spaceship/vessels/VesselDefinition.gd

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class_name VesselDefinition
extends Resource
Implement #77, #78 and #79 #77 - the Distorder becomes the Energy Propulser. Renamed everywhere the player reads it, reskinned to match: a symmetric hull flaring into an engine skirt instead of the lopsided warped lump, an engine bell with a thrust plume instead of the wobbling ring glyph, and energy's own yellow instead of purple, since energy is what it burns. The internal id stays "distorder" - it is the capability string, the unlock key and the component scene name, and renaming the wiring would be a large mechanical change with no player-visible effect. Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used to add a flat 1.0, so a fleet that could afford six simply drove at six times cruise and the vessel stopped being a choice. Base-2 makes the rule one sentence - every doubling adds another 1.0 - and leaves two propulsers worth exactly what they were worth before, so nothing already built is devalued. #78 - a gas burner can be paused. It converts gas the player may want for bombs into energy they may not need yet, and the only way to stop it was to demolish it. The action is data-driven like every other: the visual's ActionProvider lists "pause", and any converter can adopt it. Pause is the burner's PRIMARY action, so it is one tap rather than a menu; the button shows what it will DO, bars while running and a play triangle while stopped; and the building itself goes visibly cold, because a paused building that looked identical to a running one would be a setting to remember rather than see. Conversion progress is left where it was rather than reset, so switching off and on again does not discard a part-finished unit. #79 - picking something up says so. A "+N" with the resource's own mark rises and fades where it happened. Built from the SAME glyph the resource tables and transfer rows use, so a material added to the catalog later cannot end up with one mark in the HUD and a different one in the world. A pickup a full hold REFUSES raises nothing. Two Godot traps cost real time here and are now written down where the next person will hit them: - a `#` comment inside a .tres [resource] block is not a comment. It parses as part of the preceding value and silently blanks the property after it. One in DistorderVesselDefinition.tres left definition_id empty, which surfaced as "<blank> did not resolve its definition" in a test far from the edit. The note lives in VesselDefinition.gd now. - a global class_name is not reliably resolvable, INCLUDING a script's own inside its own static function. ResourcePickupVFX.new() failed to compile when reached through a preview scene, taking Rock and the gas vents with it. It has no class_name now and constructs itself by path. Suite 114/114. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 17:38:30 +02:00
# The stable internal key: capability strings, unlock ids in vessel_levels,
# component scene names and every test refer to a vessel by this, NOT by
# display_name. The two are deliberately allowed to diverge - #77 renamed the
# "distorder" to the Energy Propulser purely in what the player sees, and
# nothing underneath had to be migrated for it.
#
# Note for editors of the .tres files themselves: Godot's resource format does
# NOT accept `#` comments inside a [resource] block. One added there parses as
# part of the preceding value and silently blanks the property after it, which
# presents as "<blank> did not resolve its definition" a long way from the
# edit. Comments about the data go here, in the script.
@export var definition_id: String
@export var display_name: String
@export_multiline var description: String
@export var build_cost: int
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@export var build_resource_costs: Dictionary = {}
@export var build_time: float = 10.0
@export var icon: int = 2
@export var glow_color: Color = Color(0.25, 0.85, 1.0)
@export var hull_points: PackedVector2Array = PackedVector2Array([
Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
])
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@export var fleet_eligible: bool = false
@export var capabilities: PackedStringArray = []
@export var component_scenes: Array[PackedScene] = []
@export var base_stats: Dictionary = {}
@export var minimum_stats: Dictionary = {}
@export var upgrades: Array[Resource] = []
@export var unlock_id: String
@export var unlock_name: String
@export_multiline var unlock_description: String
@export var unlock_cost: int
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@export var unlock_resource_costs: Dictionary = {}
# #63: spent from GameState.research_points, alongside unlock_resource_costs
# rather than instead of it. 0 (the default) means this unlock needs no
# research points at all.
@export var research_point_cost: int = 0
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@export var unlock_icon: int = -1
func has_capability(capability: String) -> bool:
return capability in capabilities