# Adding content — quick checklist Rough working notes. Verify against the scripts if anything looks off; file references are the source of truth. ## 1. Adding a new weapon The pipeline is def-driven: `AmmoDef` (what it fires) → `WeaponDef` (the gun) → weapon scene (the visible mount). Scenes are shared — `mark12.tscn` is used by both `mark12.tres` and `bofors.tres`. Only build a new scene for a new look. 1. **AmmoDef** — new `.tres` in `resources/ammo/` (script: `scripts/resource_definitions/ammo_def.gd`). Fields: `projectile_scene` (usually `shell.tscn`), `damage`, `muzzle_speed`, `gravity_scale`, `lifetime`, `display_name`. 2. **WeaponDef** — new `.tres` in `resources/weapons/` (script: `scripts/resource_definitions/weapon_def.gd`). Fields: `weapon_scene` (required — `WeaponSlot.can_mount()` rejects a def without one; reuse `mark12.tscn` unless you made a new scene), `ammo`, `fire_interval`, `muzzle_speed_scale` (barrel-length multiplier on ammo speed), `size` / `type` (slot gating), traverse/elevation speeds and elevation limits. 3. **Weapon scene** (only if it needs a new look) — structure per `mark12.tscn` / `scripts/weapon.gd`: - Root `Node3D` with `scripts/weapon.gd`. - `%Yaw` (Node3D, unique name) — rotates horizontally. **Optional**: omit it and the weapon is a fixed mount (no aiming, fires along the muzzle). - `%Pitch` (Node3D, unique name) under Yaw — barrel elevation. Also optional (yaw-only mount if omitted). - `%Muzzle` (Marker3D, unique name) at the barrel tip, **-Z pointing out of the barrel**. **Required** — `weapon.gd` hard-references it. - `%Hitbox` (AnimatableBody3D, unique name) under Yaw, with a CollisionShape3D. **Sync To Physics must be UNTICKED** — with it on the collider does not follow the moving boat. Collision layer = subsystems (7) only, collision mask = empty. Projectiles get a collision exception with the shooter's hitboxes at fire time. - **Leave the root's `def` export EMPTY.** The mounting WeaponSlot assigns it (`weapon_slot.gd` `mount()`). A scene referencing its own def is infinite recursion (def → scene → def …). 4. **Put it on a boat** — add an entry to the Boat's `loadout` dictionary (`scripts/boat.gd`): key = the WeaponSlot node's **exact name** (StringName), value = the WeaponDef. `Boat._ready()` mounts everything. The slot's `allowed_sizes` / `allowed_types` must contain the def's `size` / `type` or `mount()` warns and refuses. New projectile scenes: root must use `scripts/projectile.gd` (or replicate it) — it self-registers into `shift_with_origin` and calls `reset_physics_interpolation()` on launch. Copy `shell.tscn`'s physics setup: layer 4 (projectiles), mask = terrain+player+enemies, `continuous_cd` on, `contact_monitor` on with `max_contacts_reported` ≥ 1. ## 2. Setting up a boat scene Template: `boat.tscn`. 1. Root: `RigidBody3D` with `scripts/boat.gd` (extends `scripts/floating_body.gd`). - Group: `shift_with_origin` (set in the scene). The `boats` group is joined automatically in `Boat._ready()` — don't add it by hand. - Collision layer: player (2) or enemies (3). - Set `mass` — all handling forces scale with it, so handling stays the same across masses; mass mostly matters for collisions. 2. Children: `MeshInstance3D` + `CollisionShape3D`. **Never scale physics nodes** — set sizes on the mesh/shape resources themselves. 3. Buoyancy tuning (exports from `floating_body.gd`): - `buoyancy` (multiple of gravity when fully submerged; >1 floats), `full_force_depth`, `water_drag`, `water_angular_drag`, `probe_damping`. - Probe placement: `probe_extents` (half-width, height, half-length) + `probe_grid` (columns × rows). A grid axis of 1 is valid (centerline). - **Any Marker3D direct children override the generated grid** and become the probes — also means: don't park unrelated Marker3Ds directly under the boat root. 4. Handling exports on `boat.gd`: `engine_power`, `reverse_ratio`, `throttle_response`, `rudder_strength`, `keel_grip`. 5. Weapon mounts: child `Node3D`s with `scripts/weapon_slot.gd`, positioned and rotated as the mount points (e.g. stern mount rotated 180°). Set `allowed_sizes` / `allowed_types` per slot (defaults: MEDIUM, BALLISTIC). 6. `loadout` dict on the root: slot node name → WeaponDef (see section 1). Keys must match the node names exactly. 7. `weapon_groups`: group id → array of slot names. Group 0 is auto-built in `_ready()` (all slots) — any editor value for it is ignored. ## 3. Other things to keep in mind - **Tabs, never spaces**, for all GDScript. - `@export` = static configuration only. Runtime-controlled references are plain `var` with a `# Controlled by PlayerController` style comment; internals use `_prefix`. - Collision layers: 1 terrain, 2 player, 3 enemies, 4 projectiles, 5 pickups, 6 water, 7 subsystems (see `project.godot` `[layer_names]`). Water is query-only — surface/contact logic goes through `Ocean.get_wave_height()`, never a collider (that's how `floating_body.gd` does buoyancy). - **Wave math is dual-implemented**: `shaders/ocean.gdshader` (rendering) and `scripts/ocean.gd` (physics). Any wave change goes in BOTH. Never `set_shader_parameter` on the water material from gameplay code — use Ocean's properties. - **Origin shifting is active.** Free-moving objects (projectiles, debris, anything not parented to a shifted node) must join `shift_with_origin` — prefer `add_to_group()` in `_ready()`. Never cache world positions across frames; for true world-space positions use `WorldManager.true_position()`. - **Physics interpolation is ON.** Every deliberate teleport needs a `reset_physics_interpolation()` chaser or it renders as a smear. - **Boats never read `Input`.** Controllers write intents: `desired_throttle`, `steer_input`, `fire_intents`, `aim_point`. - **Inspector-stored-value trap**: once a value is edited in a scene it's stored in the `.tscn` and overrides any later change to the script's default. Changed a default and it "doesn't work"? Check the scene file. - **WeaponSlots are static scene structure** — never added/removed at runtime. The build-once caches in `Boat._ready()` depend on this. - Scripts aren't `@tool`, so export setters don't run in the editor — never trust an exported value to have been validated at edit time. --- *Notes / discrepancies found while verifying (2026-07):* `%Muzzle` is a hard requirement of `weapon.gd` (plain `@onready %Muzzle`), unlike `%Yaw` / `%Pitch` / `%Hitbox` which use `get_node_or_null`. A weapon scene isn't truly optional for a def — `can_mount()` requires `weapon_scene != null`, so "make a new scene" is what's optional; the def always points at one. CLAUDE.md's layer table lists only 1–5; `project.godot` also names 6 water and 7 subsystems (the Hitbox layer value 64 in `mark12.tscn` = layer 7).