#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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vfx/BuildingExplosionVFX.gd
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vfx/BuildingExplosionVFX.gd
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class_name BuildingExplosionVFX
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extends LightBurstVFX
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func _init() -> void:
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# #99: bigger and slower than a hull going up. A structure coming down is
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# the largest thing the player can lose without losing the run, and it
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# has to be legible from across the map rather than mistaken for another
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# kill in the fight that caused it.
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color = Color(1.0, 0.6, 0.2)
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particle_count = 34
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lifetime = 1.05
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min_speed = 90.0
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max_speed = 520.0
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shockwave_radius = 190.0
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shockwave_color = Color(1.0, 0.78, 0.35)
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static func spawn(parent: Node, world_position: Vector2) -> void:
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var vfx: BuildingExplosionVFX = BuildingExplosionVFX.new()
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vfx.position = world_position
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parent.add_child(vfx)
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