spaceship/vessels/VesselDefinition.gd
Loïc Wisniewski b50597b757 Garrison laser vessels and gas bombers, on a shared ability seam
#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>
2026-08-23 19:23:35 +02:00

52 lines
2.4 KiB
GDScript

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 "<blank> 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
# What one of these keeps beside it when stationed at an outpost, and which
# resource that is. Data here rather than a table in the outpost, so a new
# armed vessel brings its own magazine with it and the outpost never has to
# learn about it. 0 means it needs no ammunition to fight - the interceptor's
# gun is the case that does.
@export var garrison_ammo_resource: String = ""
@export var garrison_ammo_capacity: int = 0
@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