Compose buildings from definitions and capabilities
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46 changed files with 1091 additions and 878 deletions
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@ -57,16 +57,19 @@ func _process(delta: float) -> bool:
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# Spawning is deferred, so give the tree a frame to attach them.
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if elapsed < 0.2:
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return false
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crafter = _find(GameState.BUILDING_SHIP_CRAFTER)
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if crafter == null:
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var crafter_building: Node2D = _find(GameState.BUILDING_SHIP_CRAFTER)
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if crafter_building == null:
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print("TEST_CRAFTER_ANIMATION: FAIL (crafter never spawned)")
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quit(1)
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return true
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crafter = crafter_building.visual
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var animated: bool = crafter.is_processing()
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var mothership: Node2D = _find(GameState.BUILDING_MOTHERSHIP)
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var mothership_building: Node2D = _find(GameState.BUILDING_MOTHERSHIP)
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var mothership: Node2D = mothership_building.visual if mothership_building != null else null
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var mothership_animates: bool = mothership != null and mothership.is_processing()
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var command: Node2D = _find(GameState.BUILDING_COMMAND_CENTER)
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var command_building: Node2D = _find(GameState.BUILDING_COMMAND_CENTER)
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var command: Node2D = command_building.visual if command_building != null else null
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var command_static: bool = command != null and not command.is_processing()
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print("crafter animates=%s mothership animates=%s command centre static=%s" % [
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animated, mothership_animates, command_static
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