spaceship/vessels/VesselDefinitions.gd

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GDScript3
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class_name VesselDefinitions
extends RefCounted
#116: the Spacial Workshop, and the drones that mend what waves break Modelled on the transport hub, deliberately and closely: drones belong to a workshop rather than to the player, are provisioned when it is built, are never a production order, and are upgraded at a ship lab like any other vessel. Anything that already knows how hub transporters behave knows how these do, and Drone Bays raises the count at workshops already standing - the same shape as Freight Yards and Garrison Bays. What a repair COSTS is the one new idea. It is a share of the building's own price, in proportion to how much of its health is gone: levelling a crafter and rebuilding it costs its full price, and patching one up after a wave costs a fraction, the fraction being the damage. The ore is spent when a drone LEAVES, so two drones cannot be sent to the same wall and spend twice for one load of repair, and a building demolished in transit sends its load home rather than swallowing it. "Required resources are sent to the spacial workshop": the workshop asks hub logistics for the ore its outstanding repairs will need, exactly as a gas burner asks for gas, because building_logistics_deficit now takes the larger of the definition's static buffer and what the world actually demands. There is a ceiling on that, so one badly-mauled base cannot pull the whole bank into a single workshop and starve everything else. Worst first: the structure closest to coming down is the one a repair is worth most on. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 21:59:51 +02:00
const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter", "carrier", "laser", "distorder", "repair_drone"]
const DEFINITIONS: Dictionary = {
#84: move 215 root files into a folder hierarchy Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
"interceptor": preload("res://vessels/InterceptorVesselDefinition.tres"),
"shield": preload("res://vessels/ShieldVesselDefinition.tres"),
"gas_bomber": preload("res://vessels/GasBomberVesselDefinition.tres"),
"transporter": preload("res://vessels/TransporterVesselDefinition.tres"),
"carrier": preload("res://vessels/CarrierVesselDefinition.tres"),
"laser": preload("res://vessels/LaserVesselDefinition.tres"),
"distorder": preload("res://vessels/DistorderVesselDefinition.tres"),
#116: the Spacial Workshop, and the drones that mend what waves break Modelled on the transport hub, deliberately and closely: drones belong to a workshop rather than to the player, are provisioned when it is built, are never a production order, and are upgraded at a ship lab like any other vessel. Anything that already knows how hub transporters behave knows how these do, and Drone Bays raises the count at workshops already standing - the same shape as Freight Yards and Garrison Bays. What a repair COSTS is the one new idea. It is a share of the building's own price, in proportion to how much of its health is gone: levelling a crafter and rebuilding it costs its full price, and patching one up after a wave costs a fraction, the fraction being the damage. The ore is spent when a drone LEAVES, so two drones cannot be sent to the same wall and spend twice for one load of repair, and a building demolished in transit sends its load home rather than swallowing it. "Required resources are sent to the spacial workshop": the workshop asks hub logistics for the ore its outstanding repairs will need, exactly as a gas burner asks for gas, because building_logistics_deficit now takes the larger of the definition's static buffer and what the world actually demands. There is a ceiling on that, so one badly-mauled base cannot pull the whole bank into a single workshop and starve everything else. Worst first: the structure closest to coming down is the one a repair is worth most on. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 21:59:51 +02:00
"repair_drone": preload("res://vessels/RepairDroneVesselDefinition.tres"),
}
static func get_definition(definition_id: String) -> Resource:
return DEFINITIONS.get(definition_id)
static func all() -> Array:
var result: Array = []
for definition_id in ORDER:
result.append(DEFINITIONS[definition_id])
return result
2026-08-15 00:09:10 +02:00
static func fleet() -> Array:
var result: Array = []
for definition in all():
if definition.fleet_eligible:
result.append(definition)
return result
static func with_capability(capability: String) -> Resource:
for definition in all():
if definition.has_capability(capability):
return definition
return null