#99 (#97a): buildings have health, and can be destroyed
Nothing can attack a structure that cannot be hurt, so this is the floor the rest of #97 stands on. max_hp is per definition - an extractor bolted to a rock is not the mothership - and the current value lives on the RECORD in GameState, not on the Building node. Main.tscn is torn down and rebuilt on every trip to a planet surface, so damage kept on a node would heal itself the moment the player landed. A record written before this carries no hp field at all. That reads as undamaged rather than as zero, or an existing save would open on a field of wrecks. The mothership cannot be destroyed - it floors at 1hp. The bank, the hangar and research all live there and a wiped fleet rebuilds there, so losing it would be a soft-lock with no route back. Keyed on the "bank" capability rather than on the type: whatever building holds the bank is the one that cannot be lost. Destroying a hub retires its transporters. Everything else keyed on a building id already copes with the building being gone - a transporter mid-delivery puts its cargo back rather than destroying it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -14,6 +14,18 @@ var building_type: String:
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set(value): definition_id = value
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# #99: drawn only once the structure has actually been hit. A full bar over
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# every building would be permanent clutter saying nothing, and the fleet
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# would be flying over a field of meters in peacetime.
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const HEALTH_BAR_WIDTH: float = 74.0
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const HEALTH_BAR_HEIGHT: float = 7.0
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const HEALTH_BAR_OFFSET: float = -78.0
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const HEALTH_FULL_COLOR: Color = Color(0.45, 0.9, 0.55)
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const HEALTH_HURT_COLOR: Color = Color(1.0, 0.35, 0.25)
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var _drawn_health: float = 1.0
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func _ready() -> void:
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add_to_group("buildings")
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z_index = -1
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@ -24,6 +36,41 @@ func _ready() -> void:
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get_node("VisualHost").add_child(visual)
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func health_fraction() -> float:
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return GameState.building_health_fraction(building_id) if building_id != 0 else 1.0
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func is_damaged() -> bool:
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return health_fraction() < 0.999
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func _process(_delta: float) -> void:
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# Redraw only when the number moves. A building that is not being shot at
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# costs nothing, which is the same bargain Ship.gd's constant glow makes.
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var health: float = health_fraction()
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if is_equal_approx(health, _drawn_health):
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return
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_drawn_health = health
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queue_redraw()
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func _draw() -> void:
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if not is_damaged():
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return
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# Above the structure rather than across it: the visual scenes all draw
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# around their own origin, and a bar laid over one would be read as part
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# of the building.
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var health: float = health_fraction()
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var left: float = -HEALTH_BAR_WIDTH * 0.5
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var top: float = HEALTH_BAR_OFFSET
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT),
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Color(0.02, 0.02, 0.06, 0.85))
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH * health, HEALTH_BAR_HEIGHT),
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HEALTH_HURT_COLOR.lerp(HEALTH_FULL_COLOR, health))
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT),
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Color(0.55, 0.78, 0.86, 0.55), false, 1.0)
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func available_actions() -> PackedStringArray:
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if visual == null:
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return PackedStringArray()
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@ -19,3 +19,7 @@ extends Resource
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@export var menu_cost_name: String
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@export_enum("space", "planet") var placement_mode: String = "space"
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@export var unique: bool = false
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# #99: what a wave has to chew through to level this. Data rather than one
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# constant for every structure - an extractor bolted to a rock is not the
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# mothership. See GameState.damage_building().
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@export var max_hp: int = 40
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@ -22,9 +22,27 @@ var spawned: Array = []
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func _ready() -> void:
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# #99: the record is the truth, so the node follows it out. Connected
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# here rather than in Building.gd because the field owns `spawned` and
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# would otherwise be left holding a freed node.
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if not GameState.building_destroyed.is_connected(_on_building_destroyed):
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GameState.building_destroyed.connect(_on_building_destroyed)
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rebuild_all()
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func _on_building_destroyed(building_id: int, _type: String) -> void:
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var kept: Array = []
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for b in spawned:
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if not is_instance_valid(b):
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continue
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if int(b.building_id) == building_id:
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BuildingExplosionVFX.spawn(get_tree().root, b.global_position)
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b.queue_free()
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continue
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kept.append(b)
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spawned = kept
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func rebuild_all() -> void:
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for b in spawned:
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if is_instance_valid(b):
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@ -18,3 +18,4 @@ map_phase = 0.785398
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menu_button_name = "CommandButton"
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menu_label_name = "CommandLabel"
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menu_cost_name = "CommandCost"
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max_hp = 70
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@ -17,3 +17,4 @@ map_radius = 7.0
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menu_button_name = "CrafterButton"
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menu_label_name = "CrafterLabel"
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menu_cost_name = "CrafterCost"
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max_hp = 90
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@ -14,3 +14,4 @@ menu_button_name = "ExtractorButton"
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menu_label_name = "ExtractorLabel"
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menu_cost_name = "ExtractorCost"
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placement_mode = "planet"
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max_hp = 40
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@ -32,3 +32,4 @@ 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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max_hp = 60
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@ -19,3 +19,4 @@ menu_button_name = "MothershipButton"
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menu_label_name = "MothershipLabel"
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menu_cost_name = "MothershipCost"
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unique = true
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max_hp = 240
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@ -18,3 +18,4 @@ map_phase = -1.570796
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menu_button_name = "ShipLabButton"
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menu_label_name = "ShipLabLabel"
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menu_cost_name = "ShipLabCost"
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max_hp = 90
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@ -18,3 +18,4 @@ map_phase = 0.392699
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menu_button_name = "TransportHubButton"
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menu_label_name = "TransportHubLabel"
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menu_cost_name = "TransportHubCost"
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max_hp = 80
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