Provision transporters with hubs

This commit is contained in:
Loïc Wisniewski 2026-08-15 00:09:10 +02:00
commit d0a9f5b971
21 changed files with 309 additions and 588 deletions

View file

@ -35,7 +35,8 @@ func _process(delta: float) -> bool:
a.queue_free()
fleet.spawn_ships(1, Vector2.ZERO)
fleet.add_ship(GameState.VESSEL_SHIELD)
game_state.stored_vessels = [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD]
game_state.stored_vessels = [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
GameState.VESSEL_TRANSPORTER]
controller._on_hangar_pressed()
elapsed = 0.0
stage = 1
@ -48,6 +49,10 @@ func _process(delta: float) -> bool:
if "Interceptor" not in available_label.text or "1 available" not in available_label.text:
_fail("available interceptor card says '%s'" % available_label.text)
return true
if controller._hangar_types().has(GameState.VESSEL_TRANSPORTER) \
or fleet.add_ship(GameState.VESSEL_TRANSPORTER):
_fail("a logistics transporter was exposed as a fleet vessel")
return true
controller._on_hangar_crew_type(0)
if fleet.ships.size() != 3 or game_state.stored_vessels.has(GameState.VESSEL_INTERCEPTOR):
_fail("tapping an available interceptor did not crew it")