Fleet Offices sit behind a new Berth Authority doctrine. It costs ore and no research points, deliberately: points come only from conquering a planet, conquering needs a fleet, and the fleet caps at its opening hull until an office exists - so pricing the fleet's own gate in them would lock a player behind a fight that one vessel has to win first. The research unlocks the STRUCTURE; capacity is still the built, supplied thing #219 made it. The tree gains a sixth lane for it, so the branch that fleet size vacated is occupied again rather than reading as a hole. Also fixes a shape #216 exposed: a stationed transporter drew a hull written into its own script while a delivered one drew the definition's, and the transporter's definition declared none at all - so one in flight was an empty polygon. Both vessels now draw the definition, and a test pins that the two paths agree. The repair drone had the same fault, off by two units. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
47 lines
1.6 KiB
GDScript
47 lines
1.6 KiB
GDScript
extends Node2D
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# Purely visual: a transport vessel running a hub -> mothership -> building
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# supply route. Carries no state of its own; GameState owns the simulation
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# and TransporterField creates, positions and frees this to match.
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const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
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const HULL_COLOR: Color = Color(0.95, 0.55, 0.85)
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var laden: bool = false
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func _ready() -> void:
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add_to_group("transporters")
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z_index = -1
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queue_redraw()
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func set_laden(value: bool) -> void:
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if laden == value:
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return
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laden = value
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queue_redraw()
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func _draw() -> void:
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# Squat and boxy, in the transport hub's own magenta, so it reads as
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# "belongs to the hub" and not as an extractor hauler (green) or a fleet
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# vessel (sharp cyan triangle).
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#
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# Taken from the DEFINITION rather than written out here. #216 made these
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# fly out from the mothership as ordinary deliveries, and a delivery draws
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# the definition's hull - so a second copy of the shape here meant a
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# transporter changed shape the moment it was assigned. One shape, one
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# place, whichever node is drawing it.
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NeonDraw.draw_glowing_polygon(self, _hull(), HULL_COLOR, 1.0)
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if laden:
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# A visible payload, so a loaded run is distinguishable from a
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# deadhead back to the hub at a glance.
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NeonDraw.draw_glowing_polygon(self, PackedVector2Array([
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Vector2(-5, 0), Vector2(5, 0), Vector2(5, 9), Vector2(-5, 9),
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]), HULL_COLOR, 0.85)
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func _hull() -> PackedVector2Array:
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var definition: Resource = VESSEL_DEFINITIONS.get_definition(GameState.VESSEL_TRANSPORTER)
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return PackedVector2Array() if definition == null else definition.hull_points
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