Garrison laser vessels and gas bombers, on a shared ability seam
#105 shipped with interceptors as the only garrisonable vessel, and the reason was a design fault rather than a decision: firing the laser and the gas bomb lived in the player's fleet controllers, so a stationed laser would have held its position and never shot. The shot is now a thing in the world rather than something a controller draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam and ArtilleryShell already had on the enemy side - and they outlive the vessel that fired them. Above them sits one seam, on VesselCooldownFillComponent: ability_range(), ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a bomb are now the same shape of thing to whoever pulls the trigger, so the garrison AI never names an ability - the test asserts that literally, by reading the AI's own source. A third armed vessel needs to implement the seam and nothing else. Ammunition is the CALLER's business, deliberately: the fleet spends from its hold, a garrison from its outpost's store, and neither concern belongs in the component. A garrison with an empty magazine holds fire rather than falling back on the fleet's hold. Outpost storage: 50 gas per stationed bomber and 50 energy per stationed laser, off the VESSEL definitions, so an outpost never learns which vessel needs what. It is a capacity, not a stock - hub transporters fill it exactly as they fill a gas burner's buffer, because building_logistics_deficit now takes the larger of the definition's static buffer and the garrison's magazine. Every other resource is capped at zero: an outpost is not a depot, and ore parked at one has nothing to do there and no transporter coming for it. Also restores two properties the Godot editor dropped from GasBurnerBuildingDefinition.tres when it re-saved the file: collected_outputs and capabilities. Without the first, nothing ever collects the burner's energy - test_gas_burner caught it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -1,7 +1,8 @@
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[gd_resource type="Resource" script_class="BuildingDefinition" load_steps=4 format=3]
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[ext_resource type="Script" path="res://buildings/BuildingDefinition.gd" id="1"]
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[gd_resource type="Resource" script_class="BuildingDefinition" format=3 uid="uid://cia6vbju65sbe"]
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[ext_resource type="Script" uid="uid://d10s0frtxiw62" path="res://buildings/BuildingDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://buildings/GasBurnerBuildingVisual.tscn" id="2"]
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[ext_resource type="Script" path="res://buildings/BuildingLogisticsProfile.gd" id="3"]
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[ext_resource type="Script" uid="uid://cydp18abylrgd" path="res://buildings/BuildingLogisticsProfile.gd" id="3"]
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[sub_resource type="Resource" id="Resource_logistics"]
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script = ExtResource("3")
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@ -27,8 +28,6 @@ capabilities = PackedStringArray("gas_burner")
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logistics = SubResource("Resource_logistics")
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map_color = Color(0.95, 0.35, 0.15, 1)
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map_sides = 5
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map_radius = 7.0
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map_phase = 0.0
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menu_button_name = "GasBurnerButton"
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menu_label_name = "GasBurnerLabel"
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menu_cost_name = "GasBurnerCost"
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