#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>
This commit is contained in:
parent
551360f2e9
commit
0810c99f08
11 changed files with 193 additions and 2 deletions
|
|
@ -1,13 +1,14 @@
|
||||||
class_name BuildingDefinitions
|
class_name BuildingDefinitions
|
||||||
extends RefCounted
|
extends RefCounted
|
||||||
|
|
||||||
const ORDER: PackedStringArray = ["mothership", "ship_crafter", "command_center", "outpost", "planning_center", "extractor", "transport_hub", "ship_lab", "gas_burner"]
|
const ORDER: PackedStringArray = ["mothership", "ship_crafter", "command_center", "outpost", "planning_center", "spacial_workshop", "extractor", "transport_hub", "ship_lab", "gas_burner"]
|
||||||
const DEFINITIONS: Dictionary = {
|
const DEFINITIONS: Dictionary = {
|
||||||
"mothership": preload("res://buildings/MothershipBuildingDefinition.tres"),
|
"mothership": preload("res://buildings/MothershipBuildingDefinition.tres"),
|
||||||
"ship_crafter": preload("res://buildings/CrafterBuildingDefinition.tres"),
|
"ship_crafter": preload("res://buildings/CrafterBuildingDefinition.tres"),
|
||||||
"command_center": preload("res://buildings/CommandBuildingDefinition.tres"),
|
"command_center": preload("res://buildings/CommandBuildingDefinition.tres"),
|
||||||
"outpost": preload("res://buildings/OutpostBuildingDefinition.tres"),
|
"outpost": preload("res://buildings/OutpostBuildingDefinition.tres"),
|
||||||
"planning_center": preload("res://buildings/PlanningBuildingDefinition.tres"),
|
"planning_center": preload("res://buildings/PlanningBuildingDefinition.tres"),
|
||||||
|
"spacial_workshop": preload("res://buildings/WorkshopBuildingDefinition.tres"),
|
||||||
"extractor": preload("res://buildings/ExtractorBuildingDefinition.tres"),
|
"extractor": preload("res://buildings/ExtractorBuildingDefinition.tres"),
|
||||||
"transport_hub": preload("res://buildings/TransportHubBuildingDefinition.tres"),
|
"transport_hub": preload("res://buildings/TransportHubBuildingDefinition.tres"),
|
||||||
"ship_lab": preload("res://buildings/ShipLabBuildingDefinition.tres"),
|
"ship_lab": preload("res://buildings/ShipLabBuildingDefinition.tres"),
|
||||||
|
|
|
||||||
20
buildings/WorkshopBuildingDefinition.tres
Normal file
20
buildings/WorkshopBuildingDefinition.tres
Normal file
|
|
@ -0,0 +1,20 @@
|
||||||
|
[gd_resource type="Resource" script_class="BuildingDefinition" load_steps=3 format=3]
|
||||||
|
[ext_resource type="Script" path="res://buildings/BuildingDefinition.gd" id="1"]
|
||||||
|
[ext_resource type="PackedScene" path="res://buildings/WorkshopBuildingVisual.tscn" id="2"]
|
||||||
|
[resource]
|
||||||
|
script = ExtResource("1")
|
||||||
|
definition_id = "spacial_workshop"
|
||||||
|
display_name = "Spacial Workshop"
|
||||||
|
description = "Sends repair drones out to damaged structures. Repairs cost ore in proportion to the damage, delivered here by hub transporters."
|
||||||
|
cost = 55
|
||||||
|
action_icon = 42
|
||||||
|
menu_icon = 42
|
||||||
|
visual_scene = ExtResource("2")
|
||||||
|
capabilities = PackedStringArray("repair")
|
||||||
|
map_color = Color(0.5, 0.95, 0.8, 1)
|
||||||
|
map_sides = 5
|
||||||
|
map_radius = 7.0
|
||||||
|
menu_button_name = "WorkshopButton"
|
||||||
|
menu_label_name = "WorkshopLabel"
|
||||||
|
menu_cost_name = "WorkshopCost"
|
||||||
|
max_hp = 70
|
||||||
13
buildings/WorkshopBuildingVisual.gd
Normal file
13
buildings/WorkshopBuildingVisual.gd
Normal file
|
|
@ -0,0 +1,13 @@
|
||||||
|
extends "res://buildings/BuildingVisualBase.gd"
|
||||||
|
|
||||||
|
# Drawn once, like the command centre and the outpost. #117 makes the
|
||||||
|
# animated buildings stop when idle; this one has nothing that moves, so
|
||||||
|
# there is nothing to gate.
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
set_process(false)
|
||||||
|
queue_redraw()
|
||||||
|
|
||||||
|
func _draw() -> void:
|
||||||
|
register_draw()
|
||||||
|
_draw_workshop()
|
||||||
11
buildings/WorkshopBuildingVisual.tscn
Normal file
11
buildings/WorkshopBuildingVisual.tscn
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
[gd_scene load_steps=3 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://buildings/WorkshopBuildingVisual.gd" id="1"]
|
||||||
|
[ext_resource type="Script" path="res://buildings/BuildingActionProvider.gd" id="2"]
|
||||||
|
|
||||||
|
[node name="Visual" type="Node2D"]
|
||||||
|
script = ExtResource("1")
|
||||||
|
|
||||||
|
[node name="ActionProvider" type="Node" parent="."]
|
||||||
|
script = ExtResource("2")
|
||||||
|
actions = PackedStringArray("transfer")
|
||||||
40
logistics/RepairDrone.gd
Normal file
40
logistics/RepairDrone.gd
Normal file
|
|
@ -0,0 +1,40 @@
|
||||||
|
extends Node2D
|
||||||
|
|
||||||
|
# #116: purely visual - a repair drone on its way out to a damaged structure
|
||||||
|
# or back to its workshop. Carries no state of its own; GameState owns the
|
||||||
|
# simulation and RepairDroneField creates, positions and frees this to match.
|
||||||
|
|
||||||
|
const HULL_COLOR: Color = Color(0.5, 0.95, 0.8)
|
||||||
|
|
||||||
|
var laden: bool = false
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
add_to_group("repair_drones")
|
||||||
|
# #91: behind the fleet, like every other piece of ground furniture.
|
||||||
|
z_index = -1
|
||||||
|
queue_redraw()
|
||||||
|
|
||||||
|
|
||||||
|
func set_laden(value: bool) -> void:
|
||||||
|
if laden == value:
|
||||||
|
return
|
||||||
|
laden = value
|
||||||
|
queue_redraw()
|
||||||
|
|
||||||
|
|
||||||
|
func _draw() -> void:
|
||||||
|
# Small and blunt, with a tool arm out front, in the workshop's own
|
||||||
|
# green-teal: it should read as a tender belonging to a building rather
|
||||||
|
# than as a fleet vessel or a hub's magenta hauler.
|
||||||
|
var hull: PackedVector2Array = PackedVector2Array([
|
||||||
|
Vector2(0, -11), Vector2(8, -3), Vector2(6, 10), Vector2(-6, 10), Vector2(-8, -3),
|
||||||
|
])
|
||||||
|
NeonDraw.draw_glowing_polygon(self, hull, HULL_COLOR, 1.0)
|
||||||
|
NeonDraw.draw_glowing_line(self, Vector2(0, -11), Vector2(0, -18), HULL_COLOR, 0.9, 0.35)
|
||||||
|
NeonDraw.draw_glowing_line(self, Vector2(-5, -18), Vector2(5, -18), HULL_COLOR, 0.9, 0.35)
|
||||||
|
if laden:
|
||||||
|
# The load it is carrying out, in ore's own colour so it reads as
|
||||||
|
# material rather than as a light on the hull.
|
||||||
|
NeonDraw.draw_glowing_circle(self, Vector2(0, 3), 5.0,
|
||||||
|
GameState.resource_color(GameState.RESOURCE_ORE), 1.0)
|
||||||
6
logistics/RepairDrone.tscn
Normal file
6
logistics/RepairDrone.tscn
Normal file
|
|
@ -0,0 +1,6 @@
|
||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://logistics/RepairDrone.gd" id="1"]
|
||||||
|
|
||||||
|
[node name="RepairDrone" type="Node2D"]
|
||||||
|
script = ExtResource("1")
|
||||||
59
logistics/RepairDroneField.gd
Normal file
59
logistics/RepairDroneField.gd
Normal file
|
|
@ -0,0 +1,59 @@
|
||||||
|
extends Node2D
|
||||||
|
|
||||||
|
# #116: draws the repair drones GameState is simulating, and only while they
|
||||||
|
# are somewhere the player could see them.
|
||||||
|
#
|
||||||
|
# Same arrangement as TransporterField, and for the same reason: the
|
||||||
|
# simulation is authoritative and the visuals are optional, so a repair run
|
||||||
|
# happening far away costs nothing but still puts the building back together.
|
||||||
|
# Position comes from the very same `progress` that decides when the repair
|
||||||
|
# actually lands.
|
||||||
|
|
||||||
|
@export var visible_radius: float = 2600.0
|
||||||
|
|
||||||
|
@onready var fleet: Node2D = get_node("../Fleet")
|
||||||
|
|
||||||
|
var drone_scene: PackedScene = preload("res://logistics/RepairDrone.tscn")
|
||||||
|
# index into GameState.repair_drones -> live node
|
||||||
|
var active: Dictionary = {}
|
||||||
|
|
||||||
|
|
||||||
|
func _process(_delta: float) -> void:
|
||||||
|
var centre: Vector2 = fleet.get_centroid()
|
||||||
|
|
||||||
|
for i in range(GameState.repair_drones.size()):
|
||||||
|
var drone: Dictionary = GameState.repair_drones[i]
|
||||||
|
# An idle drone is parked inside its workshop's own art; drawing it
|
||||||
|
# there adds a dot sitting on a building rather than a vessel doing
|
||||||
|
# something.
|
||||||
|
if String(drone.state) == GameState.DRONE_IDLE:
|
||||||
|
_despawn(i)
|
||||||
|
continue
|
||||||
|
var pos: Vector2 = GameState.repair_drone_position(drone)
|
||||||
|
if pos.distance_to(centre) > visible_radius:
|
||||||
|
_despawn(i)
|
||||||
|
continue
|
||||||
|
|
||||||
|
var node: Node2D = active.get(i)
|
||||||
|
if node == null or not is_instance_valid(node):
|
||||||
|
node = drone_scene.instantiate()
|
||||||
|
get_parent().add_child(node)
|
||||||
|
active[i] = node
|
||||||
|
|
||||||
|
var previous: Vector2 = node.position
|
||||||
|
node.position = pos
|
||||||
|
node.set_laden(int(drone.carrying) > 0)
|
||||||
|
var travel: Vector2 = pos - previous
|
||||||
|
if travel.length() > 0.5:
|
||||||
|
node.rotation = travel.angle() + PI / 2.0
|
||||||
|
|
||||||
|
for key in active.keys():
|
||||||
|
if key >= GameState.repair_drones.size():
|
||||||
|
_despawn(key)
|
||||||
|
|
||||||
|
|
||||||
|
func _despawn(index: int) -> void:
|
||||||
|
var node: Node2D = active.get(index)
|
||||||
|
if node != null and is_instance_valid(node):
|
||||||
|
node.queue_free()
|
||||||
|
active.erase(index)
|
||||||
16
vessels/RepairDroneVesselDefinition.tres
Normal file
16
vessels/RepairDroneVesselDefinition.tres
Normal file
|
|
@ -0,0 +1,16 @@
|
||||||
|
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=4 format=3]
|
||||||
|
[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
|
||||||
|
[ext_resource type="Resource" path="res://vessels/RepairYieldUpgrade.tres" id="2"]
|
||||||
|
[ext_resource type="Resource" path="res://vessels/RepairSpeedUpgrade.tres" id="3"]
|
||||||
|
[resource]
|
||||||
|
script = ExtResource("1")
|
||||||
|
definition_id = "repair_drone"
|
||||||
|
display_name = "Repair Drone"
|
||||||
|
description = "Workshop-owned tender. Flies out to damaged structures and puts them back together, spending ore delivered to its workshop. Cannot be crafted - a workshop brings its own."
|
||||||
|
build_cost = 0
|
||||||
|
build_time = 0.0
|
||||||
|
icon = 43
|
||||||
|
glow_color = Color(0.5, 0.95, 0.8, 1)
|
||||||
|
hull_points = PackedVector2Array(0, -14, 9, -4, 7, 10, -7, 10, -9, -4)
|
||||||
|
base_stats = {"max_speed": 620.0, "acceleration": 1800.0, "transport_speed": 190.0, "repair_amount": 25.0, "delivery_speed": 180.0}
|
||||||
|
upgrades = Array[Resource]([ExtResource("2"), ExtResource("3")])
|
||||||
12
vessels/RepairSpeedUpgrade.tres
Normal file
12
vessels/RepairSpeedUpgrade.tres
Normal file
|
|
@ -0,0 +1,12 @@
|
||||||
|
[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
|
||||||
|
[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
|
||||||
|
[resource]
|
||||||
|
script = ExtResource("1")
|
||||||
|
upgrade_id = "rep_speed"
|
||||||
|
display_name = "Yard Thrusters"
|
||||||
|
description = "+80 speed on repair runs."
|
||||||
|
base_cost = 35
|
||||||
|
max_level = 3
|
||||||
|
research_point_cost = 1
|
||||||
|
icon = 22
|
||||||
|
additive_modifiers = {"transport_speed": 80.0}
|
||||||
12
vessels/RepairYieldUpgrade.tres
Normal file
12
vessels/RepairYieldUpgrade.tres
Normal file
|
|
@ -0,0 +1,12 @@
|
||||||
|
[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
|
||||||
|
[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
|
||||||
|
[resource]
|
||||||
|
script = ExtResource("1")
|
||||||
|
upgrade_id = "rep_yield"
|
||||||
|
display_name = "Heavy Plating"
|
||||||
|
description = "+12 structure put back on every repair run."
|
||||||
|
base_cost = 40
|
||||||
|
max_level = 3
|
||||||
|
research_point_cost = 1
|
||||||
|
icon = 17
|
||||||
|
additive_modifiers = {"repair_amount": 12.0}
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
class_name VesselDefinitions
|
class_name VesselDefinitions
|
||||||
extends RefCounted
|
extends RefCounted
|
||||||
|
|
||||||
const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter", "carrier", "laser", "distorder"]
|
const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter", "carrier", "laser", "distorder", "repair_drone"]
|
||||||
const DEFINITIONS: Dictionary = {
|
const DEFINITIONS: Dictionary = {
|
||||||
"interceptor": preload("res://vessels/InterceptorVesselDefinition.tres"),
|
"interceptor": preload("res://vessels/InterceptorVesselDefinition.tres"),
|
||||||
"shield": preload("res://vessels/ShieldVesselDefinition.tres"),
|
"shield": preload("res://vessels/ShieldVesselDefinition.tres"),
|
||||||
|
|
@ -10,6 +10,7 @@ const DEFINITIONS: Dictionary = {
|
||||||
"carrier": preload("res://vessels/CarrierVesselDefinition.tres"),
|
"carrier": preload("res://vessels/CarrierVesselDefinition.tres"),
|
||||||
"laser": preload("res://vessels/LaserVesselDefinition.tres"),
|
"laser": preload("res://vessels/LaserVesselDefinition.tres"),
|
||||||
"distorder": preload("res://vessels/DistorderVesselDefinition.tres"),
|
"distorder": preload("res://vessels/DistorderVesselDefinition.tres"),
|
||||||
|
"repair_drone": preload("res://vessels/RepairDroneVesselDefinition.tres"),
|
||||||
}
|
}
|
||||||
|
|
||||||
static func get_definition(definition_id: String) -> Resource:
|
static func get_definition(definition_id: String) -> Resource:
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue