The fleet hold was unbounded - GameState.fleet_inventory had no total_capacity, so a lone ship could carry unlimited resources. Capacity is now data-driven: only vessels declaring the "cargo" capability contribute their cargo_capacity stat (interceptor: 20; shield vessel and gas bomber: 0, unarmed transporters are never in the fleet at all). Fleet.gd recomputes it in the one place composition can change (spawn_ships/add_ship/store_ship/_on_ship_destroyed), which also covers the space<->surface scene-swap restore since that goes through spawn_ships(). Rock.gd and GasVentField.gd (the two "fly over it to collect" pickup paths) now check what collect_cargo()/collect_gas_cargo() actually accepted before consuming their source, instead of assuming an unlimited hold. The HUD's FLEET HOLD caption shows the live total/cap. Also fixes test_resource_transfer.gd, which pushed more ore through a 2-ship fleet than the new cap allows - it now spawns the largest fleet every unlocked doctrine permits, since that test is about the transfer UI rather than the cap itself (test_fleet_cargo_limit.gd owns that).
65 lines
2.4 KiB
GDScript
65 lines
2.4 KiB
GDScript
extends Node2D
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@export var fleet_path: NodePath = NodePath("../Fleet")
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@onready var fleet: Node2D = get_node(fleet_path)
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var vents: Array[Vector2] = []
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var progress: float = 0.0
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var emission_phase: float = 0.0
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func _ready() -> void:
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var rng := RandomNumberGenerator.new()
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rng.seed = hash(GameState.planet_id if GameState.planet_id != "" else GameState.planet_name)
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for i in range(6): vents.append(Vector2(rng.randf_range(-800,800), rng.randf_range(-650,650)))
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queue_redraw()
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func _process(delta: float) -> void:
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emission_phase = fmod(emission_phase + delta * 0.55, 1.0)
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queue_redraw()
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for vent in vents:
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if fleet.get_centroid().distance_to(vent) < 90.0:
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progress += delta
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if progress >= 1.0:
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# #56: a full fleet hold rejects the deposit - keep the
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# undelivered whole units in progress rather than discarding
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# them, so gas is only ever lost by not gathering it.
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var whole: int = int(progress)
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progress -= float(GameState.collect_gas_cargo(whole))
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return
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progress = 0.0
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func _draw() -> void:
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for vent in vents:
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_draw_gas_source(vent)
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_draw_emission(vent)
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func _draw_gas_source(centre: Vector2) -> void:
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var colour := Color(0.85, 0.52, 1.0)
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var core := Color(0.15, 0.03, 0.22)
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var bubbles: Array = [
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[centre + Vector2(-20.0, 8.0), 20.0],
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[centre + Vector2(18.0, 14.0), 27.0],
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[centre + Vector2(17.0, -22.0), 15.0],
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]
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for bubble in bubbles:
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var ring := PackedVector2Array()
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for i in range(12):
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var angle: float = TAU * float(i) / 12.0
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ring.append(bubble[0] + Vector2(cos(angle), sin(angle)) * float(bubble[1]))
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NeonDraw.draw_glowing_polygon(self, ring, colour, 0.9, core, 0.6)
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func _draw_emission(centre: Vector2) -> void:
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# Small bubbles continuously rise out of every source. This remains
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# animated even when the fleet is not collecting, so the vent reads as
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# an active gas generator rather than a static decoration.
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var core := Color(0.15, 0.03, 0.22)
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for i in range(4):
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var travel: float = fmod(emission_phase + float(i) * 0.25, 1.0)
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var bubble_centre := centre + Vector2(
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sin((travel + float(i)) * TAU) * 11.0,
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-48.0 - travel * 92.0
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)
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var radius: float = lerpf(5.0, 14.0, travel)
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var colour := Color(0.92, 0.68, 1.0, 1.0 - travel * 0.72)
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var ring := PackedVector2Array()
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for point in range(10):
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var angle: float = TAU * float(point) / 10.0
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ring.append(bubble_centre + Vector2(cos(angle), sin(angle)) * radius)
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NeonDraw.draw_glowing_polygon(self, ring, colour, 0.75, core, 0.45)
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