#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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@ -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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