#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>
32 lines
1.6 KiB
Text
32 lines
1.6 KiB
Text
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=6 format=3]
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[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://vessels/VesselLaserComponent.tscn" id="2"]
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[ext_resource type="Resource" path="res://vessels/LaserDamageUpgrade.tres" id="3"]
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[ext_resource type="Resource" path="res://vessels/LaserRangeUpgrade.tres" id="4"]
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[ext_resource type="Resource" path="res://vessels/LaserCooldownUpgrade.tres" id="5"]
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[resource]
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script = ExtResource("1")
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definition_id = "laser"
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display_name = "Laser Ship"
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description = "Manually aimed beam vessel. No ammo, but the emitter needs to cool down between shots."
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build_cost = 12
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build_resource_costs = {"ore": 12, "energy": 6}
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build_time = 14.0
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icon = 35
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glow_color = Color(0.3, 0.9, 1, 1)
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hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14)
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fleet_eligible = true
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capabilities = PackedStringArray("laser")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 2.0, "beam_range": 1450.0, "beam_cooldown": 4.0}
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minimum_stats = {"beam_cooldown": 1.5}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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unlock_id = "unlock_laser"
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unlock_name = "Unlock Laser Ship"
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unlock_description = "Research a directed-energy hull for the ship crafter - manually aimed, no ammo, cools down between shots."
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unlock_cost = 0
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unlock_resource_costs = {"energy": 40}
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research_point_cost = 1
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unlock_icon = -1
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garrison_ammo_resource = "energy"
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garrison_ammo_capacity = 50
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