Add timed craft queue and hangar
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parent
b6427b080d
commit
82552464d2
14 changed files with 660 additions and 191 deletions
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@ -35,7 +35,8 @@ func _initialize() -> void:
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.vessels_owed.clear()
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game_state.stored_vessels.clear()
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game_state.build_time_scale = 0.02
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game_state.reset_progression()
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game_state.rocks = 1200
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game_state.fleet_cargo = 0
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@ -154,16 +155,25 @@ func _process(delta: float) -> bool:
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stage = 2
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return false
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2:
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if elapsed < 0.6:
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if elapsed < game_state.build_time(GameState.VESSEL_SHIELD) * 3.0:
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return false
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# Finished vessels wait at the mothership (#23); crew it here so
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# the rest of the checks can look at a real ship.
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if game_state.stored_vessels.size() != 1:
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print("TEST_SHIP_LAB: FAIL (the shield order produced nothing: %s)" % [game_state.stored_vessels])
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quit(1)
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return true
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if String(game_state.stored_vessels[0]) != GameState.VESSEL_SHIELD:
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print("TEST_SHIP_LAB: FAIL (a shield order came back as %s)" % game_state.stored_vessels[0])
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quit(1)
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return true
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fleet.add_ship(game_state.take_stored_vessel(0))
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var shield_ship: Node = null
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for ship in fleet.ships:
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if is_instance_valid(ship) and ship.vessel_type == GameState.VESSEL_SHIELD:
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shield_ship = ship
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if shield_ship == null:
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print("TEST_SHIP_LAB: FAIL (the shield order produced no shield vessel: %d ships, owed %s)" % [
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fleet.ships.size(), game_state.vessels_owed
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])
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print("TEST_SHIP_LAB: FAIL (crewing the stored shield vessel produced none: %d ships)" % fleet.ships.size())
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quit(1)
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return true
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if not shield_ship.has_shield():
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