#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>
This commit is contained in:
Loïc Wisniewski 2026-08-23 13:37:40 +02:00
commit c221584848
12 changed files with 293 additions and 0 deletions

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