37 lines
1.6 KiB
GDScript
37 lines
1.6 KiB
GDScript
class_name BuildingDefinition
|
|
extends Resource
|
|
|
|
@export var definition_id: String
|
|
@export var display_name: String
|
|
@export_multiline var description: String
|
|
# What it costs in ORE, and the whole price when it wants more than ore.
|
|
#
|
|
# #138: structures all charged rocks and nothing else, whatever they were.
|
|
# The dictionary is the same shape VesselDefinition has used since gas
|
|
# bombers and laser ships (build_cost / build_resource_costs): when it is
|
|
# empty the price is `cost` in ore, and when it is set it IS the price, ore
|
|
# included - and its ore entry must agree with `cost`, which the test pins,
|
|
# because repair costs are quoted from `cost` alone (a repair drone carries
|
|
# ore and nothing else).
|
|
@export var cost: int
|
|
@export var build_resource_costs: Dictionary = {}
|
|
@export var action_icon: int
|
|
@export var menu_icon: int
|
|
@export var visual_scene: PackedScene
|
|
# No explicit empty default: Godot 4.7.1 can lose the value when exporting a
|
|
# custom resource to binary .res.
|
|
@export var capabilities: PackedStringArray
|
|
@export var logistics: Resource
|
|
@export var map_color: Color = Color.WHITE
|
|
@export var map_sides: int = 4
|
|
@export var map_radius: float = 7.0
|
|
@export var map_phase: float = 0.0
|
|
@export var menu_button_name: String
|
|
@export var menu_label_name: String
|
|
@export var menu_cost_name: String
|
|
@export_enum("space", "planet") var placement_mode: String = "space"
|
|
@export var unique: bool = false
|
|
# #99: what a wave has to chew through to level this. Data rather than one
|
|
# constant for every structure - an extractor bolted to a rock is not the
|
|
# mothership. See GameState.damage_building().
|
|
@export var max_hp: int = 40
|