||||
|
return mix(mix(hash(i),hash(i+vec2(1,0)),f.x),mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x),f.y);
|
||||||
|
}
|
||||||
|
void fragment() {
|
||||||
|
vec4 mountain=texture(TEXTURE,UV);
|
||||||
|
float edge=length((UV-vec2(0.5))*vec2(1.9,1.8));
|
||||||
|
float breakup=noise(UV*25.0)*0.065+noise(UV*65.0)*0.025;
|
||||||
|
float foothill=smoothstep(0.42,0.90,edge+breakup);
|
||||||
|
float feather=1.0-smoothstep(0.62,0.96,edge+breakup);
|
||||||
|
float luminosity=dot(mountain.rgb,vec3(0.299,0.587,0.114));
|
||||||
|
vec3 mineral=mix(mountain.rgb,rock_tint.rgb*(0.65+luminosity),0.18);
|
||||||
|
// Low foothills inherit the local biome before dissolving into the ground.
|
||||||
|
mineral=mix(mineral,ground_tint.rgb*(0.65+luminosity*0.9),foothill*0.62);
|
||||||
|
COLOR=vec4(mineral,mountain.a*feather);
|
||||||
|
}
|
||||||
1
resources/effects/mountain_blend.gdshader.uid
Normal file
@ -0,0 +1 @@
|
|||||||
|
uid://cq36vsajgrgxh
|
||||||
@ -25,6 +25,7 @@ size = Vector2(40, 3600)
|
|||||||
script = ExtResource("1_game")
|
script = ExtResource("1_game")
|
||||||
|
|
||||||
[node name="GameMusic" type="AudioStreamPlayer" parent="." unique_id=784369202]
|
[node name="GameMusic" type="AudioStreamPlayer" parent="." unique_id=784369202]
|
||||||
|
process_mode = 3
|
||||||
script = ExtResource("8_scene_music")
|
script = ExtResource("8_scene_music")
|
||||||
track_path = "res://assets/sounds/music/music2.mp3"
|
track_path = "res://assets/sounds/music/music2.mp3"
|
||||||
playback_volume_db = -17.0
|
playback_volume_db = -17.0
|
||||||
|
|||||||
48
scenes/planets/freighter_interior.tscn
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
[gd_scene load_steps=4 format=3]
|
||||||
|
[ext_resource type="Script" path="res://scripts/planets/freighter_screen.gd" id="1"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/planets/freighter_deck.gd" id="2"]
|
||||||
|
[ext_resource type="Texture2D" path="res://assets/freighter/interior_deck.png" id="3"]
|
||||||
|
[node name="FreighterInterior" type="Control"]
|
||||||
|
process_mode = 3
|
||||||
|
layout_mode = 3
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
script = ExtResource("1")
|
||||||
|
[node name="Background" type="ColorRect" parent="."]
|
||||||
|
layout_mode = 1
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
mouse_filter = 2
|
||||||
|
color = Color(0.014,0.024,0.035,1)
|
||||||
|
[node name="InteriorArt" type="TextureRect" parent="."]
|
||||||
|
layout_mode = 1
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
offset_left = 12.0
|
||||||
|
offset_top = 94.0
|
||||||
|
offset_right = -12.0
|
||||||
|
offset_bottom = -62.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
mouse_filter = 2
|
||||||
|
texture_filter = 4
|
||||||
|
texture = ExtResource("3")
|
||||||
|
expand_mode = 1
|
||||||
|
stretch_mode = 5
|
||||||
|
[node name="Deck" type="Control" parent="."]
|
||||||
|
layout_mode = 1
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
offset_top = 88.0
|
||||||
|
offset_bottom = -56.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
script = ExtResource("2")
|
||||||
7
scenes/planets/freighter_room.tscn
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
[ext_resource type="Script" path="res://scripts/planets/freighter_room.gd" id="1"]
|
||||||
|
[node name="FreighterRoom" type="Control"]
|
||||||
|
mouse_filter = 2
|
||||||
|
texture_filter = 4
|
||||||
|
clip_contents = true
|
||||||
|
script = ExtResource("1")
|
||||||
@ -418,7 +418,7 @@ func _process(_delta: float) -> void:
|
|||||||
return
|
return
|
||||||
var inventory := player.get_node("ShipInventory") as ShipInventory
|
var inventory := player.get_node("ShipInventory") as ShipInventory
|
||||||
_debug_item_button.text = "LOSUJ PRZEDMIOT · POZ. %d" % GameState.system_level
|
_debug_item_button.text = "LOSUJ PRZEDMIOT · POZ. %d" % GameState.system_level
|
||||||
_debug_item_button.disabled = inventory.get_cargo_used() >= ShipInventory.CARGO_SIZE
|
_debug_item_button.disabled = inventory.get_cargo_used() >= inventory.get_cargo_capacity()
|
||||||
_debug_item_button.tooltip_text = "Magazyn jest pełny — zwolnij miejsce." if _debug_item_button.disabled else "Losuje przedmiot i addony dla poziomu aktualnego układu."
|
_debug_item_button.tooltip_text = "Magazyn jest pełny — zwolnij miejsce." if _debug_item_button.disabled else "Losuje przedmiot i addony dla poziomu aktualnego układu."
|
||||||
var game := get_parent()
|
var game := get_parent()
|
||||||
debug_info.text = """POZIOM UKŁADU: %d
|
debug_info.text = """POZIOM UKŁADU: %d
|
||||||
@ -458,7 +458,7 @@ func _give_debug_ammunition() -> void:
|
|||||||
func _give_debug_item() -> bool:
|
func _give_debug_item() -> bool:
|
||||||
var inventory := player.get_node("ShipInventory") as ShipInventory
|
var inventory := player.get_node("ShipInventory") as ShipInventory
|
||||||
_debug_item_status.show()
|
_debug_item_status.show()
|
||||||
if inventory.get_cargo_used() >= ShipInventory.CARGO_SIZE:
|
if inventory.get_cargo_used() >= inventory.get_cargo_capacity():
|
||||||
_debug_item_status.text = "Magazyn pełny — zwolnij miejsce."
|
_debug_item_status.text = "Magazyn pełny — zwolnij miejsce."
|
||||||
_debug_item_status.add_theme_color_override("font_color", Color("ff8989"))
|
_debug_item_status.add_theme_color_override("font_color", Color("ff8989"))
|
||||||
_layout_debug.call_deferred()
|
_layout_debug.call_deferred()
|
||||||
|
|||||||
@ -7,7 +7,7 @@ const SERVICES_MENU := preload("res://scenes/ui/planet_services_menu.tscn")
|
|||||||
const PLANET_MARKER := preload("res://scripts/ui/protected_planet_marker.gd")
|
const PLANET_MARKER := preload("res://scripts/ui/protected_planet_marker.gd")
|
||||||
const WORMHOLE_SCRIPT := preload("res://scripts/game/wormhole.gd")
|
const WORMHOLE_SCRIPT := preload("res://scripts/game/wormhole.gd")
|
||||||
const WORLD_SIZE := SYSTEM_GENERATOR.WORLD_SIZE
|
const WORLD_SIZE := SYSTEM_GENERATOR.WORLD_SIZE
|
||||||
const SERVICE_APPROACH_DISTANCE := 180.0
|
const CONTACT_RANGE := preload("res://scripts/planets/orbital_contact_range.gd")
|
||||||
const WORMHOLE_PLANET_DISTANCE := 620.0
|
const WORMHOLE_PLANET_DISTANCE := 620.0
|
||||||
const WORMHOLE_ENTRY_RADIUS := 48.0
|
const WORMHOLE_ENTRY_RADIUS := 48.0
|
||||||
const BOSS_SPAWN_DISTANCE := 1800.0
|
const BOSS_SPAWN_DISTANCE := 1800.0
|
||||||
@ -169,7 +169,7 @@ func _physics_process(_delta: float) -> void:
|
|||||||
advance_to_next_level()
|
advance_to_next_level()
|
||||||
|
|
||||||
func is_near_protected_planet() -> bool:
|
func is_near_protected_planet() -> bool:
|
||||||
return player.global_position.distance_to(protected_planet.global_position) <= float(protected_planet.get("radius")) + SERVICE_APPROACH_DISTANCE
|
return CONTACT_RANGE.at_planet(player,protected_planet)
|
||||||
|
|
||||||
func open_wormhole() -> bool:
|
func open_wormhole() -> bool:
|
||||||
if _transitioning or not system_cleared or not services_menu.visible or not is_near_protected_planet():
|
if _transitioning or not system_cleared or not services_menu.visible or not is_near_protected_planet():
|
||||||
|
|||||||
@ -185,7 +185,7 @@ func restore_shields_from_damage(actual_damage: float) -> void:
|
|||||||
|
|
||||||
func get_passive_extension_value(effect: String) -> float:
|
func get_passive_extension_value(effect: String) -> float:
|
||||||
var best := 0.0
|
var best := 0.0
|
||||||
for item in $ShipInventory.extension_slots:
|
for item in $ShipInventory.extension_slots.slice(0,$ShipInventory.unlocked_extension_slots):
|
||||||
if item != null and item.is_passive_extension() and item.definition.passive_effect == effect:
|
if item != null and item.is_passive_extension() and item.definition.passive_effect == effect:
|
||||||
best = maxf(best, item.get_passive_value())
|
best = maxf(best, item.get_passive_value())
|
||||||
return best
|
return best
|
||||||
|
|||||||
@ -92,7 +92,7 @@ func _physics_process(delta: float) -> void:
|
|||||||
var is_just_pressed: bool = not mouse_over_ui and (
|
var is_just_pressed: bool = not mouse_over_ui and (
|
||||||
Input.is_action_just_pressed(action_name) or _fire_just_pressed[slot_index]
|
Input.is_action_just_pressed(action_name) or _fire_just_pressed[slot_index]
|
||||||
)
|
)
|
||||||
var item: ItemInstance = inventory.weapon_slots[slot_index]
|
var item: ItemInstance = inventory.get_item("weapon",slot_index)
|
||||||
if not is_pressed or item == null or item.definition == null:
|
if not is_pressed or item == null or item.definition == null:
|
||||||
_laser_lines[slot_index].visible = (
|
_laser_lines[slot_index].visible = (
|
||||||
item != null
|
item != null
|
||||||
|
|||||||
@ -63,7 +63,7 @@ func _physics_process(delta: float) -> void:
|
|||||||
if distance > ATTRACTION_RADIUS:
|
if distance > ATTRACTION_RADIUS:
|
||||||
return
|
return
|
||||||
var inventory := _player.get_node("ShipInventory") as ShipInventory
|
var inventory := _player.get_node("ShipInventory") as ShipInventory
|
||||||
if item.definition.item_id != "energy_bank" and inventory.get_cargo_used() >= ShipInventory.CARGO_SIZE:
|
if item.definition.item_id != "energy_bank" and inventory.get_cargo_used() >= inventory.get_cargo_capacity():
|
||||||
_label.text = "%s\nMagazyn pełny" % item.definition.display_name
|
_label.text = "%s\nMagazyn pełny" % item.definition.display_name
|
||||||
return
|
return
|
||||||
_label.text = item.definition.display_name
|
_label.text = item.definition.display_name
|
||||||
|
|||||||
@ -6,12 +6,18 @@ signal ammunition_changed
|
|||||||
|
|
||||||
const RECIPES := preload("res://scripts/items/crafting_recipes.gd")
|
const RECIPES := preload("res://scripts/items/crafting_recipes.gd")
|
||||||
const CARGO_SIZE := 20
|
const CARGO_SIZE := 20
|
||||||
|
const CARGO_ROW_SIZE := 5
|
||||||
|
const CARGO_ROW_COUNT := CARGO_SIZE / CARGO_ROW_SIZE
|
||||||
|
var unlocked_cargo_rows := 1
|
||||||
const WEAPON_SLOT_COUNT := 3
|
const WEAPON_SLOT_COUNT := 3
|
||||||
const STARTING_MISSILE_AMMUNITION := 2
|
const STARTING_MISSILE_AMMUNITION := 2
|
||||||
const MISSILE_BUY_BASE_COST := 30
|
const MISSILE_BUY_BASE_COST := 30
|
||||||
const MISSILE_DEFINITIONS := [preload("res://resources/items/missile_launcher.tres"), preload("res://resources/items/unguided_missile.tres")]
|
const MISSILE_DEFINITIONS := [preload("res://resources/items/missile_launcher.tres"), preload("res://resources/items/unguided_missile.tres")]
|
||||||
const MODULE_SLOT_COUNT := 5
|
const MODULE_SLOT_COUNT := 5
|
||||||
const EXTENSION_SLOT_COUNT := 5
|
const EXTENSION_SLOT_COUNT := 5
|
||||||
|
const SLOT_UNLOCK_IRON_COST := 10
|
||||||
|
var unlocked_weapon_slots := 1
|
||||||
|
var unlocked_extension_slots := 1
|
||||||
const MODULE_CATEGORIES := [ItemDefinition.Category.SHIELD, ItemDefinition.Category.ARMOR, ItemDefinition.Category.ENGINE, ItemDefinition.Category.REACTOR, ItemDefinition.Category.COMPUTER]
|
const MODULE_CATEGORIES := [ItemDefinition.Category.SHIELD, ItemDefinition.Category.ARMOR, ItemDefinition.Category.ENGINE, ItemDefinition.Category.REACTOR, ItemDefinition.Category.COMPUTER]
|
||||||
const MODULE_NAMES := ["Tarcze", "Pancerz", "Silnik", "Reaktor", "Komputer"]
|
const MODULE_NAMES := ["Tarcze", "Pancerz", "Silnik", "Reaktor", "Komputer"]
|
||||||
const STARTING_AMMUNITION := 200
|
const STARTING_AMMUNITION := 200
|
||||||
@ -43,6 +49,9 @@ func _ready() -> void:
|
|||||||
if GameState.restart_inventory.is_empty():
|
if GameState.restart_inventory.is_empty():
|
||||||
_add_starter_items()
|
_add_starter_items()
|
||||||
else:
|
else:
|
||||||
|
unlocked_cargo_rows = clampi(int(GameState.restart_inventory.get("unlocked_cargo_rows",1)),1,CARGO_ROW_COUNT)
|
||||||
|
unlocked_weapon_slots = clampi(int(GameState.restart_inventory.get("unlocked_weapon_slots",1)),1,WEAPON_SLOT_COUNT)
|
||||||
|
unlocked_extension_slots = clampi(int(GameState.restart_inventory.get("unlocked_extension_slots",1)),1,EXTENSION_SLOT_COUNT)
|
||||||
cargo.assign(GameState.restart_inventory["cargo"])
|
cargo.assign(GameState.restart_inventory["cargo"])
|
||||||
weapon_slots.assign(GameState.restart_inventory["weapon"])
|
weapon_slots.assign(GameState.restart_inventory["weapon"])
|
||||||
weapon_slots.resize(WEAPON_SLOT_COUNT)
|
weapon_slots.resize(WEAPON_SLOT_COUNT)
|
||||||
@ -67,6 +76,9 @@ func get_cargo_used() -> int:
|
|||||||
func preserve_for_restart() -> void:
|
func preserve_for_restart() -> void:
|
||||||
# Copy the slot arrays; resources retain levels and individual modifiers.
|
# Copy the slot arrays; resources retain levels and individual modifiers.
|
||||||
GameState.restart_inventory = {
|
GameState.restart_inventory = {
|
||||||
|
"unlocked_cargo_rows": unlocked_cargo_rows,
|
||||||
|
"unlocked_weapon_slots": unlocked_weapon_slots,
|
||||||
|
"unlocked_extension_slots": unlocked_extension_slots,
|
||||||
"cargo": cargo.duplicate(),
|
"cargo": cargo.duplicate(),
|
||||||
"weapon": weapon_slots.duplicate(),
|
"weapon": weapon_slots.duplicate(),
|
||||||
"module": module_slots.duplicate(),
|
"module": module_slots.duplicate(),
|
||||||
@ -148,6 +160,7 @@ func craft_ammunition() -> bool:
|
|||||||
return craft("ammunition")
|
return craft("ammunition")
|
||||||
|
|
||||||
func get_item(slot_kind: String, index: int) -> ItemInstance:
|
func get_item(slot_kind: String, index: int) -> ItemInstance:
|
||||||
|
if not is_slot_unlocked(slot_kind,index): return null
|
||||||
var slots := _get_slots(slot_kind)
|
var slots := _get_slots(slot_kind)
|
||||||
if index < 0 or index >= slots.size():
|
if index < 0 or index >= slots.size():
|
||||||
return null
|
return null
|
||||||
@ -178,7 +191,7 @@ func add_item(item: ItemInstance) -> bool:
|
|||||||
if item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION:
|
if item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION:
|
||||||
item.additional_modifiers.clear()
|
item.additional_modifiers.clear()
|
||||||
item.rarity = 0
|
item.rarity = 0
|
||||||
for index in cargo.size():
|
for index in get_cargo_capacity():
|
||||||
if cargo[index] == null:
|
if cargo[index] == null:
|
||||||
cargo[index] = item
|
cargo[index] = item
|
||||||
inventory_changed.emit()
|
inventory_changed.emit()
|
||||||
@ -186,6 +199,7 @@ func add_item(item: ItemInstance) -> bool:
|
|||||||
return false
|
return false
|
||||||
|
|
||||||
func delete_cargo_item(index: int) -> bool:
|
func delete_cargo_item(index: int) -> bool:
|
||||||
|
if not is_slot_unlocked("cargo",index): return false
|
||||||
if index < 0 or index >= cargo.size() or cargo[index] == null:
|
if index < 0 or index >= cargo.size() or cargo[index] == null:
|
||||||
return false
|
return false
|
||||||
cargo[index] = null
|
cargo[index] = null
|
||||||
@ -195,6 +209,7 @@ func delete_cargo_item(index: int) -> bool:
|
|||||||
return true
|
return true
|
||||||
|
|
||||||
func can_move_item(from_kind: String, from_index: int, to_kind: String, to_index: int) -> bool:
|
func can_move_item(from_kind: String, from_index: int, to_kind: String, to_index: int) -> bool:
|
||||||
|
if not is_slot_unlocked(from_kind,from_index): return false
|
||||||
var source := _get_slots(from_kind)
|
var source := _get_slots(from_kind)
|
||||||
var destination := _get_slots(to_kind)
|
var destination := _get_slots(to_kind)
|
||||||
if from_index < 0 or from_index >= source.size() or to_index < 0 or to_index >= destination.size():
|
if from_index < 0 or from_index >= source.size() or to_index < 0 or to_index >= destination.size():
|
||||||
@ -227,6 +242,7 @@ func can_move_item(from_kind: String, from_index: int, to_kind: String, to_index
|
|||||||
return true
|
return true
|
||||||
|
|
||||||
func _accepts_item(kind: String, index: int, item: ItemInstance) -> bool:
|
func _accepts_item(kind: String, index: int, item: ItemInstance) -> bool:
|
||||||
|
if not is_slot_unlocked(kind,index): return false
|
||||||
if kind == "weapon":
|
if kind == "weapon":
|
||||||
return item.definition.category == ItemDefinition.Category.WEAPON
|
return item.definition.category == ItemDefinition.Category.WEAPON
|
||||||
if kind == "module":
|
if kind == "module":
|
||||||
@ -235,12 +251,77 @@ func _accepts_item(kind: String, index: int, item: ItemInstance) -> bool:
|
|||||||
return item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION and (item.definition.active_ability != null or item.is_passive_extension())
|
return item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION and (item.definition.active_ability != null or item.is_passive_extension())
|
||||||
return kind == "cargo"
|
return kind == "cargo"
|
||||||
|
|
||||||
|
func is_slot_unlocked(kind: String, index: int) -> bool:
|
||||||
|
if kind == "cargo": return index >= 0 and index < get_cargo_capacity()
|
||||||
|
if kind == "weapon": return index >= 0 and index < unlocked_weapon_slots
|
||||||
|
if kind == "extension": return index >= 0 and index < unlocked_extension_slots
|
||||||
|
return true
|
||||||
|
|
||||||
|
func get_cargo_capacity() -> int:
|
||||||
|
return unlocked_cargo_rows * CARGO_ROW_SIZE
|
||||||
|
|
||||||
|
func can_unlock_cargo_row(captain: Resource) -> bool:
|
||||||
|
return bool(ship.get("is_docked")) and unlocked_cargo_rows < CARGO_ROW_COUNT and int(captain.minerals.get("iron",0)) >= SLOT_UNLOCK_IRON_COST
|
||||||
|
|
||||||
|
func unlock_cargo_row(captain: Resource) -> bool:
|
||||||
|
if not can_unlock_cargo_row(captain): return false
|
||||||
|
captain.minerals["iron"] = int(captain.minerals.get("iron",0)) - SLOT_UNLOCK_IRON_COST
|
||||||
|
unlocked_cargo_rows += 1
|
||||||
|
captain.emit_changed()
|
||||||
|
inventory_changed.emit()
|
||||||
|
return true
|
||||||
|
|
||||||
|
func can_use_freighter_storage(captain: Resource) -> bool:
|
||||||
|
return bool(ship.get("is_docked")) and captain.expedition.freighter_rooms.get("expansion_3","") == "module_storage"
|
||||||
|
|
||||||
|
func store_on_freighter(index: int, expected: ItemInstance, captain: Resource) -> bool:
|
||||||
|
if not can_use_freighter_storage(captain) or not is_slot_unlocked("cargo",index): return false
|
||||||
|
var item := get_item("cargo",index)
|
||||||
|
if item == null or item != expected: return false
|
||||||
|
captain.expedition.freighter_storage.append(item)
|
||||||
|
cargo[index] = null
|
||||||
|
captain.expedition.emit_changed()
|
||||||
|
inventory_changed.emit()
|
||||||
|
return true
|
||||||
|
|
||||||
|
func retrieve_from_freighter(index: int, expected: ItemInstance, captain: Resource) -> bool:
|
||||||
|
if not can_use_freighter_storage(captain): return false
|
||||||
|
var storage: Array = captain.expedition.freighter_storage
|
||||||
|
if index < 0 or index >= storage.size() or expected == null or storage[index] != expected: return false
|
||||||
|
var destination := -1
|
||||||
|
for cell in get_cargo_capacity():
|
||||||
|
if cargo[cell] == null:
|
||||||
|
destination = cell
|
||||||
|
break
|
||||||
|
if destination < 0: return false
|
||||||
|
cargo[destination] = expected
|
||||||
|
storage.remove_at(index)
|
||||||
|
captain.expedition.emit_changed()
|
||||||
|
inventory_changed.emit()
|
||||||
|
return true
|
||||||
|
|
||||||
|
func can_unlock_slot(kind: String, captain: Resource) -> bool:
|
||||||
|
if not bool(ship.get("is_docked")): return false
|
||||||
|
if kind not in ["weapon","extension"]: return false
|
||||||
|
var count := unlocked_weapon_slots if kind == "weapon" else unlocked_extension_slots
|
||||||
|
var limit := WEAPON_SLOT_COUNT if kind == "weapon" else EXTENSION_SLOT_COUNT
|
||||||
|
return count < limit and int(captain.minerals.get("iron",0)) >= SLOT_UNLOCK_IRON_COST
|
||||||
|
|
||||||
|
func unlock_slot(kind: String, captain: Resource) -> bool:
|
||||||
|
if not can_unlock_slot(kind,captain): return false
|
||||||
|
captain.minerals["iron"] = int(captain.minerals.get("iron",0)) - SLOT_UNLOCK_IRON_COST
|
||||||
|
if kind == "weapon": unlocked_weapon_slots += 1
|
||||||
|
else: unlocked_extension_slots += 1
|
||||||
|
captain.emit_changed()
|
||||||
|
inventory_changed.emit()
|
||||||
|
return true
|
||||||
|
|
||||||
func get_missile_count() -> int:
|
func get_missile_count() -> int:
|
||||||
return missile_ammunition
|
return missile_ammunition
|
||||||
|
|
||||||
func get_missile_cooldown(item: ItemInstance) -> float:
|
func get_missile_cooldown(item: ItemInstance) -> float:
|
||||||
var reduction := item.get_stat_total("missile_cooldown_reduction")
|
var reduction := item.get_stat_total("missile_cooldown_reduction")
|
||||||
for equipped in weapon_slots + module_slots:
|
for equipped in weapon_slots.slice(0,unlocked_weapon_slots) + module_slots:
|
||||||
if equipped != null and equipped != item:
|
if equipped != null and equipped != item:
|
||||||
reduction += equipped.get_stat_total("missile_cooldown_reduction")
|
reduction += equipped.get_stat_total("missile_cooldown_reduction")
|
||||||
return maxf(1.0, 5.0 - reduction)
|
return maxf(1.0, 5.0 - reduction)
|
||||||
@ -300,7 +381,7 @@ func _get_slots(slot_kind: String) -> Array[ItemInstance]:
|
|||||||
|
|
||||||
func _recalculate_ship_stats() -> void:
|
func _recalculate_ship_stats() -> void:
|
||||||
var bonuses := {}
|
var bonuses := {}
|
||||||
for item in weapon_slots + module_slots:
|
for item in weapon_slots.slice(0,unlocked_weapon_slots) + module_slots:
|
||||||
if item == null or item.definition == null:
|
if item == null or item.definition == null:
|
||||||
continue
|
continue
|
||||||
for stat_key in ["kinetic_absorption", "energy_absorption", "radiation_absorption", "shield_on_damage_percent", "scanner_range", "max_hull", "max_shields", "max_energy", "max_speed", "energy_regeneration", "shield_regeneration", "hull_percent", "shield_percent", "damage_percent", "speed_percent", "experience_percent", "credits_percent", "luck_percent", "critical_chance_percent", "critical_damage_percent"]:
|
for stat_key in ["kinetic_absorption", "energy_absorption", "radiation_absorption", "shield_on_damage_percent", "scanner_range", "max_hull", "max_shields", "max_energy", "max_speed", "energy_regeneration", "shield_regeneration", "hull_percent", "shield_percent", "damage_percent", "speed_percent", "experience_percent", "credits_percent", "luck_percent", "critical_chance_percent", "critical_damage_percent"]:
|
||||||
@ -333,7 +414,7 @@ func _restore_modules(saved: Dictionary) -> void:
|
|||||||
var index := MODULE_CATEGORIES.find(item.definition.category)
|
var index := MODULE_CATEGORIES.find(item.definition.category)
|
||||||
if index >= 0 and module_slots[index] == null:
|
if index >= 0 and module_slots[index] == null:
|
||||||
module_slots[index] = item
|
module_slots[index] = item
|
||||||
elif item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION and extension_slots.has(null):
|
elif item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION and extension_slots.slice(0,unlocked_extension_slots).has(null):
|
||||||
extension_slots[extension_slots.find(null)] = item
|
extension_slots[extension_slots.find(null)] = item
|
||||||
else:
|
else:
|
||||||
add_item(item)
|
add_item(item)
|
||||||
@ -351,7 +432,7 @@ func get_item_comparison(item: ItemInstance, equipped: ItemInstance) -> Array[Di
|
|||||||
|
|
||||||
func _comparison_bonuses(incoming: ItemInstance = null, outgoing: ItemInstance = null) -> Dictionary:
|
func _comparison_bonuses(incoming: ItemInstance = null, outgoing: ItemInstance = null) -> Dictionary:
|
||||||
var bonuses := {}
|
var bonuses := {}
|
||||||
for item in weapon_slots + module_slots:
|
for item in weapon_slots.slice(0,unlocked_weapon_slots) + module_slots:
|
||||||
if item == null or item == outgoing:
|
if item == null or item == outgoing:
|
||||||
continue
|
continue
|
||||||
_add_comparison_bonuses(bonuses, item)
|
_add_comparison_bonuses(bonuses, item)
|
||||||
@ -443,7 +524,7 @@ func buy_irradiated_ammunition() -> bool:
|
|||||||
func get_total_dps() -> float:
|
func get_total_dps() -> float:
|
||||||
var total := 0.0
|
var total := 0.0
|
||||||
var bonuses := _comparison_bonuses()
|
var bonuses := _comparison_bonuses()
|
||||||
for item in weapon_slots:
|
for item in weapon_slots.slice(0,unlocked_weapon_slots):
|
||||||
var value := _weapon_dps(item, bonuses)
|
var value := _weapon_dps(item, bonuses)
|
||||||
if item != null and item.definition.weapon_kind == ItemDefinition.WeaponKind.GAMMA:
|
if item != null and item.definition.weapon_kind == ItemDefinition.WeaponKind.GAMMA:
|
||||||
value *= 1.0 + 0.25 * minf(preload("res://scripts/game/radiation_status.gd").DURATION, item.definition.fire_interval)
|
value *= 1.0 + 0.25 * minf(preload("res://scripts/game/radiation_status.gd").DURATION, item.definition.fire_interval)
|
||||||
|
|||||||