class_name VesselDefinition extends Resource # The stable internal key: capability strings, unlock ids in vessel_levels, # component scene names and every test refer to a vessel by this, NOT by # display_name. The two are deliberately allowed to diverge - #77 renamed the # "distorder" to the Energy Propulser purely in what the player sees, and # nothing underneath had to be migrated for it. # # Note for editors of the .tres files themselves: Godot's resource format does # NOT accept `#` comments inside a [resource] block. One added there parses as # part of the preceding value and silently blanks the property after it, which # presents as " did not resolve its definition" a long way from the # edit. Comments about the data go here, in the script. @export var definition_id: String @export var display_name: String @export_multiline var description: String @export var build_cost: int @export var build_resource_costs: Dictionary = {} @export var build_time: float = 10.0 @export var icon: int = 2 @export var glow_color: Color = Color(0.25, 0.85, 1.0) @export var hull_points: PackedVector2Array = PackedVector2Array([ Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16), ]) @export var fleet_eligible: bool = false @export var capabilities: PackedStringArray = [] @export var component_scenes: Array[PackedScene] = [] @export var base_stats: Dictionary = {} @export var minimum_stats: Dictionary = {} @export var upgrades: Array[Resource] = [] @export var unlock_id: String @export var unlock_name: String @export_multiline var unlock_description: String @export var unlock_cost: int @export var unlock_resource_costs: Dictionary = {} # #63: spent from GameState.research_points, alongside unlock_resource_costs # rather than instead of it. 0 (the default) means this unlock needs no # research points at all. @export var research_point_cost: int = 0 @export var unlock_icon: int = -1 func has_capability(capability: String) -> bool: return capability in capabilities