spaceship/vessels/GasBomberVesselDefinition.tres
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

29 lines
1.2 KiB
Text

[gd_resource type="Resource" script_class="VesselDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://vessels/VesselGasBomberComponent.tscn" id="2"]
[resource]
script = ExtResource("1")
definition_id = "gas_bomber"
display_name = "Gas Bomber"
description = "Area-control vessel that launches volatile gas bombs at a manually aimed target."
build_cost = 10
build_resource_costs = {"gas": 8, "ore": 10}
build_time = 18.0
icon = 31
glow_color = Color(0.96, 0.32, 0.78, 1)
hull_points = PackedVector2Array(0, -24, -24, 14, -10, 10, 0, 22, 10, 10, 24, 14)
fleet_eligible = true
capabilities = PackedStringArray("gas_bomber")
component_scenes = Array[PackedScene]([ExtResource("2")])
base_stats = {"max_speed": 630.0, "acceleration": 1800.0, "delivery_speed": 180.0}
unlock_id = "unlock_gas_bomber"
unlock_name = "Unlock Gas Bomber"
unlock_description = "Research volatile-gas containment and unlock the Gas Bomber for ship crafters."
unlock_cost = 0
unlock_resource_costs = {"gas": 30}
research_point_cost = 1
unlock_icon = 31
garrison_ammo_resource = "gas"
garrison_ammo_capacity = 50