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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16 changed files with 809 additions and 209 deletions
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@ -86,17 +86,44 @@ func _engage(ship: Node2D, target: Node2D, delta: float) -> void:
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# snap the vessel back to whatever bearing it left on.
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_angle += orbit_speed * delta
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var weapon: Node = ship.get_component("weapon") if ship.has_method("get_component") else null
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if weapon == null:
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return
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if distance <= weapon.fire_range:
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weapon.set_fire_direction(to_target)
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else:
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weapon.set_fire_direction(Vector2.ZERO)
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_shoot(ship, target, distance, to_target)
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# Two kinds of armament, one rule: point the gun, or fire the ability. Which
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# one this vessel has is a question about its components, not about its type,
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# so a third armed vessel needs nothing here.
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func _shoot(ship: Node2D, target: Node2D, distance: float, to_target: Vector2) -> void:
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var weapon: Node = _component(ship, "weapon")
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if weapon != null:
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# The gun is a held trigger: it is aimed every tick and stops the
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# moment the direction is cleared.
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weapon.set_fire_direction(to_target if distance <= weapon.fire_range else Vector2.ZERO)
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for component in ship.get_children():
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if not component.has_method("fire_ability") or not component.has_ability():
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continue
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if not component.is_ready() or distance > component.ability_range():
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continue
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# The magazine is the OUTPOST's, not the fleet's hold. A garrison
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# spends what was flown out to it, which is the whole point of the
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# outpost holding a store at all - and if the store is empty the
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# vessel holds its fire rather than firing free shots.
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var resource_type: String = component.ability_ammo_resource()
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var cost: int = component.ability_ammo_cost()
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if not GameState.spend_garrison_ammo(outpost_id, resource_type, cost):
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continue
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if not component.fire_ability(get_tree().root, ship.global_position,
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target.global_position):
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# It refused after being paid - put the ammunition back rather
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# than burning it on a shot that never happened.
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GameState.building_inventory(outpost_id).deposit(resource_type, cost)
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func _component(ship: Node2D, capability: String) -> Node:
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return ship.get_component(capability) if ship.has_method("get_component") else null
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func _hold_fire(ship: Node2D) -> void:
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var weapon: Node = ship.get_component("weapon") if ship.has_method("get_component") else null
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var weapon: Node = _component(ship, "weapon")
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if weapon != null:
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weapon.set_fire_direction(Vector2.ZERO)
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