4ae0876e34
Per canon decisions 2026-08-07 (advisor CONCEPT.md f12cb15, falsifier response): charges now generate on kills (kills_per_charge, chemistry chain kills feed the hand; per-hit generation removed). Kills drop scrap as physical pickups (amber diamond, magnet radius 70, drift to mech, 20s fade; grunt 1 / burster 3) — collection is the positioning reward gradient. Cumulative collected scrap gates card levels 1-3 (thresholds 12/30; per-level radius x1.25/x1.5 and power x1.15/x1.5 — HEAT L3 hits one-cast detonation threshold). HUD: level notches under slots + scrap counter. Salvage spawn is call_deferred: death can fire inside a physics signal flush where Area2D setup is blocked. Smoke gate: charge accrual now kill-fed, salvage drop + collection + level gating phases added, heat-target selection made retry-tolerant. 4/4 green on nh3-dev headless 4.7.1.
74 lines
2.8 KiB
GDScript
74 lines
2.8 KiB
GDScript
extends Control
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## Greybox hand HUD: two card slots (bottom center), charge pips above
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## them, dilation knob readout (dev instrumentation, not game UI).
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## Iconic, not textual — slots are tag-hue blocks, no card text.
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@onready var _hand: CanvasLayer = get_parent()
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func _draw() -> void:
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var slot_w := 24.0
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var slot_h := 32.0
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var gap := 6.0
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var total := slot_w * 2 + gap
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var x0 := (640.0 - total) / 2.0
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var y0 := 320.0
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var lvl: int = _hand.card_level()
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for i in _hand.cards.size():
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var card: Dictionary = _hand.cards[i]
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var rect := Rect2(x0 + i * (slot_w + gap), y0, slot_w, slot_h)
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var affordable: bool = _hand.charges >= card.cost_of.call()
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var hue: Color = card.hue
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if not affordable:
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hue = Color(hue.r, hue.g, hue.b, 0.25)
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elif not _hand.hand_open:
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hue = Color(hue.r, hue.g, hue.b, 0.6)
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draw_rect(rect, hue)
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if _hand.hand_open:
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draw_rect(rect.grow(1.0), Color(1, 1, 1, 0.9 if affordable else 0.3), false, 1.0)
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# Card level: notches under the slot.
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for n in lvl:
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draw_rect(Rect2(rect.position.x + n * 8.0, rect.end.y + 3.0, 5.0, 3.0), Color(0.95, 0.8, 0.35))
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# Salvage counter: scrap diamond + running total, right of the slots.
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var dx := x0 + total + 16.0
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var dy := y0 + 14.0
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var dia := PackedVector2Array([Vector2(dx, dy - 5), Vector2(dx + 4, dy), Vector2(dx, dy + 5), Vector2(dx - 4, dy)])
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draw_colored_polygon(dia, Color(0.95, 0.8, 0.35))
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draw_string(ThemeDB.fallback_font, Vector2(dx + 8.0, dy + 4.0), str(_hand.salvage_total),
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HORIZONTAL_ALIGNMENT_LEFT, -1, 10, Color(0.85, 0.85, 0.9))
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var pip := 5.0
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var pips_w: float = float(_hand.max_charges) * (pip + 3.0) - 3.0
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var px0: float = (640.0 - pips_w) / 2.0
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for i in int(_hand.max_charges):
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var filled: bool = i < int(_hand.charges)
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var c := Color(0.9, 0.9, 0.95) if filled else Color(0.9, 0.9, 0.95, 0.18)
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draw_rect(Rect2(px0 + i * (pip + 3.0), y0 - 10.0, pip, pip), c)
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if _hand.meter_mode:
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# Freeze meter: fill color names the band you'd open into.
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var bw := 84.0
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var bh := 4.0
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var bx := (640.0 - bw) / 2.0
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var by := y0 - 20.0
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draw_rect(Rect2(bx, by, bw, bh), Color(0.9, 0.9, 0.95, 0.12))
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var f: float = _hand.frac()
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var col := Color(0.85, 0.95, 1.0)
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if f < _hand.band_unavailable:
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col = Color(0.8, 0.3, 0.25)
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elif f < _hand.band_realtime:
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col = Color(0.55, 0.57, 0.6)
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elif f < _hand.band_thaw:
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col = Color(0.55, 0.75, 0.95)
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draw_rect(Rect2(bx, by, bw * f, bh), col)
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for b: float in [_hand.band_unavailable, _hand.band_realtime, _hand.band_thaw]:
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var tx := bx + bw * b
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draw_line(Vector2(tx, by - 1), Vector2(tx, by + bh + 1), Color(0.1, 0.1, 0.12, 0.9), 1.0)
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var font := ThemeDB.fallback_font
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var label: String = "frz %.1f/%.1fs" % [_hand.meter, _hand.meter_max] if _hand.meter_mode else "dt x%.2f" % _hand.dilation_scale
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draw_string(font, Vector2(560, 352), label,
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HORIZONTAL_ALIGNMENT_LEFT, -1, 8, Color(0.6, 0.65, 0.7, 0.7))
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