Landed together because an outpost you cannot crew is decoration, and a garrison menu with no building to hang it off is nothing at all. #102, the building. Researched at "Forward Bases", two prerequisites deep and cheaper than any mid-game structure - the ticket asks for early, and the answer to waves attacking your buildings should arrive at about the time the waves can hurt them. It is drawn as a watch mast on a tripod with two open berths, deliberately the least machinery of any structure here: it makes nothing and refines nothing, it holds a position. 120hp, more than a crafter, because being shot at is its job. #103, the garrison. Two separate things live on its record, and conflating them was the first thing to get wrong: the ORDER, what the player asked for, and the CREW, who is actually there. This menu edits the order only; #104 fills the crew. Keeping the order as a wish is what lets an outpost ask for a hull nobody has built yet and wait for it, rather than the request evaporating - and it is why the panel shows "here / ordered" instead of one number. "Only ships that attack can be assigned" is expressed as capabilities rather than a list of types, so a new armed vessel is eligible the day it is added and an unarmed one never is by accident. Today that means the interceptor and the laser vessel; a shield, a hauler and an engine block cannot hold a position however much one might want them to. Two berths by default, and Garrison Bays raises it at outposts ALREADY standing - the same shape as freight_yards for hubs, because a bonus that only reached new buildings would mean demolishing and rebuilding to collect it. The panel builds its own rows from the catalog rather than from nodes placed in the scene, so adding an armed vessel later needs no scene surgery. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
13 lines
351 B
GDScript
13 lines
351 B
GDScript
extends "res://buildings/BuildingVisualBase.gd"
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# Drawn once and never redrawn, like the command centre: nothing about a
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# watch mast animates, and per-frame redraws of art that never changes were
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# a real framerate cost earlier on.
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func _ready() -> void:
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set_process(false)
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queue_redraw()
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func _draw() -> void:
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register_draw()
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_draw_outpost()
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