#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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@ -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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