#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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@ -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")])

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@ -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}

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@ -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}

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@ -1,7 +1,7 @@
class_name VesselDefinitions
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 = {
"interceptor": preload("res://vessels/InterceptorVesselDefinition.tres"),
"shield": preload("res://vessels/ShieldVesselDefinition.tres"),
@ -10,6 +10,7 @@ const DEFINITIONS: Dictionary = {
"carrier": preload("res://vessels/CarrierVesselDefinition.tres"),
"laser": preload("res://vessels/LaserVesselDefinition.tres"),
"distorder": preload("res://vessels/DistorderVesselDefinition.tres"),
"repair_drone": preload("res://vessels/RepairDroneVesselDefinition.tres"),
}
static func get_definition(definition_id: String) -> Resource: