spaceship/vessels/LaserVesselDefinition.tres
Loïc Wisniewski 78836882af Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that
already crosses the screen; beam width becomes a per-shot vessel stat.
#205 the Energy Propulser gains three upgrades - dash recharge, dash reach,
and boosted-cruise drain - which turns three constants into vessel stats.
#206 three further doctrines carry the fleet from ten to twenty.
#207 the prologue's World Ship gets a marker, through the scanner's own
guidance arrow rather than a second one.
#208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo
reaching the hold, a rock breaking, and a gas bomb blooming.
#215 building health bars are larger, plated and framed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 12:16:17 +02:00

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[gd_resource type="Resource" script_class="VesselDefinition" load_steps=6 format=3]
[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://vessels/VesselLaserComponent.tscn" id="2"]
[ext_resource type="Resource" path="res://vessels/LaserDamageUpgrade.tres" id="3"]
[ext_resource type="Resource" path="res://vessels/LaserWidthUpgrade.tres" id="4"]
[ext_resource type="Resource" path="res://vessels/LaserCooldownUpgrade.tres" id="5"]
[resource]
script = ExtResource("1")
definition_id = "laser"
display_name = "Laser Ship"
description = "Manually aimed beam vessel. No ammo, but the emitter needs to cool down between shots."
build_cost = 12
build_resource_costs = {"ore": 12, "energy": 6}
build_time = 14.0
icon = 35
glow_color = Color(0.3, 0.9, 1, 1)
hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14)
fleet_eligible = true
capabilities = PackedStringArray("laser")
component_scenes = Array[PackedScene]([ExtResource("2")])
base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 6.0, "beam_range": 2900.0, "beam_cooldown": 4.0, "beam_half_width": 38.0}
minimum_stats = {"beam_cooldown": 1.5}
upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
unlock_id = "unlock_laser"
unlock_name = "Unlock Laser Ship"
unlock_description = "Research a directed-energy hull for the ship crafter - manually aimed, no ammo, cools down between shots."
unlock_cost = 0
unlock_resource_costs = {"energy": 40}
research_point_cost = 1
unlock_icon = -1
garrison_ammo_resource = "energy"
garrison_ammo_capacity = 50