Buildings produce from their own stock, and queue orders until supplied
Forgejo #16, part 3 of #12. BuildController deducted the cost from the bank at the moment of purchase and refused outright with "Not enough rocks", so nothing ever had to be delivered anywhere. Each building now carries its own stock, and an order it cannot pay for yet is QUEUED and completes by itself once ore arrives. Records get an `id` because a building has to be referable across the space <-> planet-surface scene swap, when every Building NODE has been destroyed and rebuilt. Position would nearly work and then fail on two buildings placed on the same spot. Production advances in the GameState autoload, the same way extractor haulers already do, so an order can complete while the player is down a gravity well. A finished vessel becomes `ships_owed` rather than being handed straight to a Fleet that may not exist, and the fleet claims what it is owed when it next has room. The craft menu remembers which crafter it was opened for: _process() clears current_building while any menu is open, so by the next frame the menu would no longer know. It shows the ore delivered HERE rather than the bank, since showing the bank would promise something the crafter cannot actually build. Ship crafting cannot be supplied until #17 lands - nothing yet moves ore into a building. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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6 changed files with 371 additions and 11 deletions
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Fleet.gd
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Fleet.gd
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@ -113,6 +113,9 @@ func move_in_direction(direction: Vector2) -> void:
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func _process(delta: float) -> void:
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# Before the steering early-out: a ship the crafter has already built and
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# paid for is owed whether or not the fleet happens to be flying (#16).
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_claim_owed_ships()
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if steer_direction == Vector2.ZERO:
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return
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# The anchor - the fleet's formation centre - travels at cruise_speed.
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@ -122,6 +125,17 @@ func _process(delta: float) -> void:
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_assign_slot_targets()
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func _claim_owed_ships() -> void:
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# Production completes in the GameState autoload, which may well happen
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# while the player is on a planet's surface with no Fleet node in
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# existence to hand a vessel to. Those ships wait as `ships_owed` until a
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# fleet with room can take them.
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while GameState.ships_owed > 0 and ships.size() < GameState.max_fleet_size():
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if not add_ship():
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return
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GameState.ships_owed -= 1
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func _assign_slot_targets() -> void:
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for i in range(ships.size()):
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ships[i].set_move_target(fleet_target + formation_offsets[i])
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