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