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
# #216: orderable at a ship crafter without joining the fleet. Transporters
# and repair drones used to appear with their building for nothing; they are
# built now, and they staff a structure rather than flying with the player.
# Separate from fleet_eligible because "the crafter can make it" and "it can
# take a berth in the fleet" stopped being the same question.
@export var support_craftable: bool = false
Garrison laser vessels and gas bombers, on a shared ability seam #105 shipped with interceptors as the only garrisonable vessel, and the reason was a design fault rather than a decision: firing the laser and the gas bomb lived in the player's fleet controllers, so a stationed laser would have held its position and never shot. The shot is now a thing in the world rather than something a controller draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam and ArtilleryShell already had on the enemy side - and they outlive the vessel that fired them. Above them sits one seam, on VesselCooldownFillComponent: ability_range(), ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a bomb are now the same shape of thing to whoever pulls the trigger, so the garrison AI never names an ability - the test asserts that literally, by reading the AI's own source. A third armed vessel needs to implement the seam and nothing else. Ammunition is the CALLER's business, deliberately: the fleet spends from its hold, a garrison from its outpost's store, and neither concern belongs in the component. A garrison with an empty magazine holds fire rather than falling back on the fleet's hold. Outpost storage: 50 gas per stationed bomber and 50 energy per stationed laser, off the VESSEL definitions, so an outpost never learns which vessel needs what. It is a capacity, not a stock - hub transporters fill it exactly as they fill a gas burner's buffer, because building_logistics_deficit now takes the larger of the definition's static buffer and the garrison's magazine. Every other resource is capped at zero: an outpost is not a depot, and ore parked at one has nothing to do there and no transporter coming for it. Also restores two properties the Godot editor dropped from GasBurnerBuildingDefinition.tres when it re-saved the file: collected_outputs and capabilities. Without the first, nothing ever collects the burner's energy - test_gas_burner caught it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 19:23:35 +02:00
# What one of these keeps beside it when stationed at an outpost, and which
# resource that is. Data here rather than a table in the outpost, so a new
# armed vessel brings its own magazine with it and the outpost never has to
# learn about it. 0 means it needs no ammunition to fight - the interceptor's
# gun is the case that does.
@export var garrison_ammo_resource: String = ""
@export var garrison_ammo_capacity: int = 0
# Do not add an explicit `= []` default here. Godot 4.7.1 can discard a
# PackedStringArray override while converting custom resources to binary .res.
@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