#105 shipped with interceptors as the only garrisonable vessel, and the reason was a design fault rather than a decision: firing the laser and the gas bomb lived in the player's fleet controllers, so a stationed laser would have held its position and never shot. The shot is now a thing in the world rather than something a controller draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam and ArtilleryShell already had on the enemy side - and they outlive the vessel that fired them. Above them sits one seam, on VesselCooldownFillComponent: ability_range(), ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a bomb are now the same shape of thing to whoever pulls the trigger, so the garrison AI never names an ability - the test asserts that literally, by reading the AI's own source. A third armed vessel needs to implement the seam and nothing else. Ammunition is the CALLER's business, deliberately: the fleet spends from its hold, a garrison from its outpost's store, and neither concern belongs in the component. A garrison with an empty magazine holds fire rather than falling back on the fleet's hold. Outpost storage: 50 gas per stationed bomber and 50 energy per stationed laser, off the VESSEL definitions, so an outpost never learns which vessel needs what. It is a capacity, not a stock - hub transporters fill it exactly as they fill a gas burner's buffer, because building_logistics_deficit now takes the larger of the definition's static buffer and the garrison's magazine. Every other resource is capped at zero: an outpost is not a depot, and ore parked at one has nothing to do there and no transporter coming for it. Also restores two properties the Godot editor dropped from GasBurnerBuildingDefinition.tres when it re-saved the file: collected_outputs and capabilities. Without the first, nothing ever collects the burner's energy - test_gas_burner caught it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
52 lines
2.4 KiB
GDScript
52 lines
2.4 KiB
GDScript
class_name VesselDefinition
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extends Resource
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# The stable internal key: capability strings, unlock ids in vessel_levels,
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# component scene names and every test refer to a vessel by this, NOT by
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# display_name. The two are deliberately allowed to diverge - #77 renamed the
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# "distorder" to the Energy Propulser purely in what the player sees, and
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# nothing underneath had to be migrated for it.
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#
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# Note for editors of the .tres files themselves: Godot's resource format does
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# NOT accept `#` comments inside a [resource] block. One added there parses as
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# part of the preceding value and silently blanks the property after it, which
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# presents as "<blank> did not resolve its definition" a long way from the
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# edit. Comments about the data go here, in the script.
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@export var definition_id: String
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@export var display_name: String
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@export_multiline var description: String
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@export var build_cost: int
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@export var build_resource_costs: Dictionary = {}
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@export var build_time: float = 10.0
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@export var icon: int = 2
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@export var glow_color: Color = Color(0.25, 0.85, 1.0)
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@export var hull_points: PackedVector2Array = PackedVector2Array([
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Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
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])
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@export var fleet_eligible: bool = false
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# What one of these keeps beside it when stationed at an outpost, and which
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# resource that is. Data here rather than a table in the outpost, so a new
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# armed vessel brings its own magazine with it and the outpost never has to
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# learn about it. 0 means it needs no ammunition to fight - the interceptor's
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# gun is the case that does.
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@export var garrison_ammo_resource: String = ""
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@export var garrison_ammo_capacity: int = 0
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@export var capabilities: PackedStringArray = []
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@export var component_scenes: Array[PackedScene] = []
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@export var base_stats: Dictionary = {}
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@export var minimum_stats: Dictionary = {}
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@export var upgrades: Array[Resource] = []
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@export var unlock_id: String
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@export var unlock_name: String
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@export_multiline var unlock_description: String
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@export var unlock_cost: int
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@export var unlock_resource_costs: Dictionary = {}
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# #63: spent from GameState.research_points, alongside unlock_resource_costs
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# rather than instead of it. 0 (the default) means this unlock needs no
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# research points at all.
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@export var research_point_cost: int = 0
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@export var unlock_icon: int = -1
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func has_capability(capability: String) -> bool:
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return capability in capabilities
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