class_name BuildingDefinition extends Resource @export var definition_id: String @export var display_name: String @export_multiline var description: String # What it costs in ORE, and the whole price when it wants more than ore. # # #138: structures all charged rocks and nothing else, whatever they were. # The dictionary is the same shape VesselDefinition has used since gas # bombers and laser ships (build_cost / build_resource_costs): when it is # empty the price is `cost` in ore, and when it is set it IS the price, ore # included - and its ore entry must agree with `cost`, which the test pins, # because repair costs are quoted from `cost` alone (a repair drone carries # ore and nothing else). @export var cost: int @export var build_resource_costs: Dictionary = {} @export var action_icon: int @export var menu_icon: int @export var visual_scene: PackedScene @export var capabilities: PackedStringArray = [] @export var logistics: Resource @export var map_color: Color = Color.WHITE @export var map_sides: int = 4 @export var map_radius: float = 7.0 @export var map_phase: float = 0.0 @export var menu_button_name: String @export var menu_label_name: String @export var menu_cost_name: String @export_enum("space", "planet") var placement_mode: String = "space" @export var unique: bool = false # #99: what a wave has to chew through to level this. Data rather than one # constant for every structure - an extractor bolted to a rock is not the # mothership. See GameState.damage_building(). @export var max_hp: int = 40