spaceship/ResourceDefinitions.gd

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GDScript3
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2026-08-14 20:32:58 +02:00
class_name ResourceDefinitions
extends RefCounted
const ORE_ID: String = "ore"
const GAS_ID: String = "gas"
Gas burner building and the energy resource (#54) A new building that consumes gas to produce energy, a new resource stored and moved exactly like ore and gas. The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own warm yellow-green ResourceDefinition, registered in ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY. Inventory/ResourceBar/ResourceTransferList needed no changes - #49 already made them resource-agnostic, confirmed structurally in the test rather than touched. The building: GasBurnerBuildingVisual (a hexagonal chamber with intake vents in gas's colour and output ports in energy's, so the silhouette itself reads "gas in, energy out"), GasBurnerBuildingDefinition (capabilities=["gas_burner"], its own build-menu icon appended to IconButton.Icon rather than inserted, per the ticket's own warning about renumbering stored scene values), and the matching UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new "Power Systems" skill-tree node, mirroring how "freight" unlocks the transport hub. Conversion: _advance_gas_burners(), simulated in GameState alongside _advance_production/extractor mining so it keeps running while the player is elsewhere. Withdraws gas and deposits energy in the building's OWN inventory only - never the bank - so it stalls with no local gas exactly like a lab waiting on materials. Logistics: a gas burner's ongoing gas deficit is folded into the existing queued-building-supply dispatch path (same "needs resource X" loop production/research orders already use, extended with gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/ TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy to the bank, mirroring the extractor pickup path per the ticket. The existing f5c60f8 priority (queued deliveries outrank collection) holds: the pickup dispatch loop runs last. Tests: new tests/test_gas_burner.gd (resource genericity, stall semantics, research gate, and full delivery+pickup logistics via a real hub), run_tests transporter/resource regressions, and screenshots of the build menu (all 7 buildings) and transfer menu (all 3 resources). Full suite: 81/81. Two real bugs found and fixed along the way, neither gas-burner- specific: - _transporter_inbound_to() matched ANY non-idle transporter with a matching target_id, regardless of purpose. Once pickup states shared target_id with delivery states (both address a building, not an extractor), a transporter delivering gas made the SAME building look "busy" to the unrelated energy-pickup dispatch, starving it even with a second, genuinely free transporter sitting idle at the hub. Split into _transporter_inbound_to() (delivery states only) and a new _transporter_inbound_for_pickup() (pickup states only). - The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content sizing) had no room for a 7th building - despite the ticket's own note that no layout changes should be needed. A naive 4th row ran off the bottom of a 720x1280 viewport; fitting one meant both adding a 4th row top AND shrinking the shared button/label/cost sizing so each row's content no longer taller than the compressed row spacing. Caught only by actually screenshotting it - a real build menu, not headless, since --headless renders nothing. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
const ENERGY_ID: String = "energy"
const DARK_MATTER_ID: String = "dark_matter"
const ORDER: PackedStringArray = [ORE_ID, GAS_ID, ENERGY_ID, DARK_MATTER_ID]
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const DEFINITIONS: Dictionary = {
ORE_ID: preload("res://OreResourceDefinition.tres"),
GAS_ID: preload("res://GasResourceDefinition.tres"),
Gas burner building and the energy resource (#54) A new building that consumes gas to produce energy, a new resource stored and moved exactly like ore and gas. The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own warm yellow-green ResourceDefinition, registered in ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY. Inventory/ResourceBar/ResourceTransferList needed no changes - #49 already made them resource-agnostic, confirmed structurally in the test rather than touched. The building: GasBurnerBuildingVisual (a hexagonal chamber with intake vents in gas's colour and output ports in energy's, so the silhouette itself reads "gas in, energy out"), GasBurnerBuildingDefinition (capabilities=["gas_burner"], its own build-menu icon appended to IconButton.Icon rather than inserted, per the ticket's own warning about renumbering stored scene values), and the matching UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new "Power Systems" skill-tree node, mirroring how "freight" unlocks the transport hub. Conversion: _advance_gas_burners(), simulated in GameState alongside _advance_production/extractor mining so it keeps running while the player is elsewhere. Withdraws gas and deposits energy in the building's OWN inventory only - never the bank - so it stalls with no local gas exactly like a lab waiting on materials. Logistics: a gas burner's ongoing gas deficit is folded into the existing queued-building-supply dispatch path (same "needs resource X" loop production/research orders already use, extended with gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/ TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy to the bank, mirroring the extractor pickup path per the ticket. The existing f5c60f8 priority (queued deliveries outrank collection) holds: the pickup dispatch loop runs last. Tests: new tests/test_gas_burner.gd (resource genericity, stall semantics, research gate, and full delivery+pickup logistics via a real hub), run_tests transporter/resource regressions, and screenshots of the build menu (all 7 buildings) and transfer menu (all 3 resources). Full suite: 81/81. Two real bugs found and fixed along the way, neither gas-burner- specific: - _transporter_inbound_to() matched ANY non-idle transporter with a matching target_id, regardless of purpose. Once pickup states shared target_id with delivery states (both address a building, not an extractor), a transporter delivering gas made the SAME building look "busy" to the unrelated energy-pickup dispatch, starving it even with a second, genuinely free transporter sitting idle at the hub. Split into _transporter_inbound_to() (delivery states only) and a new _transporter_inbound_for_pickup() (pickup states only). - The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content sizing) had no room for a 7th building - despite the ticket's own note that no layout changes should be needed. A naive 4th row ran off the bottom of a 720x1280 viewport; fitting one meant both adding a 4th row top AND shrinking the shared button/label/cost sizing so each row's content no longer taller than the compressed row spacing. Caught only by actually screenshotting it - a real build menu, not headless, since --headless renders nothing. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
ENERGY_ID: preload("res://EnergyResourceDefinition.tres"),
DARK_MATTER_ID: preload("res://DarkMatterResourceDefinition.tres"),
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}
static func get_definition(resource_id: String) -> Resource:
return DEFINITIONS.get(resource_id)
static func ids() -> PackedStringArray:
return ORDER