Restructure into core/ and content/official/
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extends Control
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## Resolves a screen position (or a dart's world position) to a board sector,
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## and applies modifiers there.
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##
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## THE BOARD HAS 21 MATERIAL SLOTS: sector_1 .. sector_20, plus "bulls".
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## The bull slot covers inner AND outer bull — they move together.
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##
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## Two ways to find which sector was hit:
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##
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## A) BY FACE INDEX (default, robust)
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## Raycast returns face_index. Map face -> surface. The surface's material
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## name IS the sector. No trigonometry.
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## Survives the board rotating, tilting, or having its sectors remapped,
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## because we're asking the geometry, not calculating from an angle.
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## Requires ConcavePolygonShape3D (trimesh) collision.
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##
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## B) BY ANGLE (fallback)
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## atan2 on the local hit point. Cheap, works with a box collider.
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## Survives rotation (to_local undoes the transform) but NOT sector
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## remapping — if Mjolnir makes every sector a 20, the angle still says
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## "this is the 6".
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##
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## Use A. It's the only one that supports a moving/mutating board, which is the
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## whole point of the modifier system.
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const RAY_LENGTH := 1000.0
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enum Ring { MISS, INNER_BULL, OUTER_BULL, INNER_SINGLE, TRIPLE, OUTER_SINGLE, DOUBLE }
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enum Method { FACE_INDEX, ANGLE }
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@export var camera: Camera3D
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@export var dartboard: Dartboard
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@export_group("Resolution")
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@export var method: Method = Method.FACE_INDEX
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@export_group("Angle fallback (only used if method = ANGLE)")
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## Clockwise from 12 o'clock.
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const DART_NUMBERS := [20, 1, 18, 4, 13, 6, 10, 15, 2, 17,
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3, 19, 7, 16, 8, 11, 14, 9, 12, 5]
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@export_range(0, 19) var sector_offset := 0
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@export var reverse_direction := false
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@export_group("Ring radii (fraction of outer radius)")
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## Rings are ALWAYS resolved by radius, even in FACE_INDEX mode — the surface
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## tells us WHICH sector, the radius tells us WHICH RING within it.
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@export var bull_inner_max := 0.04
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@export var bull_outer_max := 0.09
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@export var inner_max := 0.45
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@export var triple_max := 0.55
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@export var outer_max := 0.80
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## sector number (1-20), or 0 for bull -> Modifier
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var applied: Dictionary = {}
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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# --- Public -------------------------------------------------------------
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## Drop a modifier at a screen position. True if it landed on the board.
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func apply_modifier_at_screen_pos(screen_pos: Vector2, modifier: Modifier) -> bool:
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if modifier == null:
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return false
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if camera == null or dartboard == null:
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push_error("DropCatcher: camera and dartboard exports must be set.")
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return false
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var hit := _raycast(screen_pos)
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if hit.is_empty():
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return false
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var slot := _slot_from_hit(hit)
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if slot == &"":
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return false
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dartboard.paint_slot(slot, modifier.texture)
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applied[slot] = modifier
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print("applied '%s' to %s" % [modifier.id, slot])
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return true
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## Score a dart that landed at a world point.
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func score_dart(world_point: Vector3, face_index: int = -1) -> int:
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var slot := _slot_from_world(world_point, face_index)
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var ring := _ring_from_radius(_norm_radius(world_point))
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var base := _base_score(slot, ring)
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if applied.has(slot):
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return (applied[slot] as Modifier).apply_score(base)
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return base
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## Full breakdown of a hit. This is what Phase 2's ScoringEngine will consume.
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func resolve_hit(world_point: Vector3, face_index: int = -1) -> Dictionary:
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var slot := _slot_from_world(world_point, face_index)
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var ring := _ring_from_radius(_norm_radius(world_point))
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return {
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"slot": slot, # &"sector_20" / &"bulls" / &""
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"sector": _sector_number(slot), # 1-20, or 0 for bull/miss
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"ring": ring,
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"base_score": _base_score(slot, ring),
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"modifier": applied.get(slot),
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}
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# --- Slot resolution ----------------------------------------------------
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func _slot_from_hit(hit: Dictionary) -> StringName:
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var point: Vector3 = hit.get("position", Vector3.ZERO)
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var face: int = hit.get("face_index", -1)
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return _slot_from_world(point, face)
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func _slot_from_world(world_point: Vector3, face_index: int) -> StringName:
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# The bull is a slot in its own right — check radius first, since the bull
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# surface may be small enough that face lookup is fiddly at the very center.
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var norm := _norm_radius(world_point)
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if norm > 1.0:
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return &""
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if norm <= bull_outer_max:
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return &"bulls"
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if method == Method.FACE_INDEX and face_index >= 0:
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var slot := dartboard.slot_for_face(face_index)
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if slot != &"":
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return slot
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push_warning("Face %d didn't map to a slot; falling back to angle." % face_index)
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return _slot_from_angle(world_point)
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## Fallback. Works under rotation, NOT under sector remapping.
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func _slot_from_angle(world_point: Vector3) -> StringName:
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var local := dartboard.to_local(world_point)
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var planar := dartboard.planar_coords(local)
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var t := fposmod(atan2(planar.x, planar.y) / TAU, 1.0)
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if reverse_direction:
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t = 1.0 - t
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var idx := int(floor(t * 20.0 + 0.5)) % 20
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idx = (idx + sector_offset) % 20
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return StringName("sector_%d" % DART_NUMBERS[idx])
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# --- Rings & scoring ----------------------------------------------------
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## Distance from board center, as a fraction of the outer radius.
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func _norm_radius(world_point: Vector3) -> float:
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var local := dartboard.to_local(world_point)
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var planar := dartboard.planar_coords(local)
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var outer := dartboard.outer_radius()
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return planar.length() / outer if outer > 0.0 else 999.0
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func _ring_from_radius(norm: float) -> Ring:
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if norm > 1.0:
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return Ring.MISS
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if norm <= bull_inner_max:
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return Ring.INNER_BULL
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if norm <= bull_outer_max:
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return Ring.OUTER_BULL
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if norm <= inner_max:
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return Ring.INNER_SINGLE
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if norm <= triple_max:
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return Ring.TRIPLE
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if norm <= outer_max:
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return Ring.OUTER_SINGLE
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return Ring.DOUBLE
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func _sector_number(slot: StringName) -> int:
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var s := String(slot)
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if not s.begins_with("sector_"):
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return 0
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return s.trim_prefix("sector_").to_int()
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func _base_score(slot: StringName, ring: Ring) -> int:
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match ring:
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Ring.MISS:
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return 0
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Ring.INNER_BULL:
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return 50
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Ring.OUTER_BULL:
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return 25
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var n := _sector_number(slot)
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if n == 0:
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return 0
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match ring:
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Ring.TRIPLE:
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return n * 3
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Ring.DOUBLE:
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return n * 2
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_:
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return n
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# --- Raycast ------------------------------------------------------------
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func _raycast(screen_pos: Vector2) -> Dictionary:
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var origin := camera.project_ray_origin(screen_pos)
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var params := PhysicsRayQueryParameters3D.create(
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origin,
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origin + camera.project_ray_normal(screen_pos) * RAY_LENGTH
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)
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params.collide_with_areas = false
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params.collide_with_bodies = true
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return get_viewport().world_3d.direct_space_state.intersect_ray(params)
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