Show gas icons in resource displays
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4c82155cf3
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4 changed files with 25 additions and 0 deletions
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@ -12,6 +12,7 @@ func _ready() -> void:
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GameState.transporters.clear()
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GameState.reset_progression()
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GameState.rocks = 240
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GameState.gas = 36
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GameState.unlocked = ["shipyards", "vessel_science"]
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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@ -19,6 +20,7 @@ func _ready() -> void:
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var lab_id: int = int(GameState.buildings[-1].id)
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GameState.deposit_to_building(lab_id, 18)
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GameState.fleet_cargo = 12
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GameState.fleet_gas_cargo = 8
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# A level already bought, so the list shows both a researched and an
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# unresearched line rather than a uniform page of zeroes.
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GameState.vessel_levels["int_damage"] = 1
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@ -13,13 +13,16 @@ func _ready() -> void:
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GameState.extractors.clear()
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GameState.transporters.clear()
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GameState.rocks = 180
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GameState.gas = 36
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GameState.fleet_cargo = 24
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GameState.fleet_gas_cargo = 12
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GameState.unlocked = ["shipyards", "logistics", "freight"]
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var main: Node = load("res://Main.tscn").instantiate()
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add_child(main)
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main.get_node("BuildingField").place(GameState.BUILDING_SHIP_CRAFTER, Vector2(400.0, 0.0))
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var crafter_id: int = int(GameState.buildings[-1].id)
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GameState.deposit_to_building(crafter_id, 42)
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GameState.find_building(crafter_id).gas_stock = 18
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var bc: Node = main.get_node("BuildController")
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bc.transfer_building_id = crafter_id
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main.get_node("UI/TransferMenu").visible = true
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