#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:
Loïc Wisniewski 2026-08-23 21:59:51 +02:00
commit 0810c99f08
11 changed files with 193 additions and 2 deletions

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@ -1,13 +1,14 @@
class_name BuildingDefinitions
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 = {
"mothership": preload("res://buildings/MothershipBuildingDefinition.tres"),
"ship_crafter": preload("res://buildings/CrafterBuildingDefinition.tres"),
"command_center": preload("res://buildings/CommandBuildingDefinition.tres"),
"outpost": preload("res://buildings/OutpostBuildingDefinition.tres"),
"planning_center": preload("res://buildings/PlanningBuildingDefinition.tres"),
"spacial_workshop": preload("res://buildings/WorkshopBuildingDefinition.tres"),
"extractor": preload("res://buildings/ExtractorBuildingDefinition.tres"),
"transport_hub": preload("res://buildings/TransportHubBuildingDefinition.tres"),
"ship_lab": preload("res://buildings/ShipLabBuildingDefinition.tres"),

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@ -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

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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()

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[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")