#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>
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11 changed files with 193 additions and 2 deletions
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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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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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