extends CharacterBody2D const DEFAULT_SHIP_TEXTURE := "res://assets/Ships/Spaceship_0.png" const IMPACT_EFFECT_SCENE := preload("res://scenes/game/impact_effect.tscn") const DAMAGE_POPUP_SCENE := preload("res://scenes/game/damage_popup.tscn") const COMBAT_ROLLS := preload("res://scripts/game/combat_rolls.gd") const CAPTAIN_BALANCE := preload("res://scripts/captain/captain_balance.gd") const SHIP_CATALOG := preload("res://scripts/game/ship_catalog.gd") const COMBAT_FLASH := preload("res://scripts/game/combat_flash.gd") @export var max_speed := 76.0 @export var reverse_max_speed := 210.0 @export var max_strafe_speed := 210.0 @export var thrust_acceleration := 90.0 @export var brake_acceleration := 540.0 @export var space_drag := 24.0 @export var max_turn_speed := 2.8 @export var turn_acceleration := 7.0 @export var turn_damping := 4.0 @export var base_max_hull := 100.0 @export var base_max_shields := 100.0 @export var base_max_energy := 100.0 @export var base_max_speed := 90.0 @export var base_energy_regeneration := 5.0 @export var base_shield_regeneration := 0.0 @export var max_hull := 100.0 @export var max_shields := 100.0 @export var max_energy := 100.0 var hull := 100.0 var shields := 100.0 var energy := 100.0 var energy_regeneration := 5.0 var shield_regeneration := 0.0 var damage_multiplier := 1.0 var experience_multiplier := 1.0 var credits_multiplier := 1.0 var critical_chance_bonus := 0.0 var critical_damage_bonus := 0.0 @export var solar_charge_radius := 550.0 @export var solar_charge_full_radius := 300.0 @export var solar_charge_fraction_per_second := 0.25 var charging_star: Node2D var angular_velocity := 0.0 var _sprite: Sprite2D var _contact_damage_timer := 0.0 var _is_destroyed := false var is_docked := false var _boost_speed := 0.0 var _boost_target := 0.0 var _boost_acceleration := 0.0 var _boost_velocity_acceleration := 0.0 @onready var _shield_visual: Node2D = $ShieldVisual func _enter_tree() -> void: # Set the chassis before inventory children calculate equipment bonuses. var chassis := SHIP_CATALOG.for_path(GameState.selected_ship_path) base_max_hull = float(chassis["hull"]) base_max_shields = float(chassis["shields"]) base_max_energy = float(chassis["energy"]) base_max_speed = float(chassis["speed"]) func apply_equipment_bonuses(bonuses: Dictionary) -> void: max_hull = (base_max_hull + float(bonuses.get("max_hull", 0.0))) * (1.0 + float(bonuses.get("hull_percent", 0.0)) / 100.0) max_shields = (base_max_shields + float(bonuses.get("max_shields", 0.0))) * (1.0 + float(bonuses.get("shield_percent", 0.0)) / 100.0) max_energy = base_max_energy + float(bonuses.get("max_energy", 0.0)) max_speed = (base_max_speed + float(bonuses.get("max_speed", 0.0))) * (1.0 + float(bonuses.get("speed_percent", 0.0)) / 100.0) damage_multiplier = 1.0 + float(bonuses.get("damage_percent", 0.0)) / 100.0 experience_multiplier = 1.0 + float(bonuses.get("experience_percent", 0.0)) / 100.0 credits_multiplier = 1.0 + float(bonuses.get("credits_percent", 0.0)) / 100.0 critical_chance_bonus = float(bonuses.get("critical_chance_percent", 0.0)) / 100.0 critical_damage_bonus = float(bonuses.get("critical_damage_percent", 0.0)) / 100.0 energy_regeneration = base_energy_regeneration + float(bonuses.get("energy_regeneration", 0.0)) shield_regeneration = base_shield_regeneration + float(bonuses.get("shield_regeneration", 0.0)) reverse_max_speed = max_speed * 0.5 max_strafe_speed = max_speed * 0.5 hull = minf(hull, max_hull) shields = minf(shields, max_shields) energy = minf(energy, max_energy) _update_shield_visual() func _ready() -> void: for index in 6: _ensure_input_action(StringName("ability_%d" % (index + 1)), (KEY_1 + index) as Key) _ensure_input_action(&"ship_thrust", KEY_W) _ensure_input_action(&"ship_brake", KEY_S) _ensure_input_action(&"ship_turn_left", KEY_A) _ensure_input_action(&"ship_turn_right", KEY_D) _ensure_input_action(&"ship_strafe_left", KEY_Q) _ensure_input_action(&"ship_strafe_right", KEY_E) _sprite = $Sprite2D var texture_path := SHIP_CATALOG.texture_path(SHIP_CATALOG.for_path(GameState.selected_ship_path)) if texture_path.is_empty() or not ResourceLoader.exists(texture_path): texture_path = DEFAULT_SHIP_TEXTURE var ship_texture := load(texture_path) as Texture2D if ship_texture: _sprite.texture = ship_texture var largest_dimension := maxf(ship_texture.get_width(), ship_texture.get_height()) _sprite.scale = Vector2.ONE * (64.0 / largest_dimension) # Inventory children have already applied the restored equipment bonuses. hull = max_hull shields = max_shields energy = max_energy _update_shield_visual() func _ensure_input_action(action_name: StringName, physical_key: Key) -> void: if not InputMap.has_action(action_name): InputMap.add_action(action_name, 0.5) var event := InputEventKey.new() event.physical_keycode = physical_key if not InputMap.action_has_event(action_name, event): InputMap.action_add_event(action_name, event) func take_damage(amount: float) -> void: if _is_destroyed or is_docked or amount <= 0.0: return var hit := COMBAT_ROLLS.incoming_hit(amount, get_evasion_chance(), get_damage_reduction()) if hit["evaded"]: var flash := Node2D.new() flash.set_script(COMBAT_FLASH) flash.set("flash_color", Color("77e8bc")) flash.position = position get_parent().add_child(flash) var popup := DAMAGE_POPUP_SCENE.instantiate() as Label popup.text = "UNIK" popup.set("is_evade", true) popup.set("text_color", Color("77e8bc")) popup.position = position + Vector2(-20, -38) get_parent().add_child(popup) return var remaining_damage: float = hit["damage"] var shield_damage := minf(shields, remaining_damage) shields -= shield_damage remaining_damage -= shield_damage hull = maxf(0.0, hull - remaining_damage) if shield_damage > 0.0 and shields > 0.0: _shield_visual.call("flash_hit") _update_shield_visual() if hull <= 0.0: _destroy_ship() func get_evasion_chance() -> float: return GameState.captain.get_skill_rank("piloting") / 100.0 func get_damage_reduction() -> float: return GameState.captain.get_skill_rank("mechanic") / 100.0 func get_weapon_damage_multiplier() -> float: return damage_multiplier * (1.0 + GameState.captain.get_skill_rank("gunner") / 100.0) func get_critical_chance() -> float: return clampf(critical_chance_bonus + GameState.captain.get_skill_rank("sharp_eye") / 100.0, 0.0, 1.0) func get_critical_multiplier() -> float: return CAPTAIN_BALANCE.BASE_CRITICAL_MULTIPLIER * (1.0 + maxf(0.0, critical_damage_bonus)) func roll_weapon_hit(item: ItemInstance) -> Dictionary: return COMBAT_ROLLS.weapon_hit(item.roll_damage(), get_weapon_damage_multiplier(), get_critical_chance(), get_critical_multiplier()) func register_enemy_collision(enemy_position: Vector2) -> void: if _is_destroyed or _contact_damage_timer > 0.0: return var push_direction := global_position - enemy_position if push_direction.length_squared() < 0.001: push_direction = -velocity if velocity.length_squared() > 0.001 else Vector2.UP.rotated(rotation) push_direction = push_direction.normalized() velocity = velocity.bounce(push_direction) * 0.55 + push_direction * 110.0 _clamp_velocity_to_max_speed() _contact_damage_timer = 0.8 _spawn_hit_effect(global_position, Color(0.65, 0.9, 1.0)) take_damage(max_hull * 0.01) func _spawn_hit_effect(at_position: Vector2, effect_color: Color) -> void: var effect := IMPACT_EFFECT_SCENE.instantiate() as Node2D effect.global_position = at_position get_parent().add_child(effect) effect.call("configure", false, effect_color) func _update_shield_visual() -> void: if is_instance_valid(_shield_visual): _shield_visual.call("set_shield_values", shields, max_shields) func _destroy_ship() -> void: _is_destroyed = true velocity = Vector2.ZERO collision_layer = 0 collision_mask = 0 var tween := create_tween() tween.tween_property(self, "modulate:a", 0.0, 1.1) _restart_level_after_destruction() func _restart_level_after_destruction() -> void: await get_tree().create_timer(1.1).timeout if is_inside_tree(): $ShipInventory.preserve_for_restart() get_tree().reload_current_scene() func _physics_process(delta: float) -> void: if _is_destroyed or is_docked: return _contact_damage_timer = maxf(0.0, _contact_damage_timer - delta) energy = minf(max_energy, energy + (energy_regeneration + get_solar_regeneration()) * delta) var was_boosting := is_boosting() if _boost_target > 0.0: _boost_speed = move_toward(_boost_speed, _boost_target, _boost_acceleration * delta) velocity = velocity.move_toward(Vector2.UP.rotated(rotation) * (max_speed + _boost_target), _boost_velocity_acceleration * delta) if _boost_speed >= _boost_target: _boost_target = 0.0 else: _boost_speed = move_toward(_boost_speed, 0.0, space_drag * delta) if was_boosting: velocity = velocity.move_toward(Vector2.ZERO, space_drag * delta) if shield_regeneration > 0.0 and shields < max_shields: var previous_shields := shields shields = minf(max_shields, shields + shield_regeneration * delta) if shields != previous_shields: _update_shield_visual() var turn_input := Input.get_axis("ship_turn_left", "ship_turn_right") if not is_zero_approx(turn_input): angular_velocity = move_toward( angular_velocity, turn_input * max_turn_speed, turn_acceleration * delta ) else: angular_velocity = move_toward(angular_velocity, 0.0, turn_damping * delta) rotation += angular_velocity * delta var forward := Vector2.UP.rotated(rotation) if Input.is_action_pressed("ship_brake"): var forward_speed := velocity.dot(forward) if forward_speed > 0.0: velocity = velocity.move_toward(Vector2.ZERO, brake_acceleration * delta) else: velocity -= forward * thrust_acceleration * delta var reverse_speed := velocity.dot(forward) if reverse_speed < -reverse_max_speed: velocity += forward * (-reverse_max_speed - reverse_speed) elif Input.is_action_pressed("ship_thrust"): velocity += forward * thrust_acceleration * delta var forward_speed := velocity.dot(forward) if forward_speed > max_speed and not was_boosting: velocity += forward * (max_speed - forward_speed) var strafe_input := Input.get_axis("ship_strafe_left", "ship_strafe_right") var right := Vector2.RIGHT.rotated(rotation) if not is_zero_approx(strafe_input): velocity += right * strafe_input * thrust_acceleration * delta var strafe_speed := velocity.dot(right) velocity += right * (clampf(strafe_speed, -max_strafe_speed, max_strafe_speed) - strafe_speed) if ( not was_boosting and not Input.is_action_pressed("ship_brake") and not Input.is_action_pressed("ship_thrust") and is_zero_approx(strafe_input) ): velocity = velocity.move_toward(Vector2.ZERO, space_drag * delta) _clamp_velocity_to_max_speed() move_and_slide() _check_enemy_collisions() _clamp_velocity_to_max_speed() func _clamp_velocity_to_max_speed() -> void: var speed_squared := velocity.length_squared() var allowed_speed := max_speed + _boost_speed var max_speed_squared := allowed_speed * allowed_speed if speed_squared > max_speed_squared: velocity = velocity.normalized() * allowed_speed func is_boosting() -> bool: return _boost_target > 0.0 or _boost_speed > 0.0 func get_solar_regeneration() -> float: if _is_destroyed or is_docked or not is_instance_valid(charging_star): return 0.0 var distance := global_position.distance_to(charging_star.global_position) var strength := 1.0 - smoothstep(solar_charge_full_radius, solar_charge_radius, distance) return max_energy * solar_charge_fraction_per_second * strength func start_boost(speed_bonus: float, acceleration_time: float) -> void: _boost_target = max_speed * maxf(0.0, speed_bonus) _boost_acceleration = _boost_target / maxf(0.01, acceleration_time) _boost_velocity_acceleration = (max_speed + _boost_target) / maxf(0.01, acceleration_time) func get_active_ability(slot_index: int) -> ActiveAbility: var item: ItemInstance = $ShipInventory.get_item("module", slot_index) return item.definition.active_ability if item != null and item.definition != null else null func ability_unavailable_reason(slot_index: int) -> String: if _is_destroyed or is_docked: return "Statek niedostępny" var ability := get_active_ability(slot_index) return ability.unavailable_reason(self) if ability != null else "Brak rozszerzenia" func activate_ability(slot_index: int) -> bool: if not ability_unavailable_reason(slot_index).is_empty(): return false get_active_ability(slot_index).activate(self) return true func _unhandled_key_input(event: InputEvent) -> void: if event is InputEventKey and event.echo: return for index in 6: if event.is_action_pressed("ability_%d" % (index + 1)): activate_ability(index) get_viewport().set_input_as_handled() return func _check_enemy_collisions() -> void: for collision_index in get_slide_collision_count(): var collision := get_slide_collision(collision_index) var collider := collision.get_collider() if collider is Node and collider.is_in_group("enemies"): register_enemy_collision(collider.global_position)