#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
16
vessels/RepairDroneVesselDefinition.tres
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16
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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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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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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@ -1,7 +1,7 @@
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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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@ -10,6 +10,7 @@ const DEFINITIONS: Dictionary = {
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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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