Modelled on the transport hub, deliberately and closely: drones belong to a workshop rather than to the player, are provisioned when it is built, are never a production order, and are upgraded at a ship lab like any other vessel. Anything that already knows how hub transporters behave knows how these do, and Drone Bays raises the count at workshops already standing - the same shape as Freight Yards and Garrison Bays. What a repair COSTS is the one new idea. It is a share of the building's own price, in proportion to how much of its health is gone: levelling a crafter and rebuilding it costs its full price, and patching one up after a wave costs a fraction, the fraction being the damage. The ore is spent when a drone LEAVES, so two drones cannot be sent to the same wall and spend twice for one load of repair, and a building demolished in transit sends its load home rather than swallowing it. "Required resources are sent to the spacial workshop": the workshop asks hub logistics for the ore its outstanding repairs will need, exactly as a gas burner asks for gas, because building_logistics_deficit now takes the larger of the definition's static buffer and what the world actually demands. There is a ceiling on that, so one badly-mauled base cannot pull the whole bank into a single workshop and starve everything else. Worst first: the structure closest to coming down is the one a repair is worth most on. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
25 lines
1.3 KiB
GDScript
25 lines
1.3 KiB
GDScript
class_name BuildingDefinitions
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extends RefCounted
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const ORDER: PackedStringArray = ["mothership", "ship_crafter", "command_center", "outpost", "planning_center", "spacial_workshop", "extractor", "transport_hub", "ship_lab", "gas_burner"]
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const DEFINITIONS: Dictionary = {
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"mothership": preload("res://buildings/MothershipBuildingDefinition.tres"),
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"ship_crafter": preload("res://buildings/CrafterBuildingDefinition.tres"),
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"command_center": preload("res://buildings/CommandBuildingDefinition.tres"),
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"outpost": preload("res://buildings/OutpostBuildingDefinition.tres"),
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"planning_center": preload("res://buildings/PlanningBuildingDefinition.tres"),
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"spacial_workshop": preload("res://buildings/WorkshopBuildingDefinition.tres"),
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"extractor": preload("res://buildings/ExtractorBuildingDefinition.tres"),
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"transport_hub": preload("res://buildings/TransportHubBuildingDefinition.tres"),
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"ship_lab": preload("res://buildings/ShipLabBuildingDefinition.tres"),
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"gas_burner": preload("res://buildings/GasBurnerBuildingDefinition.tres"),
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}
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static func get_definition(definition_id: String) -> Resource:
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return DEFINITIONS.get(definition_id)
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static func all() -> Array:
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var result: Array = []
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for definition_id in ORDER:
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result.append(DEFINITIONS[definition_id])
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return result
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