Add gas bomber skill-shot vessel
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28 changed files with 882 additions and 85 deletions
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@ -16,19 +16,22 @@ func _ready() -> void:
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GameState.unlocked = ["shipyards", "vessel_science"]
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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main.get_node("BackgroundLayer").visible = false
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main.get_node("Fleet").visible = false
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main.get_node("AsteroidField").visible = false
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main.get_node("PlanetField").visible = false
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main.get_node("BuildingField").visible = false
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main.get_node("EnemySpawner").set_process(false)
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main.get_node("BuildingField").place(GameState.BUILDING_SHIP_LAB, Vector2(400.0, 0.0))
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var lab_id: int = int(GameState.buildings[-1].id)
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GameState.deposit_to_building(lab_id, 18)
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GameState.fleet_cargo = 12
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GameState.fleet_gas_cargo = 8
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# A level already bought, so the list shows both a researched and an
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# unresearched line rather than a uniform page of zeroes.
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GameState.vessel_levels["int_damage"] = 1
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var bc: Node = main.get_node("BuildController")
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# The shared header (#24) hides its HERE column when it has no building,
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# so bind it the way opening the panel from the building does.
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for bar in bc.resource_bars:
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bar.building_id = lab_id
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main.get_node("UI/LabMenu").visible = true
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bc.lab_vessel = GameState.VESSEL_INTERCEPTOR
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bc.lab_vessel = GameState.VESSEL_GAS_BOMBER
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bc._refresh_lab()
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