Nothing can attack a structure that cannot be hurt, so this is the floor the rest of #97 stands on. max_hp is per definition - an extractor bolted to a rock is not the mothership - and the current value lives on the RECORD in GameState, not on the Building node. Main.tscn is torn down and rebuilt on every trip to a planet surface, so damage kept on a node would heal itself the moment the player landed. A record written before this carries no hp field at all. That reads as undamaged rather than as zero, or an existing save would open on a field of wrecks. The mothership cannot be destroyed - it floors at 1hp. The bank, the hangar and research all live there and a wiped fleet rebuilds there, so losing it would be a soft-lock with no route back. Keyed on the "bank" capability rather than on the type: whatever building holds the bank is the one that cannot be lost. Destroying a hub retires its transporters. Everything else keyed on a building id already copes with the building being gone - a transporter mid-delivery puts its cargo back rather than destroying it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
89 lines
2.7 KiB
GDScript
89 lines
2.7 KiB
GDScript
extends Node2D
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const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
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@export var definition_id: String = "mothership"
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@export var building_id: int = 0
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@export var interact_radius: float = 150.0
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var definition: Resource
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var visual: Node2D
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var building_type: String:
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get: return definition_id
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set(value): definition_id = value
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# #99: drawn only once the structure has actually been hit. A full bar over
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# every building would be permanent clutter saying nothing, and the fleet
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# would be flying over a field of meters in peacetime.
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const HEALTH_BAR_WIDTH: float = 74.0
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const HEALTH_BAR_HEIGHT: float = 7.0
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const HEALTH_BAR_OFFSET: float = -78.0
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const HEALTH_FULL_COLOR: Color = Color(0.45, 0.9, 0.55)
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const HEALTH_HURT_COLOR: Color = Color(1.0, 0.35, 0.25)
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var _drawn_health: float = 1.0
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func _ready() -> void:
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add_to_group("buildings")
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z_index = -1
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definition = BUILDING_DEFINITIONS.get_definition(definition_id)
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if definition == null or definition.visual_scene == null:
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return
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visual = definition.visual_scene.instantiate()
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get_node("VisualHost").add_child(visual)
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func health_fraction() -> float:
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return GameState.building_health_fraction(building_id) if building_id != 0 else 1.0
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func is_damaged() -> bool:
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return health_fraction() < 0.999
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func _process(_delta: float) -> void:
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# Redraw only when the number moves. A building that is not being shot at
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# costs nothing, which is the same bargain Ship.gd's constant glow makes.
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var health: float = health_fraction()
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if is_equal_approx(health, _drawn_health):
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return
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_drawn_health = health
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queue_redraw()
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func _draw() -> void:
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if not is_damaged():
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return
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# Above the structure rather than across it: the visual scenes all draw
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# around their own origin, and a bar laid over one would be read as part
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# of the building.
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var health: float = health_fraction()
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var left: float = -HEALTH_BAR_WIDTH * 0.5
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var top: float = HEALTH_BAR_OFFSET
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT),
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Color(0.02, 0.02, 0.06, 0.85))
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH * health, HEALTH_BAR_HEIGHT),
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HEALTH_HURT_COLOR.lerp(HEALTH_FULL_COLOR, health))
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draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT),
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Color(0.55, 0.78, 0.86, 0.55), false, 1.0)
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func available_actions() -> PackedStringArray:
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if visual == null:
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return PackedStringArray()
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var provider: Node = visual.get_node_or_null("ActionProvider")
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return provider.actions if provider != null else PackedStringArray()
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func primary_action() -> String:
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for action in available_actions():
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if action != "transfer" and action != "hangar":
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return action
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return ""
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func get_display_name() -> String:
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return String(definition.display_name) if definition != null else definition_id.capitalize()
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