The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1865 lines
69 KiB
GDScript
1865 lines
69 KiB
GDScript
extends Node
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const INVENTORY = preload("res://Inventory.gd")
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const RESOURCE_DEFINITIONS = preload("res://ResourceDefinitions.gd")
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const BUILDING_DEFINITIONS = preload("res://BuildingDefinitions.gd")
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const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
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const PLANET_DEFINITIONS = preload("res://PlanetDefinitions.gd")
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# By path, not by its `WorldGen` global name: an autoload compiles before the
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# global class table is necessarily populated, the same hazard PlanetSetups.gd
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# works around.
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const WORLD_GEN = preload("res://WorldGen.gd")
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# Autoload singleton - the one thing that survives change_scene_to_file()
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# scene swaps between space (Main.tscn) and a planet's surface
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# (PlanetSurface.tscn). Everything else in either scene gets torn down
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# and rebuilt from scratch on each swap, so anything that needs to
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# survive the trip has to live here instead.
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var has_return_position: bool = false
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var surviving_ship_count: int = STARTING_SHIP_COUNT
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var surviving_vessel_types: PackedStringArray = PackedStringArray()
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var return_world_position: Vector2 = Vector2.ZERO
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var return_camera_zoom: float = 1.0
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var planet_name: String = ""
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var planet_id: String = ""
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var planet_definition_id: String = "rocky"
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# #59: 1.0 is today's behaviour. Applied at the point of use (Fleet's cruise
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# anchor, Ship's own max_speed/acceleration) rather than baked into stored
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# stats, so a speed upgrade researched while boosted can't corrupt the base
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# value - see Fleet.gd/Ship.gd for the multiply sites.
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# The ceiling ONE distorder vessel reaches. Each ADDITIONAL one raises it by
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# another 1.0 - see set_distorder_vessel_count(). Kept as the one-vessel
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# figure rather than an absolute cap so the fader's meaning at a single
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# vessel is unchanged.
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const MAX_FLEET_SPEED_MULTIPLIER: float = 3.0
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# How far the fader can actually go right now, given the fleet's current
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# composition. Pushed by Fleet whenever that composition changes, the same
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# direction as every other fleet-derived figure here - GameState does not
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# reach into the scene tree to count ships.
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var max_fleet_speed_multiplier: float = MAX_FLEET_SPEED_MULTIPLIER
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var fleet_speed_multiplier: float = 1.0
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# #62: energy cost of sustaining a boost, scaled by how far above 1.0 the
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# multiplier is - a small boost costs proportionally less, full boost costs
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# ENERGY_DRAIN_PER_SECOND. Sitting at exactly 1.0 costs nothing.
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const ENERGY_DRAIN_PER_SECOND: float = 2.0
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var _distorder_drain_progress: float = 0.0
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# One-shot notice, consumed and cleared by SpeedFader.gd: true the instant
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# a sustained boost is force-reset for running the fleet hold's energy
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# to zero, so the control (which may not even be part of the current
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# scene tree at that exact frame) can show why on its next _process().
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var boost_depleted_notice: bool = false
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func set_fleet_speed_multiplier(value: float) -> void:
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fleet_speed_multiplier = clampf(value, 1.0, max_fleet_speed_multiplier)
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# Every distorder vessel past the first widens the fleet's speed ceiling by
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# 1.0, so stacking them is worth doing rather than the second one being dead
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# weight. Zero vessels returns the ceiling to its one-vessel value; the
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# multiplier itself is reset separately by Fleet when the last one is lost.
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#
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# Re-clamps the CURRENT multiplier, so losing a distorder vessel mid-boost
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# pulls the fleet down to the new ceiling instead of leaving it travelling
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# faster than its remaining crew can sustain.
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func set_distorder_vessel_count(count: int) -> void:
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max_fleet_speed_multiplier = MAX_FLEET_SPEED_MULTIPLIER + maxf(float(count) - 1.0, 0.0)
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set_fleet_speed_multiplier(fleet_speed_multiplier)
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# #63: currency gated behind conquering a research_lab planet - required by
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# both progression paths (skill tree nodes, vessel/upgrade research) on top
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# of their existing ore/resource costs.
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signal research_points_changed(total: int)
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var research_points: int = 0
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# Set only by start_dev_game(), which the main menu offers only when running
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# from Godot. Makes WorldGen plant one of every planet type around the spawn.
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# Cleared by reset_new_game(), so starting a normal game after a dev one
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# cannot leave a dev world behind.
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#
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# The setter mirrors it into WorldGen, which cannot read it back: world
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# generation is static and dependency-free by design. This stays the single
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# place to set it - assigning dev_mode anywhere, tests included, reaches
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# world generation.
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var dev_mode: bool = false:
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set(value):
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dev_mode = value
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WORLD_GEN.dev_planets_enabled = value
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# Explored-chunk history for the world map's fog-of-war reveal. Lives
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# here (not on ExplorationTracker, which gets destroyed and recreated on
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# every scene swap) so exploration progress isn't lost every time the
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# player lands on and leaves a planet.
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var explored_chunks: Dictionary = {}
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# --- Resources -------------------------------------------------------------
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const RESOURCE_ORE: String = RESOURCE_DEFINITIONS.ORE_ID
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const RESOURCE_GAS: String = RESOURCE_DEFINITIONS.GAS_ID
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const RESOURCE_ENERGY: String = RESOURCE_DEFINITIONS.ENERGY_ID
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const RESOURCE_DARK_MATTER: String = RESOURCE_DEFINITIONS.DARK_MATTER_ID
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const RESOURCE_TYPES: PackedStringArray = RESOURCE_DEFINITIONS.ORDER
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# All resource-bearing locations use the same container. The old public
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# names below are computed compatibility accessors, not separate storage.
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# Starts EMPTY. A new game used to open with 500 ore banked, which quietly
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# skipped the opening of the game - the first mining run is what teaches the
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# fleet hold, the return trip and the mothership. Dev mode (start_dev_game)
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# is where a stocked start belongs.
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var bank_inventory: RefCounted = INVENTORY.new()
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var fleet_inventory: RefCounted = INVENTORY.new()
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var rocks: int:
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get: return bank_inventory.amount(RESOURCE_ORE)
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set(value): bank_inventory.set_amount(RESOURCE_ORE, value)
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var gas: int:
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get: return bank_inventory.amount(RESOURCE_GAS)
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set(value): bank_inventory.set_amount(RESOURCE_GAS, value)
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var fleet_cargo: int:
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get: return fleet_inventory.amount(RESOURCE_ORE)
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set(value): fleet_inventory.set_amount(RESOURCE_ORE, value)
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var fleet_gas_cargo: int:
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get: return fleet_inventory.amount(RESOURCE_GAS)
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set(value): fleet_inventory.set_amount(RESOURCE_GAS, value)
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# Both return the amount actually accepted (#56: the fleet hold now has a
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# finite total_capacity), so a collector can tell a full hold apart from a
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# successful pickup instead of assuming everything offered was taken.
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func collect_cargo(amount: int = 1) -> int:
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return fleet_inventory.deposit(RESOURCE_ORE, amount)
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func collect_gas_cargo(amount: int = 1) -> int:
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return fleet_inventory.deposit(RESOURCE_GAS, amount)
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func resource_types() -> PackedStringArray:
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return RESOURCE_DEFINITIONS.ids()
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func resource_definition(resource_type: String) -> Resource:
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return RESOURCE_DEFINITIONS.get_definition(resource_type)
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func resource_name(resource_type: String) -> String:
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var definition: Resource = resource_definition(resource_type)
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return String(definition.display_name) if definition != null else resource_type.capitalize()
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func resource_color(resource_type: String) -> Color:
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var definition: Resource = resource_definition(resource_type)
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return definition.color if definition != null else Color.WHITE
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func banked_resource(resource_type: String) -> int:
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return bank_inventory.amount(resource_type)
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func fleet_resource(resource_type: String) -> int:
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return fleet_inventory.amount(resource_type)
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# #60: consumed outright (ammunition), not moved to another inventory like
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# transfer_resource_to_building/_fleet - returns the amount actually taken.
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func withdraw_fleet_resource(resource_type: String, amount: int) -> int:
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return fleet_inventory.withdraw(resource_type, amount)
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# #61: generic counterparts, for resources (energy) with no dedicated
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# fleet_cargo/fleet_gas_cargo-style property of their own. Deliberately NOT
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# the same as deposit_resource_to_building() on a "bank" building - that
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# deposits into the building's OWN per-record inventory, not bank_inventory
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# itself (only building_resource()/building_inventory() special-case "bank"
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# capability to redirect there).
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func deposit_fleet_resource(resource_type: String, amount: int) -> int:
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return fleet_inventory.deposit(resource_type, amount)
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func deposit_bank_resource(resource_type: String, amount: int) -> int:
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return bank_inventory.deposit(resource_type, amount)
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# #56: total across every resource type in the hold, and the combined cap
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# that limits it - a HUD readout wants both, not any one resource's amount.
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func fleet_cargo_used() -> int:
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return fleet_inventory.total()
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func fleet_cargo_total_capacity() -> int:
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return fleet_inventory.total_capacity
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func _inventory_for_record(record: Dictionary) -> RefCounted:
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var inventory: RefCounted = record.get("inventory") as RefCounted
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if inventory == null:
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inventory = INVENTORY.new()
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record.inventory = inventory
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# Compatibility migration for state made before #33. Erase each legacy
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# field once absorbed so it cannot drift out of step with the inventory.
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if record.has("stock"):
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inventory.set_amount(RESOURCE_ORE, int(record.stock))
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record.erase("stock")
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if record.has("gas_stock"):
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inventory.set_amount(RESOURCE_GAS, int(record.gas_stock))
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record.erase("gas_stock")
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return inventory
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func building_inventory(id: int) -> RefCounted:
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var building: Dictionary = find_building(id)
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if building.is_empty():
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return null
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if building_has_capability(building, "bank"):
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return bank_inventory
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return _inventory_for_record(building)
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func building_resource(id: int, resource_type: String) -> int:
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var inventory: RefCounted = building_inventory(id)
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return 0 if inventory == null else inventory.amount(resource_type)
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func transfer_resource_to_building(id: int, resource_type: String, amount: int) -> int:
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return fleet_inventory.transfer_to(building_inventory(id), resource_type, amount)
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func transfer_resource_to_fleet(id: int, resource_type: String, amount: int) -> int:
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var source: RefCounted = building_inventory(id)
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return 0 if source == null else source.transfer_to(fleet_inventory, resource_type, amount)
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# The batch size the transfer menu offers, next to "All". A batch rather
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# than only all-or-nothing: the hold is the part that can be lost, and
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# emptying the bank in one tap would strand research, which spends from it.
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const CARGO_LOAD_BATCH: int = 25
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# --- moving ore by hand, in either direction (#24) --------------------------
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#
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# One pair of primitives the transfer menu drives, rather than the two
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# one-way special cases that used to live inside the skill and craft panels
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# ("load ore" at the mothership, "store ore here" at a crafter).
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#
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# The mothership is deliberately not a special case in the UI: it is simply
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# the building whose holdings ARE the bank. Depositing at one banks the ore,
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# withdrawing from one draws on the bank, and every other building keeps its
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# own stock (#16). That is what lets one menu serve every structure.
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func building_holdings(id: int) -> int:
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return building_resource(id, RESOURCE_ORE)
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func building_gas_holdings(id: int) -> int:
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return building_resource(id, RESOURCE_GAS)
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func transfer_to_building(id: int, amount: int) -> int:
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# Hold -> this building. Returns how much actually moved, which is capped
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# by the hold: a caller asking for "all" passes a number too big on
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# purpose and reads the result back.
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return transfer_resource_to_building(id, RESOURCE_ORE, amount)
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func transfer_to_fleet(id: int, amount: int) -> int:
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# This building -> hold. Capped by what the building actually holds, so
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# there is no overdraft in either direction.
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return transfer_resource_to_fleet(id, RESOURCE_ORE, amount)
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func transfer_gas_to_building(id: int, amount: int) -> int:
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return transfer_resource_to_building(id, RESOURCE_GAS, amount)
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func transfer_gas_to_fleet(id: int, amount: int) -> int:
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return transfer_resource_to_fleet(id, RESOURCE_GAS, amount)
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const MOTHERSHIP_COST: int = 20
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const SHIP_CRAFTER_COST: int = 12
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const SHIP_COST: int = 6
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# --- Buildings -------------------------------------------------------------
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# Player-placed structures, as [{"type": String, "position": Vector2}].
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# Buildings exist only in space (Main.tscn) but are stored here so they
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# survive the scene swap to a planet's surface and back.
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const BUILDING_MOTHERSHIP: String = "mothership"
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const BUILDING_SHIP_CRAFTER: String = "ship_crafter"
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const BUILDING_COMMAND_CENTER: String = "command_center"
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# Extractors are not placed in space like the others - they are built ON a
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# planet's surface and tracked separately (see `extractors`).
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const BUILDING_EXTRACTOR: String = "extractor"
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# Hosts the transport vessels that supply other buildings (#18). Built in
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# space like the rest; it is the transporters (#19) that do the moving.
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const BUILDING_TRANSPORT_HUB: String = "transport_hub"
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# Where vessel types are researched and new ones unlocked (#5).
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const BUILDING_SHIP_LAB: String = "ship_lab"
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# Converts gas into energy, both stored/moved through the building's own
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# inventory exactly like every other building (#54).
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const BUILDING_GAS_BURNER: String = "gas_burner"
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const COMMAND_CENTER_COST: int = 15
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const EXTRACTOR_COST: int = 25
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const TRANSPORT_HUB_COST: int = 30
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const SHIP_LAB_COST: int = 35
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const GAS_BURNER_COST: int = 30
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var buildings: Array = []
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# --- Skill tree ------------------------------------------------------------
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# Researched at the mothership. Two things hang off it: which structures the
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# player is allowed to build at all, and permanent upgrades that have no
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# building of their own. The mothership itself is deliberately NOT in the
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# tree - it is the thing you research AT, so gating it behind research would
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# be a deadlock.
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#
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# `x` is a horizontal position on a 0..1 grid; the vertical position is NOT
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# stored, it is derived from how many prerequisites deep the node is, so the
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# tree always reads root-at-the-bottom and cannot drift out of step with the
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# dependencies when nodes are added. `requires` is a single prerequisite id
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# ("" for a root).
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# #63: research_points (default 0 where omitted) is a SEPARATE currency from
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# cost (ore), spent only from GameState.research_points - earned by
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# conquering a research_lab planet, never bought. Balance, decided
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# deliberately: shipyards and logistics stay at 0 so a fresh game can still
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# reach a ship crafter and an extractor with zero research points (see the
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# closing comment on #63 for the reasoning); every other node - none of them
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# required for that opening - costs at least 1.
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const SKILL_TREE: Array = [
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{
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"id": "shipyards", "name": "Shipyards", "cost": 15, "requires": "",
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"x": 0.5, "unlocks": BUILDING_SHIP_CRAFTER,
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"desc": "Build ship crafters, and buy extra vessels at them.",
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},
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{
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"id": "logistics", "name": "Logistics", "cost": 25, "requires": "shipyards",
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"x": 0.18, "unlocks": BUILDING_EXTRACTOR,
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"desc": "Build extractors on planets. They mine ore whether or not you are nearby.",
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},
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{
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"id": "coordination", "name": "Coordination", "cost": 20, "requires": "shipyards",
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"x": 0.50, "unlocks": BUILDING_COMMAND_CENTER, "research_points": 1,
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"desc": "Build command centers, where the fleet formation is arranged.",
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},
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{
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"id": "freight", "name": "Freight Handling", "cost": 40, "requires": "logistics",
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"x": 0.18, "unlocks": BUILDING_TRANSPORT_HUB, "research_points": 1,
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"desc": "Build transport hubs. Each hub includes its own automatic transporters.",
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},
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{
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"id": "vessel_science", "name": "Vessel Science", "cost": 35, "requires": "shipyards",
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"x": 0.82, "unlocks": BUILDING_SHIP_LAB, "research_points": 1,
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"desc": "Build ship labs, where each vessel type is upgraded and new ones unlocked.",
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},
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{
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"id": "freight_yards", "name": "Freight Yards", "cost": 80, "requires": "freight",
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"x": 0.18, "hub_bonus": 1, "research_points": 2,
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"desc": "Permanent: +1 transporter stationed at every hub, including ones already built.",
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},
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{
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"id": "power_systems", "name": "Power Systems", "cost": 45, "requires": "freight",
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"x": 0.50, "unlocks": BUILDING_GAS_BURNER, "research_points": 2,
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"desc": "Build gas burners. Each converts gas into energy at its own site - hub transporters keep it stocked and collect what it makes.",
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},
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{
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# Cheaper than it was (30 ore / 1 point): the fleet now starts at
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# BASE_FLEET_SIZE 3 rather than 5, so the first two doctrines are no
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# longer a mid-game luxury but the ordinary way out of the opening.
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# Pricing them as a luxury made the early game feel stuck.
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"id": "wing", "name": "Wing Doctrine", "cost": 15, "requires": "coordination",
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"x": 0.82, "fleet_bonus": 1, "research_points": 1,
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"desc": "Permanent: +1 vessel in the fleet.",
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},
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{
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|
# #70: was x=0.50 - the same lane freight's branch already occupies at
|
|
# this same depth (power_systems), so the two nodes were drawn
|
|
# directly on top of each other. Kept in line with wing (its own
|
|
# prerequisite, also x=0.82) instead, so the whole fleet-size
|
|
# doctrine branch now runs straight rather than zigzagging into
|
|
# someone else's lane.
|
|
# Also cut (70 ore / 2 points), for the same reason as wing.
|
|
"id": "squadron", "name": "Squadron Doctrine", "cost": 35, "requires": "wing",
|
|
"x": 0.82, "fleet_bonus": 1, "research_points": 1,
|
|
"desc": "Permanent: +1 vessel in the fleet.",
|
|
},
|
|
{
|
|
"id": "armada", "name": "Armada Doctrine", "cost": 90, "requires": "squadron",
|
|
"x": 0.82, "fleet_bonus": 1, "research_points": 2,
|
|
"desc": "Permanent: +1 vessel in the fleet.",
|
|
},
|
|
{
|
|
# The last two tiers grant +2 rather than +1. Seven single-vessel
|
|
# nodes in one lane would be a long, monotonous chain for a branch
|
|
# that only ever does one thing; two larger, costlier steps carry the
|
|
# ceiling from 6 to 10 while keeping the branch a readable length.
|
|
"id": "battlegroup", "name": "Battlegroup Doctrine", "cost": 180, "requires": "armada",
|
|
"x": 0.82, "fleet_bonus": 2, "research_points": 4,
|
|
"desc": "Permanent: +2 vessels in the fleet.",
|
|
},
|
|
{
|
|
"id": "grand_fleet", "name": "Grand Fleet Doctrine", "cost": 320, "requires": "battlegroup",
|
|
"x": 0.82, "fleet_bonus": 2, "research_points": 6,
|
|
"desc": "Permanent: +2 vessels in the fleet.",
|
|
},
|
|
]
|
|
|
|
# How many SLOTS the fleet has before any doctrine is researched. Distinct
|
|
# from STARTING_SHIP_COUNT below: this is capacity, that is how many vessels
|
|
# are actually flying. The two used to be one constant, which forced a new
|
|
# game to open with a full fleet and left the first crafter with nothing to
|
|
# do - there was no room to put a vessel until a doctrine was researched.
|
|
const BASE_FLEET_SIZE: int = 3
|
|
# A new game opens with a SINGLE vessel. Building the fleet up is the early
|
|
# game, so the two empty slots are the first thing a ship crafter is for.
|
|
const STARTING_SHIP_COUNT: int = 1
|
|
|
|
var unlocked: Array = []
|
|
|
|
|
|
func skill_node(id: String) -> Dictionary:
|
|
for node in SKILL_TREE:
|
|
if node.id == id:
|
|
return node
|
|
return {}
|
|
|
|
|
|
func skill_depth(id: String) -> int:
|
|
# How many prerequisites deep this node sits. Drives its height in the
|
|
# tree view: roots at the bottom, everything that depends on something
|
|
# above it.
|
|
var depth: int = 0
|
|
var node: Dictionary = skill_node(id)
|
|
while not node.is_empty() and node.requires != "":
|
|
depth += 1
|
|
node = skill_node(node.requires)
|
|
if depth > SKILL_TREE.size():
|
|
break # a cycle in the data would otherwise hang here
|
|
return depth
|
|
|
|
|
|
func max_skill_depth() -> int:
|
|
var deepest: int = 0
|
|
for node in SKILL_TREE:
|
|
deepest = maxi(deepest, skill_depth(node.id))
|
|
return deepest
|
|
|
|
|
|
func is_unlocked(id: String) -> bool:
|
|
return id in unlocked
|
|
|
|
|
|
func prerequisite_met(id: String) -> bool:
|
|
var node: Dictionary = skill_node(id)
|
|
if node.is_empty():
|
|
return false
|
|
return node.requires == "" or is_unlocked(node.requires)
|
|
|
|
|
|
func can_unlock(id: String) -> bool:
|
|
var node: Dictionary = skill_node(id)
|
|
return not is_unlocked(id) and prerequisite_met(id) and can_afford(int(node.cost)) \
|
|
and research_points >= skill_research_point_cost(id)
|
|
|
|
|
|
func skill_research_point_cost(id: String) -> int:
|
|
return int(skill_node(id).get("research_points", 0))
|
|
|
|
|
|
func unlock(id: String) -> bool:
|
|
if not can_unlock(id):
|
|
return false
|
|
var node: Dictionary = skill_node(id)
|
|
if not spend(int(node.cost)):
|
|
return false
|
|
var points_needed: int = skill_research_point_cost(id)
|
|
if points_needed > 0:
|
|
research_points -= points_needed
|
|
research_points_changed.emit(research_points)
|
|
unlocked.append(id)
|
|
if int(node.get("hub_bonus", 0)) > 0:
|
|
_sync_hub_transporters()
|
|
return true
|
|
|
|
|
|
func is_building_unlocked(type: String) -> bool:
|
|
for node in SKILL_TREE:
|
|
if node.get("unlocks", "") == type:
|
|
return is_unlocked(node.id)
|
|
return true
|
|
|
|
|
|
func research_for_building(type: String) -> String:
|
|
for node in SKILL_TREE:
|
|
if node.get("unlocks", "") == type:
|
|
return node.name
|
|
return ""
|
|
|
|
|
|
func max_fleet_size() -> int:
|
|
var n: int = BASE_FLEET_SIZE
|
|
for id in unlocked:
|
|
n += int(skill_node(id).get("fleet_bonus", 0))
|
|
return mini(n, DEFAULT_FORMATION.size())
|
|
|
|
|
|
func reset_progression() -> void:
|
|
unlocked.clear()
|
|
vessel_levels.clear()
|
|
|
|
|
|
# Called from the main menu's Play button (#47): the autoload survives
|
|
# change_scene_to_file(), so without this a second playthrough in the same
|
|
# process would start from wherever the last one left off instead of a
|
|
# fresh game.
|
|
func reset_new_game() -> void:
|
|
has_return_position = false
|
|
surviving_ship_count = STARTING_SHIP_COUNT
|
|
surviving_vessel_types = PackedStringArray()
|
|
return_world_position = Vector2.ZERO
|
|
return_camera_zoom = 1.0
|
|
planet_name = ""
|
|
planet_id = ""
|
|
planet_definition_id = "rocky"
|
|
fleet_speed_multiplier = 1.0
|
|
_distorder_drain_progress = 0.0
|
|
boost_depleted_notice = false
|
|
research_points = 0
|
|
dev_mode = false
|
|
explored_chunks.clear()
|
|
bank_inventory = INVENTORY.new()
|
|
fleet_inventory = INVENTORY.new()
|
|
buildings.clear()
|
|
next_building_id = 1
|
|
stored_vessels.clear()
|
|
vessel_deliveries.clear()
|
|
extractors.clear()
|
|
transporters.clear()
|
|
planet_capture.clear()
|
|
reset_progression()
|
|
reset_formation()
|
|
|
|
|
|
# Amounts a dev game opens with: enough of everything to reach any part of
|
|
# the game immediately, without being so large that costs stop registering.
|
|
const DEV_RESOURCE_AMOUNT: int = 2000
|
|
const DEV_RESEARCH_POINTS: int = 500
|
|
|
|
|
|
# A new game stocked for play-testing: every resource banked, research points
|
|
# to spend, and one of each planet type next to the spawn (WorldGen reads
|
|
# dev_mode for that). Offered by the main menu only when running from Godot -
|
|
# see MainMenu.gd - so it cannot be reached in a shipped build.
|
|
#
|
|
# Deliberately built ON TOP of reset_new_game() rather than beside it, so a
|
|
# dev game is a normal game plus a stock rather than a second, separately
|
|
# maintained definition of what a fresh game is.
|
|
func start_dev_game() -> void:
|
|
reset_new_game()
|
|
dev_mode = true
|
|
for resource_type in resource_types():
|
|
bank_inventory.set_amount(resource_type, DEV_RESOURCE_AMOUNT)
|
|
research_points = DEV_RESEARCH_POINTS
|
|
research_points_changed.emit(research_points)
|
|
|
|
|
|
# --- building stock and production queue (#16) -----------------------------
|
|
|
|
# Since #12, a building cannot just deduct from the bank at the moment of
|
|
# purchase: what it produces has to be paid for out of resources physically
|
|
# delivered to it. So each building carries its own `stock`, and an order it
|
|
# cannot afford yet is QUEUED rather than refused, and completes by itself
|
|
# once the stock turns up.
|
|
#
|
|
# `id` exists because a building has to be referable across the space <->
|
|
# planet-surface scene swap, when every Building NODE has been destroyed and
|
|
# rebuilt. Position would nearly work and then fail on two buildings placed
|
|
# on the same spot.
|
|
var next_building_id: int = 1
|
|
|
|
# Finished vessels waiting at the mothership for the player to collect
|
|
# (#23), as a list of VESSEL_* types - a shield vessel must not come back as
|
|
# an interceptor. They are NOT handed to the fleet automatically: the player
|
|
# picks what to crew from the hangar, so a full fleet no longer stops a
|
|
# crafter from building.
|
|
#
|
|
# Production is simulated here, in the autoload, the same way extractor
|
|
# haulers are, so a build finishes whether or not the player is in space.
|
|
var stored_vessels: Array = []
|
|
# Finished crafter orders travel to the mothership before appearing in its
|
|
# hangar. State is authoritative here so delivery continues off-screen.
|
|
# {"type", "from", "to", "progress"}
|
|
var vessel_deliveries: Array = []
|
|
const VESSEL_DELIVERY_SPEED: float = 180.0
|
|
|
|
signal order_completed(building_id: int, type: String)
|
|
|
|
|
|
func add_building(type: String, at_position: Vector2) -> int:
|
|
var id: int = next_building_id
|
|
next_building_id += 1
|
|
buildings.append({
|
|
"id": id, "type": type, "position": at_position,
|
|
"inventory": INVENTORY.new(), "orders": [],
|
|
})
|
|
var building: Dictionary = buildings[-1]
|
|
if building_has_capability(building, "transport_hub"):
|
|
_provision_hub_transporters(building)
|
|
return id
|
|
|
|
|
|
func find_building(id: int) -> Dictionary:
|
|
for b in buildings:
|
|
if b.get("id", 0) == id:
|
|
return b
|
|
return {}
|
|
|
|
|
|
func building_has_capability(building: Dictionary, capability: String) -> bool:
|
|
if building.is_empty():
|
|
return false
|
|
var definition: Resource = BUILDING_DEFINITIONS.get_definition(String(building.type))
|
|
return definition != null and capability in definition.capabilities
|
|
|
|
|
|
func building_logistics_profile(building: Dictionary) -> Resource:
|
|
if building.is_empty():
|
|
return null
|
|
var definition: Resource = BUILDING_DEFINITIONS.get_definition(String(building.type))
|
|
return null if definition == null else definition.logistics
|
|
|
|
|
|
# --- vessel types and their upgrades (#5) ---------------------------------
|
|
|
|
# Combat vessels can join the player fleet. Transporter metadata lives in the
|
|
# same definition catalog so the lab can upgrade its cargo and travel stats,
|
|
# but transporters themselves belong to hubs and are never production orders.
|
|
const VESSEL_INTERCEPTOR: String = "interceptor"
|
|
const VESSEL_SHIELD: String = "shield"
|
|
const VESSEL_GAS_BOMBER: String = "gas_bomber"
|
|
const VESSEL_TRANSPORTER: String = "transporter"
|
|
const VESSEL_CARRIER: String = "carrier"
|
|
const VESSEL_LASER: String = "laser"
|
|
const VESSEL_DISTORDER: String = "distorder"
|
|
|
|
# Compatibility constants for callers and old tests. Runtime metadata is
|
|
# resolved from VesselDefinition below.
|
|
const SHIELD_COST: int = 14
|
|
const LAB_RESEARCH_TIME: float = 8.0
|
|
|
|
|
|
# Test seam. Headless tests need the timed path - queued, started, finishing
|
|
# - without sitting through a real 10-second build each, and a suite that
|
|
# slow stops being run. Left at 1.0 in the game.
|
|
var build_time_scale: float = 1.0
|
|
|
|
|
|
func build_time(product: String) -> float:
|
|
var definition: Resource = VESSEL_DEFINITIONS.get_definition(product)
|
|
return (definition.build_time if definition != null else 10.0) * build_time_scale
|
|
|
|
|
|
func lab_research_time() -> float:
|
|
return LAB_RESEARCH_TIME * build_time_scale
|
|
|
|
# Compatibility constants. VesselDefinition owns the live base figures.
|
|
const SHIP_BASE_DAMAGE: int = 1
|
|
const SHIP_BASE_COOLDOWN: float = 0.5
|
|
const SHIP_BASE_RANGE: float = 320.0
|
|
const SHIP_BASE_SPEED: float = 460.0
|
|
const SHIP_BASE_ACCEL: float = 450.0
|
|
const SHIELD_BASE_CHARGES: int = 1
|
|
const SHIELD_BASE_RECHARGE: float = 6.0
|
|
var vessel_levels: Dictionary = {}
|
|
|
|
signal vessel_upgraded(upgrade_id: String)
|
|
|
|
|
|
func has_ship_lab() -> bool:
|
|
for b in buildings:
|
|
if building_has_capability(b, "vessel_research"):
|
|
return true
|
|
return false
|
|
|
|
|
|
func shield_vessel_unlocked() -> bool:
|
|
return vessel_is_unlocked(VESSEL_SHIELD)
|
|
|
|
|
|
const UNLOCK_SHIELD_VESSEL: String = "unlock_shield"
|
|
const UNLOCK_SHIELD_COST: int = 45
|
|
|
|
|
|
func unlock_shield_vessel() -> bool:
|
|
return unlock_vessel(VESSEL_SHIELD)
|
|
|
|
|
|
func vessel_definition(vessel: String) -> Resource:
|
|
return VESSEL_DEFINITIONS.get_definition(vessel)
|
|
|
|
|
|
func vessel_name(vessel: String) -> String:
|
|
var definition: Resource = vessel_definition(vessel)
|
|
return definition.display_name if definition != null else vessel.capitalize()
|
|
|
|
|
|
func vessel_has_capability(vessel: String, capability: String) -> bool:
|
|
var definition: Resource = vessel_definition(vessel)
|
|
return definition != null and definition.has_capability(capability)
|
|
|
|
|
|
func vessel_is_fleet_eligible(vessel: String) -> bool:
|
|
var definition: Resource = vessel_definition(vessel)
|
|
return definition != null and definition.fleet_eligible
|
|
|
|
|
|
func vessel_is_unlocked(vessel: String) -> bool:
|
|
var definition: Resource = vessel_definition(vessel)
|
|
if definition == null:
|
|
return false
|
|
return definition.unlock_id == "" or int(vessel_levels.get(definition.unlock_id, 0)) > 0
|
|
|
|
|
|
func vessel_for_unlock(unlock_id: String) -> Resource:
|
|
for definition in VESSEL_DEFINITIONS.all():
|
|
if definition.unlock_id == unlock_id:
|
|
return definition
|
|
return null
|
|
|
|
|
|
func unlock_vessel(vessel: String) -> bool:
|
|
var definition: Resource = vessel_definition(vessel)
|
|
if definition == null or definition.unlock_id == "" or vessel_is_unlocked(vessel) or not has_ship_lab():
|
|
return false
|
|
var costs: Dictionary = research_costs(definition.unlock_id)
|
|
var points_needed: int = int(definition.research_point_cost)
|
|
if research_points < points_needed or not spend_resources(costs):
|
|
return false
|
|
if points_needed > 0:
|
|
research_points -= points_needed
|
|
research_points_changed.emit(research_points)
|
|
vessel_levels[definition.unlock_id] = 1
|
|
vessel_upgraded.emit(definition.unlock_id)
|
|
return true
|
|
|
|
|
|
func upgrade_def(id: String) -> Dictionary:
|
|
for definition in VESSEL_DEFINITIONS.all():
|
|
for upgrade in definition.upgrades:
|
|
if upgrade.upgrade_id == id:
|
|
return {"id": upgrade.upgrade_id, "vessel": definition.definition_id,
|
|
"name": upgrade.display_name, "desc": upgrade.description,
|
|
"cost": upgrade.base_cost, "max_level": upgrade.max_level,
|
|
"icon": upgrade.icon, "resource": upgrade}
|
|
return {}
|
|
|
|
|
|
func upgrades_for(vessel: String) -> Array:
|
|
var out: Array = []
|
|
var definition: Resource = vessel_definition(vessel)
|
|
if definition == null:
|
|
return out
|
|
for upgrade in definition.upgrades:
|
|
out.append({"id": upgrade.upgrade_id, "vessel": vessel,
|
|
"name": upgrade.display_name, "desc": upgrade.description,
|
|
"cost": upgrade.base_cost, "max_level": upgrade.max_level,
|
|
"icon": upgrade.icon, "resource": upgrade})
|
|
return out
|
|
|
|
|
|
func upgrade_level(id: String) -> int:
|
|
return int(vessel_levels.get(id, 0))
|
|
|
|
|
|
func upgrade_maxed(id: String) -> bool:
|
|
var d: Dictionary = upgrade_def(id)
|
|
return d.is_empty() or upgrade_level(id) >= int(d.max_level)
|
|
|
|
|
|
func upgrade_cost(id: String) -> int:
|
|
var d: Dictionary = upgrade_def(id)
|
|
if d.is_empty():
|
|
return 0
|
|
return int(d.cost) * (upgrade_level(id) + 1)
|
|
|
|
|
|
func can_buy_upgrade(id: String) -> bool:
|
|
return has_ship_lab() and not upgrade_maxed(id) and can_afford(upgrade_cost(id)) \
|
|
and research_points >= research_point_cost(id)
|
|
|
|
|
|
func buy_upgrade(id: String) -> bool:
|
|
if not can_buy_upgrade(id):
|
|
return false
|
|
if not spend(upgrade_cost(id)):
|
|
return false
|
|
var points_needed: int = research_point_cost(id)
|
|
if points_needed > 0:
|
|
research_points -= points_needed
|
|
research_points_changed.emit(research_points)
|
|
vessel_levels[id] = upgrade_level(id) + 1
|
|
vessel_upgraded.emit(id)
|
|
return true
|
|
|
|
|
|
func vessel_stat(vessel: String, stat: String) -> float:
|
|
var definition: Resource = vessel_definition(vessel)
|
|
if definition == null:
|
|
return 0.0
|
|
var value: float = float(definition.base_stats.get(stat, 0.0))
|
|
for upgrade in definition.upgrades:
|
|
var level: int = upgrade_level(upgrade.upgrade_id)
|
|
value += float(upgrade.additive_modifiers.get(stat, 0.0)) * level
|
|
if upgrade.multiplicative_modifiers.has(stat):
|
|
value *= pow(float(upgrade.multiplicative_modifiers[stat]), level)
|
|
if definition.minimum_stats.has(stat):
|
|
value = maxf(value, float(definition.minimum_stats[stat]))
|
|
return value
|
|
|
|
|
|
func ship_damage(vessel: String) -> int: return int(vessel_stat(vessel, "damage"))
|
|
func ship_fire_cooldown(vessel: String) -> float: return vessel_stat(vessel, "fire_cooldown")
|
|
func ship_fire_range(vessel: String) -> float: return vessel_stat(vessel, "fire_range")
|
|
func ship_max_speed(vessel: String) -> float: return vessel_stat(vessel, "max_speed")
|
|
func ship_acceleration(vessel: String) -> float: return vessel_stat(vessel, "acceleration")
|
|
|
|
func shield_max_charges() -> int:
|
|
var definition: Resource = VESSEL_DEFINITIONS.with_capability("shield")
|
|
return int(vessel_stat(definition.definition_id, "shield_charges"))
|
|
|
|
func shield_recharge_time() -> float:
|
|
var definition: Resource = VESSEL_DEFINITIONS.with_capability("shield")
|
|
return vessel_stat(definition.definition_id, "shield_recharge")
|
|
|
|
# #56: sums cargo_capacity over ships that actually declare the "cargo"
|
|
# capability, so combat specialists (no capability, whatever their stat
|
|
# dict says) contribute nothing - data-driven rather than a vessel-id list.
|
|
# Takes the composition as an argument rather than reading it off a live
|
|
# Fleet node: GameState has no fixed reference to "the" Fleet (space and a
|
|
# planet surface each own a separate one), so the caller passes its own
|
|
# Fleet.vessel_types().
|
|
func fleet_cargo_capacity(vessel_types: PackedStringArray) -> int:
|
|
var total: int = 0
|
|
for vessel_type in vessel_types:
|
|
if vessel_has_capability(vessel_type, "cargo"):
|
|
total += int(vessel_stat(vessel_type, "cargo_capacity"))
|
|
return total
|
|
|
|
|
|
func sync_fleet_cargo_capacity(vessel_types: PackedStringArray) -> void:
|
|
fleet_inventory.total_capacity = fleet_cargo_capacity(vessel_types)
|
|
|
|
|
|
func transporter_load_limit() -> int:
|
|
var definition: Resource = VESSEL_DEFINITIONS.with_capability("transport")
|
|
return int(vessel_stat(definition.definition_id, "cargo_capacity"))
|
|
|
|
func transporter_speed() -> float:
|
|
var definition: Resource = VESSEL_DEFINITIONS.with_capability("transport")
|
|
return vessel_stat(definition.definition_id, "transport_speed")
|
|
|
|
|
|
const PRODUCT_SHIP: String = "interceptor"
|
|
|
|
|
|
func product_cost(product: String) -> int:
|
|
return int(product_costs(product).get(RESOURCE_ORE, 0))
|
|
|
|
|
|
func product_costs(product: String) -> Dictionary:
|
|
var definition: Resource = vessel_definition(product)
|
|
if definition == null:
|
|
return {}
|
|
if not definition.build_resource_costs.is_empty():
|
|
return definition.build_resource_costs.duplicate()
|
|
return {RESOURCE_ORE: definition.build_cost} if definition.build_cost > 0 else {}
|
|
|
|
|
|
func can_produce(type: String) -> bool:
|
|
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
|
|
return definition != null and "production" in definition.capabilities
|
|
|
|
|
|
func building_stock(id: int) -> int:
|
|
return building_resource(id, RESOURCE_ORE)
|
|
|
|
|
|
func pending_orders(id: int) -> int:
|
|
var b: Dictionary = find_building(id)
|
|
return 0 if b.is_empty() else (b.get("orders", []) as Array).size()
|
|
|
|
|
|
func pending_orders_of(id: int, product: String) -> int:
|
|
var b: Dictionary = find_building(id)
|
|
if b.is_empty():
|
|
return 0
|
|
var n: int = 0
|
|
for o in b.get("orders", []):
|
|
if String(o.product) == product:
|
|
n += 1
|
|
return n
|
|
|
|
|
|
func order_list(id: int) -> Array:
|
|
# What the queue panel draws: product, and how far along the one being
|
|
# built is. Everything behind it reads as simply waiting.
|
|
var out: Array = []
|
|
var b: Dictionary = find_building(id)
|
|
if b.is_empty():
|
|
return out
|
|
for o in b.get("orders", []):
|
|
var product: String = String(o.product)
|
|
out.append({
|
|
"product": product,
|
|
"started": bool(o.started),
|
|
"progress": clampf(float(o.elapsed) / maxf(build_time(product), 0.001), 0.0, 1.0),
|
|
})
|
|
return out
|
|
|
|
|
|
func cancel_order(id: int, index: int) -> bool:
|
|
# Refunds whatever was actually taken: a build that has started has its
|
|
# ore in the building already, one still waiting never paid.
|
|
var b: Dictionary = find_building(id)
|
|
if b.is_empty():
|
|
return false
|
|
var orders: Array = b.get("orders", [])
|
|
if index < 0 or index >= orders.size():
|
|
return false
|
|
var order: Dictionary = orders[index]
|
|
if bool(order.started):
|
|
var inventory: RefCounted = _inventory_for_record(b)
|
|
var costs: Dictionary = product_costs(String(order.product))
|
|
for resource_type in costs:
|
|
inventory.deposit(String(resource_type), int(costs[resource_type]))
|
|
orders.remove_at(index)
|
|
return true
|
|
|
|
|
|
func outstanding_cost(id: int) -> int:
|
|
return outstanding_resource_cost(id, RESOURCE_ORE)
|
|
|
|
|
|
func outstanding_costs(id: int) -> Dictionary:
|
|
var result: Dictionary = {}
|
|
for resource_type in resource_types():
|
|
var need: int = outstanding_resource_cost(id, resource_type)
|
|
if need > 0:
|
|
result[resource_type] = need
|
|
return result
|
|
|
|
|
|
func outstanding_resource_cost(id: int, resource_type: String) -> int:
|
|
# What this building still needs delivered to clear everything queued.
|
|
var b: Dictionary = find_building(id)
|
|
if b.is_empty():
|
|
return 0
|
|
var need: int = 0
|
|
for o in b.get("orders", []):
|
|
if not bool(o.started):
|
|
need += int(product_costs(String(o.product)).get(resource_type, 0))
|
|
for order in b.get("research_orders", []):
|
|
if not bool(order.started):
|
|
need += int(research_costs(String(order.id)).get(resource_type, 0))
|
|
return maxi(need - _inventory_for_record(b).amount(resource_type), 0)
|
|
|
|
|
|
func deposit_to_building(id: int, amount: int) -> int:
|
|
return deposit_resource_to_building(id, RESOURCE_ORE, amount)
|
|
|
|
|
|
func deposit_resource_to_building(id: int, resource_type: String, amount: int) -> int:
|
|
if amount <= 0:
|
|
return 0
|
|
var b: Dictionary = find_building(id)
|
|
if b.is_empty():
|
|
return 0
|
|
return _inventory_for_record(b).deposit(resource_type, amount)
|
|
|
|
|
|
func queue_order(id: int, product: String = PRODUCT_SHIP) -> bool:
|
|
var b: Dictionary = find_building(id)
|
|
if b.is_empty() or not can_produce(b.type):
|
|
return false
|
|
var definition: Resource = vessel_definition(product)
|
|
if definition == null or not definition.fleet_eligible \
|
|
or not vessel_is_unlocked(product):
|
|
return false
|
|
(b.orders as Array).append({"product": product, "elapsed": 0.0, "started": false})
|
|
return true
|
|
|
|
|
|
func _advance_production(delta: float) -> void:
|
|
for b in buildings:
|
|
if not can_produce(b.type):
|
|
continue
|
|
var orders: Array = b.get("orders", [])
|
|
if orders.is_empty():
|
|
continue
|
|
|
|
# ONE at a time, in order. A queue the player can watch and cancel
|
|
# has to have a thing being built and things waiting behind it -
|
|
# clearing the whole queue the instant the ore lands (which is what
|
|
# this did before #23) leaves nothing to see or cancel.
|
|
var order: Dictionary = orders[0]
|
|
var product: String = String(order.product)
|
|
var costs: Dictionary = product_costs(product)
|
|
var inventory: RefCounted = _inventory_for_record(b)
|
|
var definition: Resource = vessel_definition(product)
|
|
|
|
if not bool(order.started):
|
|
var affordable := true
|
|
for resource_type in costs:
|
|
if inventory.amount(String(resource_type)) < int(costs[resource_type]):
|
|
affordable = false
|
|
break
|
|
if not affordable:
|
|
continue
|
|
for resource_type in costs:
|
|
inventory.withdraw(String(resource_type), int(costs[resource_type]))
|
|
order.started = true
|
|
|
|
order.elapsed = float(order.elapsed) + delta
|
|
if float(order.elapsed) < build_time(product):
|
|
continue
|
|
|
|
orders.pop_front()
|
|
# A finished combat hull launches from the crafter and physically flies
|
|
# to the mothership hangar. Hub transporters are provisioned by hubs and
|
|
# never enter this production path.
|
|
var mothership: Variant = get_mothership_position()
|
|
if mothership == null:
|
|
stored_vessels.append(product)
|
|
else:
|
|
vessel_deliveries.append({"type": product, "from": b.position,
|
|
"to": mothership, "progress": 0.0})
|
|
order_completed.emit(int(b.id), product)
|
|
|
|
|
|
func queue_lab_research(lab_id: int, upgrade_id: String) -> bool:
|
|
var lab: Dictionary = find_building(lab_id)
|
|
if not building_has_capability(lab, "vessel_research") or upgrade_id == "":
|
|
return false
|
|
var orders: Array = lab.get("research_orders", [])
|
|
var unlock_definition: Resource = vessel_for_unlock(upgrade_id)
|
|
if not orders.is_empty() or (unlock_definition == null and upgrade_maxed(upgrade_id)):
|
|
return false
|
|
orders.append({"id": upgrade_id, "elapsed": 0.0, "started": false})
|
|
lab.research_orders = orders
|
|
return true
|
|
|
|
|
|
func lab_research_order(lab_id: int) -> Dictionary:
|
|
var lab: Dictionary = find_building(lab_id)
|
|
var orders: Array = lab.get("research_orders", [])
|
|
return {} if orders.is_empty() else orders[0]
|
|
|
|
|
|
func research_cost(id: String) -> int:
|
|
return int(research_costs(id).get(RESOURCE_ORE, 0))
|
|
|
|
|
|
func research_point_cost(id: String) -> int:
|
|
var unlock_definition: Resource = vessel_for_unlock(id)
|
|
if unlock_definition != null:
|
|
return int(unlock_definition.research_point_cost)
|
|
var d: Dictionary = upgrade_def(id)
|
|
return int(d.resource.research_point_cost) if not d.is_empty() else 0
|
|
|
|
|
|
func research_costs(id: String) -> Dictionary:
|
|
var unlock_definition: Resource = vessel_for_unlock(id)
|
|
if unlock_definition != null:
|
|
if not unlock_definition.unlock_resource_costs.is_empty():
|
|
return unlock_definition.unlock_resource_costs.duplicate()
|
|
return {RESOURCE_ORE: unlock_definition.unlock_cost} if unlock_definition.unlock_cost > 0 else {}
|
|
var cost: int = upgrade_cost(id)
|
|
return {RESOURCE_ORE: cost} if cost > 0 else {}
|
|
|
|
|
|
func _advance_lab_research(delta: float) -> void:
|
|
for lab in buildings:
|
|
if not building_has_capability(lab, "vessel_research"):
|
|
continue
|
|
var orders: Array = lab.get("research_orders", [])
|
|
if orders.is_empty():
|
|
continue
|
|
var order: Dictionary = orders[0]
|
|
var id: String = String(order.id)
|
|
var unlock_definition: Resource = vessel_for_unlock(id)
|
|
var costs: Dictionary = research_costs(id)
|
|
var inventory: RefCounted = _inventory_for_record(lab)
|
|
if not bool(order.started):
|
|
var affordable := true
|
|
for resource_type in costs:
|
|
if inventory.amount(String(resource_type)) < int(costs[resource_type]):
|
|
affordable = false
|
|
break
|
|
# #63: research points are a fleet-wide currency, not delivered
|
|
# to the lab like ore/gas - checked and spent here too so a
|
|
# shortfall stalls the order the same way an undelivered
|
|
# resource does, rather than letting it start regardless.
|
|
var points_needed: int = research_point_cost(id)
|
|
if points_needed > research_points:
|
|
affordable = false
|
|
if not affordable:
|
|
continue
|
|
for resource_type in costs:
|
|
inventory.withdraw(String(resource_type), int(costs[resource_type]))
|
|
if points_needed > 0:
|
|
research_points -= points_needed
|
|
research_points_changed.emit(research_points)
|
|
order.started = true
|
|
order.elapsed = float(order.elapsed) + delta
|
|
if float(order.elapsed) < lab_research_time():
|
|
continue
|
|
if unlock_definition != null:
|
|
vessel_levels[id] = 1
|
|
else:
|
|
vessel_levels[id] = upgrade_level(id) + 1
|
|
vessel_upgraded.emit(id)
|
|
orders.pop_front()
|
|
|
|
|
|
func claim_stored_vessel(index: int) -> String:
|
|
# Hands one finished vessel over to be crewed. Returns its type, or ""
|
|
# when there is nothing there - the caller decides whether the fleet
|
|
# actually has room.
|
|
if index < 0 or index >= stored_vessels.size():
|
|
return ""
|
|
return String(stored_vessels[index])
|
|
|
|
|
|
func take_stored_vessel(index: int) -> String:
|
|
var product: String = claim_stored_vessel(index)
|
|
if product == "":
|
|
return ""
|
|
stored_vessels.remove_at(index)
|
|
return product
|
|
|
|
|
|
func has_mothership() -> bool:
|
|
return get_mothership_position() != null
|
|
|
|
|
|
func has_building_of_type(type: String) -> bool:
|
|
for building in buildings:
|
|
if building.type == type:
|
|
return true
|
|
return false
|
|
|
|
|
|
func remove_buildings_of_type(type: String) -> int:
|
|
var kept: Array = []
|
|
var removed_hub_ids: Array = []
|
|
var removed: int = 0
|
|
for b in buildings:
|
|
if b.type == type:
|
|
removed += 1
|
|
if building_has_capability(b, "transport_hub"):
|
|
removed_hub_ids.append(int(b.id))
|
|
else:
|
|
kept.append(b)
|
|
buildings = kept
|
|
if not removed_hub_ids.is_empty():
|
|
var kept_transporters: Array = []
|
|
for transporter in transporters:
|
|
if int(transporter.get("hub_id", 0)) not in removed_hub_ids:
|
|
kept_transporters.append(transporter)
|
|
transporters = kept_transporters
|
|
return removed
|
|
|
|
|
|
func get_mothership_position() -> Variant:
|
|
# Where a wiped-out fleet gets rebuilt. Returns null when no mothership
|
|
# has been built yet, so the caller can fall back to the world origin.
|
|
for b in buildings:
|
|
if building_has_capability(b, "bank"):
|
|
return b.position
|
|
return null
|
|
|
|
|
|
# --- Fleet formation -------------------------------------------------------
|
|
|
|
# Where each vessel sits relative to the fleet centre, editable at a command
|
|
# centre. Lives here (not as a const on Fleet) so a layout the player has
|
|
# arranged survives the trip to a planet's surface and back, and so a
|
|
# rebuilt fleet keeps their arrangement.
|
|
# Slots beyond BASE_FLEET_SIZE only become usable once the matching fleet
|
|
# capacity upgrade is researched, but they are defined up front so the wedge
|
|
# keeps a deliberate shape as it grows rather than having positions invented
|
|
# at unlock time.
|
|
# Ten slots, because max_fleet_size() caps itself on this array's length -
|
|
# so the wedge has to be long enough for every doctrine to be worth buying.
|
|
# The last pair continues the V rather than starting a new shape.
|
|
const DEFAULT_FORMATION: Array = [
|
|
Vector2(0, -48), Vector2(-30, -8), Vector2(30, -8), Vector2(-60, 32), Vector2(60, 32),
|
|
Vector2(-90, 72), Vector2(90, 72), Vector2(0, 56),
|
|
Vector2(-120, 112), Vector2(120, 112),
|
|
]
|
|
|
|
var formation: Array = DEFAULT_FORMATION.duplicate()
|
|
|
|
|
|
func reset_formation() -> void:
|
|
formation = DEFAULT_FORMATION.duplicate()
|
|
|
|
|
|
func rotate_formation(radians: float) -> void:
|
|
# Pivots every slot about the fleet centre, keeping the shape intact
|
|
# and only changing which way it faces.
|
|
for i in range(formation.size()):
|
|
formation[i] = formation[i].rotated(radians)
|
|
|
|
|
|
# --- Extractors ------------------------------------------------------------
|
|
|
|
# Extractors mine into their OWN local stock. They do not own a magical
|
|
# hauler: ore becomes spendable only when a hub-stationed transporter picks
|
|
# up a full load and physically delivers it to the mothership. Entries are
|
|
# {"position", "planet_id", "planet_name", "resource_type", "inventory", "mining_progress"}.
|
|
# Ore per second. Halved alongside the planet-density change in WorldGen: with
|
|
# roughly 2.5x as many planets to put extractors on, holding the per-extractor
|
|
# rate would have multiplied passive income rather than shifting where it comes
|
|
# from. The intent is more sites each worth less, so expanding is what grows
|
|
# the economy rather than one lucky early extractor carrying it.
|
|
const EXTRACTOR_RATE: float = 1.0
|
|
|
|
var extractors: Array = []
|
|
|
|
|
|
func has_extractor_at(planet_key: String) -> bool:
|
|
for e in extractors:
|
|
# Old saves have no planet_id; their name remains a migration fallback.
|
|
if String(e.get("planet_id", e.get("planet_name", ""))) == planet_key:
|
|
return true
|
|
return false
|
|
|
|
|
|
func extractor_index_at(planet_key: String) -> int:
|
|
for i in range(extractors.size()):
|
|
var extractor: Dictionary = extractors[i]
|
|
if String(extractor.get("planet_id", extractor.get("planet_name", ""))) == planet_key:
|
|
return i
|
|
return -1
|
|
|
|
|
|
signal extractor_added(planet_name: String)
|
|
|
|
|
|
func add_extractor(planet_name: String, at_position: Vector2, resource_type: String = "ore",
|
|
planet_key: String = "") -> void:
|
|
var stable_id: String = planet_key if planet_key != "" else planet_name
|
|
extractors.append({
|
|
"position": at_position,
|
|
"planet_id": stable_id,
|
|
"planet_name": planet_name,
|
|
"resource_type": resource_type,
|
|
"inventory": INVENTORY.new(),
|
|
"mining_progress": 0.0,
|
|
})
|
|
# An extractor is built from SPACE, with the fleet parked on the planet -
|
|
# so the Planet node is already in the tree with its _ready() long since
|
|
# run. Without this it kept showing no derrick until it happened to
|
|
# despawn and respawn, which reads as the build having done nothing.
|
|
extractor_added.emit(stable_id)
|
|
|
|
|
|
func extractor_stock(index: int) -> int:
|
|
if index < 0 or index >= extractors.size():
|
|
return 0
|
|
var extractor: Dictionary = extractors[index]
|
|
return _extractor_inventory(extractor).amount(String(extractor.get("resource_type", RESOURCE_ORE)))
|
|
|
|
|
|
func extractor_resource(index: int, resource_type: String) -> int:
|
|
if index < 0 or index >= extractors.size():
|
|
return 0
|
|
return _extractor_inventory(extractors[index]).amount(resource_type)
|
|
|
|
|
|
func transfer_resource_to_extractor(index: int, resource_type: String, amount: int) -> int:
|
|
if index < 0 or index >= extractors.size():
|
|
return 0
|
|
return fleet_inventory.transfer_to(_extractor_inventory(extractors[index]), resource_type, amount)
|
|
|
|
|
|
func transfer_resource_from_extractor(index: int, resource_type: String, amount: int) -> int:
|
|
if index < 0 or index >= extractors.size():
|
|
return 0
|
|
return _extractor_inventory(extractors[index]).transfer_to(fleet_inventory, resource_type, amount)
|
|
|
|
|
|
func _extractor_inventory(extractor: Dictionary) -> RefCounted:
|
|
var inventory: RefCounted = extractor.get("inventory") as RefCounted
|
|
if inventory == null:
|
|
inventory = INVENTORY.new()
|
|
extractor.inventory = inventory
|
|
# Old extractor state had one stock field whose material was described by
|
|
# resource_type. Absorb it into that key on first access.
|
|
if extractor.has("stock"):
|
|
inventory.set_amount(String(extractor.get("resource_type", RESOURCE_ORE)), int(extractor.stock))
|
|
extractor.erase("stock")
|
|
return inventory
|
|
|
|
|
|
# --- building logistics and resource conversion ---------------------------
|
|
|
|
func building_logistics_deficit(id: int, resource_type: String) -> int:
|
|
var building: Dictionary = find_building(id)
|
|
var profile: Resource = building_logistics_profile(building)
|
|
if profile == null:
|
|
return 0
|
|
var target: int = int(profile.input_buffers.get(resource_type, 0))
|
|
return maxi(0, target - building_resource(id, resource_type))
|
|
|
|
|
|
func building_requested_resource(id: int, resource_type: String) -> int:
|
|
return maxi(outstanding_resource_cost(id, resource_type),
|
|
building_logistics_deficit(id, resource_type))
|
|
|
|
|
|
func _collectable_building_resource(building: Dictionary, minimum_amount: int) -> String:
|
|
var profile: Resource = building_logistics_profile(building)
|
|
if profile == null:
|
|
return ""
|
|
for resource_type in profile.collected_outputs:
|
|
if building_resource(int(building.id), resource_type) >= minimum_amount:
|
|
return resource_type
|
|
return ""
|
|
|
|
|
|
func _advance_resource_converters(delta: float) -> void:
|
|
for building in buildings:
|
|
var profile: Resource = building_logistics_profile(building)
|
|
if profile == null or profile.conversion_input == "" \
|
|
or profile.conversion_output == "" or profile.conversion_rate <= 0.0 \
|
|
or profile.conversion_yield <= 0:
|
|
continue
|
|
var inventory: RefCounted = _inventory_for_record(building)
|
|
if inventory.amount(profile.conversion_input) <= 0:
|
|
continue
|
|
var progress: float = float(building.get("conversion_progress", 0.0)) \
|
|
+ delta * profile.conversion_rate
|
|
var whole: int = mini(int(floor(progress)), inventory.amount(profile.conversion_input))
|
|
if whole > 0:
|
|
inventory.withdraw(profile.conversion_input, whole)
|
|
inventory.deposit(profile.conversion_output, whole * profile.conversion_yield)
|
|
progress -= whole
|
|
building.conversion_progress = progress
|
|
|
|
|
|
func _advance_distorder_drain(delta: float) -> void:
|
|
if fleet_speed_multiplier <= 1.0:
|
|
# Nothing owed at 1.0x - and no stale fractional progress should
|
|
# carry over into a LATER, unrelated boost.
|
|
_distorder_drain_progress = 0.0
|
|
return
|
|
# Normalized against the CURRENT ceiling, so "full boost" always costs
|
|
# ENERGY_DRAIN_PER_SECOND however many distorder vessels widened it -
|
|
# a bigger fleet buys more speed, not cheaper speed.
|
|
var rate: float = (fleet_speed_multiplier - 1.0) / maxf(max_fleet_speed_multiplier - 1.0, 0.001) \
|
|
* ENERGY_DRAIN_PER_SECOND
|
|
_distorder_drain_progress += rate * delta
|
|
var whole: int = int(floor(_distorder_drain_progress))
|
|
if whole <= 0:
|
|
return
|
|
_distorder_drain_progress -= whole
|
|
var available: int = fleet_inventory.amount(RESOURCE_ENERGY)
|
|
if available >= whole:
|
|
fleet_inventory.withdraw(RESOURCE_ENERGY, whole)
|
|
return
|
|
# Ran out mid-drain: take whatever is left (down to exactly zero) and
|
|
# force the boost back to its default, rather than let the fleet keep
|
|
# travelling fast on credit.
|
|
fleet_inventory.withdraw(RESOURCE_ENERGY, available)
|
|
fleet_speed_multiplier = 1.0
|
|
_distorder_drain_progress = 0.0
|
|
boost_depleted_notice = true
|
|
|
|
|
|
# Planet conquest: a planet must have every one of its capture points held
|
|
# before an extractor can be built there (see BuildController's placement
|
|
# gates). Keyed by the same stable planet_id as `extractors`, entirely
|
|
# separate from it - a planet can be conquered long before anyone builds an
|
|
# extractor on it, or never get one at all.
|
|
var planet_capture: Dictionary = {}
|
|
|
|
signal planet_conquered(planet_id: String)
|
|
|
|
|
|
func register_capture_points(planet_key: String, total: int, definition_id: String = "",
|
|
reward_override: int = 0) -> void:
|
|
# Idempotent: landing again on a planet must not wipe points already
|
|
# captured on a previous visit.
|
|
if planet_capture.has(planet_key):
|
|
return
|
|
var captured: Array = []
|
|
captured.resize(total)
|
|
captured.fill(false)
|
|
# A planet demanding zero points is vacuously already held (#55: a
|
|
# black hole's "void" profile has no authored PlanetSetup at all, so
|
|
# this is the only registration it ever gets) - every planet WITH real
|
|
# points still starts unconquered, exactly as before. The planet definition
|
|
# supplies an optional conquest reward, avoiding planet-id special cases in
|
|
# the capture system.
|
|
var definition: Resource = PLANET_DEFINITIONS.get_definition(definition_id)
|
|
var point_reward: int = 0 if definition == null else int(definition.conquest_research_points)
|
|
# A map may be worth more than its planet type's flat rate - a harder
|
|
# lab should pay better, and only the authored layout knows how hard it
|
|
# is. Zero means the setup did not express an opinion.
|
|
if reward_override > 0:
|
|
point_reward = reward_override
|
|
planet_capture[planet_key] = {"captured": captured, "conquered": total <= 0,
|
|
"research_point_reward": point_reward, "research_awarded": false}
|
|
|
|
|
|
func capture_state(planet_key: String) -> Dictionary:
|
|
return planet_capture.get(planet_key, {"captured": [], "conquered": false})
|
|
|
|
|
|
func is_point_captured(planet_key: String, index: int) -> bool:
|
|
var captured: Array = capture_state(planet_key).get("captured", [])
|
|
if index < 0 or index >= captured.size():
|
|
return false
|
|
return bool(captured[index])
|
|
|
|
|
|
func mark_point_captured(planet_key: String, index: int) -> void:
|
|
if not planet_capture.has(planet_key):
|
|
return
|
|
var state: Dictionary = planet_capture[planet_key]
|
|
var captured: Array = state.captured
|
|
if index < 0 or index >= captured.size():
|
|
return
|
|
captured[index] = true
|
|
if state.conquered:
|
|
return
|
|
if captured.all(func(c): return bool(c)):
|
|
state.conquered = true
|
|
planet_conquered.emit(planet_key)
|
|
# #63: definition-authored research points, exactly once per planet.
|
|
# state.conquered flipping above already makes a second call to this
|
|
# whole function a no-op via the early return above it, but
|
|
# research_awarded is its own explicit guard on the award itself
|
|
# regardless of how conquest was reached.
|
|
var reward: int = int(state.get("research_point_reward", 0))
|
|
if reward > 0 and not bool(state.get("research_awarded", false)):
|
|
state.research_awarded = true
|
|
research_points += reward
|
|
research_points_changed.emit(research_points)
|
|
|
|
|
|
func is_planet_conquered(planet_key: String) -> bool:
|
|
return bool(capture_state(planet_key).get("conquered", false))
|
|
|
|
|
|
func captured_point_count(planet_key: String) -> int:
|
|
var captured: Array = capture_state(planet_key).get("captured", [])
|
|
var count: int = 0
|
|
for c in captured:
|
|
if c:
|
|
count += 1
|
|
return count
|
|
|
|
|
|
func total_capture_points(planet_key: String) -> int:
|
|
return capture_state(planet_key).get("captured", []).size()
|
|
|
|
|
|
func _process(delta: float) -> void:
|
|
# Runs in the autoload, so mining and transport continue while the player
|
|
# is on a planet's surface or nowhere near either.
|
|
_advance_production(delta)
|
|
_advance_lab_research(delta)
|
|
_advance_vessel_deliveries(delta)
|
|
_advance_resource_converters(delta)
|
|
_advance_distorder_drain(delta)
|
|
for e in extractors:
|
|
e.mining_progress = float(e.get("mining_progress", 0.0)) + delta * EXTRACTOR_RATE
|
|
var whole: int = int(floor(float(e.mining_progress)))
|
|
if whole > 0:
|
|
_extractor_inventory(e).deposit(String(e.get("resource_type", RESOURCE_ORE)), whole)
|
|
e.mining_progress = float(e.mining_progress) - whole
|
|
_advance_transporters(delta)
|
|
|
|
|
|
func vessel_delivery_position(delivery: Dictionary) -> Vector2:
|
|
return (delivery.from as Vector2).lerp(delivery.to as Vector2,
|
|
clampf(float(delivery.progress), 0.0, 1.0))
|
|
|
|
|
|
func _advance_vessel_deliveries(delta: float) -> void:
|
|
for i in range(vessel_deliveries.size() - 1, -1, -1):
|
|
var delivery: Dictionary = vessel_deliveries[i]
|
|
var distance: float = (delivery.from as Vector2).distance_to(delivery.to as Vector2)
|
|
var delivery_speed: float = vessel_stat(String(delivery.type), "delivery_speed")
|
|
if delivery_speed <= 0.0:
|
|
delivery_speed = VESSEL_DELIVERY_SPEED
|
|
delivery.progress = float(delivery.progress) + delta / maxf(distance / delivery_speed, 0.001)
|
|
if float(delivery.progress) >= 1.0:
|
|
stored_vessels.append(String(delivery.type))
|
|
vessel_deliveries.remove_at(i)
|
|
|
|
|
|
# --- transporters (#19) ---------------------------------------------------
|
|
|
|
# Vessels stationed at a transport hub that fetch ore from the mothership and
|
|
# deliver it to whichever building is waiting on it.
|
|
#
|
|
# Simulated HERE rather than by any node, exactly like the extractor haulers
|
|
# above and for the same reason: a route the player is nowhere near still has
|
|
# to run. `progress` drives both the drawn position and the moment the ore
|
|
# actually moves, so what you see and what happens cannot drift apart.
|
|
#
|
|
# Entries are {"hub_id", "state", "target_id", "carrying", "progress",
|
|
# "from", "to"}.
|
|
# How many transporters each hub owns. Raised for EVERY hub - built already
|
|
# or not - by research, and provisioned automatically rather than crafted.
|
|
const BASE_HUB_CAPACITY: int = 2
|
|
|
|
const TRANSPORTER_IDLE: String = "idle"
|
|
const TRANSPORTER_TO_MOTHERSHIP: String = "to_mothership"
|
|
const TRANSPORTER_TO_BUILDING: String = "to_building"
|
|
const TRANSPORTER_RETURNING: String = "returning"
|
|
const TRANSPORTER_TO_EXTRACTOR: String = "to_extractor"
|
|
const TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR: String = "extractor_to_mothership"
|
|
# Collecting an output resource (energy) directly from a regular building's
|
|
# own inventory - a gas burner, not an extractor - and banking it. Reuses
|
|
# `target_id` exactly like the ordinary supply path does, rather than
|
|
# `extractor_index`: the source is a building, already addressable that way.
|
|
const TRANSPORTER_TO_BUILDING_PICKUP: String = "to_building_pickup"
|
|
const TRANSPORTER_TO_MOTHERSHIP_FROM_BUILDING: String = "building_to_mothership"
|
|
|
|
var transporters: Array = []
|
|
|
|
|
|
func hub_capacity() -> int:
|
|
# Per hub.
|
|
var n: int = BASE_HUB_CAPACITY
|
|
for id in unlocked:
|
|
n += int(skill_node(id).get("hub_bonus", 0))
|
|
return n
|
|
|
|
|
|
func hub_count() -> int:
|
|
var n: int = 0
|
|
for b in buildings:
|
|
if building_has_capability(b, "transport_hub"):
|
|
n += 1
|
|
return n
|
|
|
|
|
|
func _add_hub_transporter(hub: Dictionary) -> void:
|
|
transporters.append({
|
|
"hub_id": int(hub.id), "state": TRANSPORTER_IDLE, "target_id": 0,
|
|
"extractor_index": -1, "carrying": 0, "resource_type": RESOURCE_ORE,
|
|
"progress": 1.0, "from": hub.position, "to": hub.position,
|
|
})
|
|
|
|
|
|
func _provision_hub_transporters(hub: Dictionary) -> void:
|
|
var stationed: int = 0
|
|
for transporter in transporters:
|
|
if int(transporter.get("hub_id", 0)) == int(hub.id):
|
|
stationed += 1
|
|
while stationed < hub_capacity():
|
|
_add_hub_transporter(hub)
|
|
stationed += 1
|
|
|
|
|
|
func _sync_hub_transporters() -> void:
|
|
for hub in buildings:
|
|
if building_has_capability(hub, "transport_hub"):
|
|
_provision_hub_transporters(hub)
|
|
|
|
|
|
func transporter_position(t: Dictionary) -> Vector2:
|
|
return (t.from as Vector2).lerp(t.to as Vector2, clampf(t.progress, 0.0, 1.0))
|
|
|
|
|
|
func _hub_position(hub_id: int) -> Variant:
|
|
var hub: Dictionary = find_building(hub_id)
|
|
return null if hub.is_empty() else hub.position
|
|
|
|
|
|
func _begin_leg(t: Dictionary, from: Vector2, to: Vector2, state: String) -> void:
|
|
t.from = from
|
|
t.to = to
|
|
t.state = state
|
|
t.progress = 0.0
|
|
|
|
|
|
func _transporter_inbound_to(building_id: int) -> bool:
|
|
# Delivery-purpose states only (#54): a building can have BOTH a
|
|
# transporter delivering it something (gas, for a burner) and a
|
|
# separate one collecting something from it (energy) at once, since
|
|
# they are two different transporters and two different legs. Matching
|
|
# on target_id alone, regardless of state, would make either purpose
|
|
# block the other from ever being dispatched to the same building.
|
|
for t in transporters:
|
|
if (t.state == TRANSPORTER_TO_MOTHERSHIP or t.state == TRANSPORTER_TO_BUILDING) \
|
|
and int(t.target_id) == building_id:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _transporter_inbound_for_pickup(building_id: int) -> bool:
|
|
for t in transporters:
|
|
if (t.state == TRANSPORTER_TO_BUILDING_PICKUP or t.state == TRANSPORTER_TO_MOTHERSHIP_FROM_BUILDING) \
|
|
and int(t.target_id) == building_id:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _transporter_inbound_to_extractor(index: int) -> bool:
|
|
for t in transporters:
|
|
if t.state == TRANSPORTER_TO_EXTRACTOR \
|
|
or t.state == TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR:
|
|
if int(t.get("extractor_index", -1)) == index:
|
|
return true
|
|
return false
|
|
|
|
|
|
func _dispatch_transporters() -> void:
|
|
var mothership: Variant = get_mothership_position()
|
|
if mothership == null:
|
|
return # nowhere to load from
|
|
# Supply already-queued production and research before collecting passive
|
|
# extractor output. Extractors can refill forever, so servicing them first
|
|
# can otherwise consume every transporter each time one becomes idle and
|
|
# permanently starve a partly supplied order.
|
|
for b in buildings:
|
|
var needed_resource := ""
|
|
for resource_type in resource_types():
|
|
var need: int = building_requested_resource(int(b.id), resource_type)
|
|
if need > 0 and bank_inventory.amount(resource_type) > 0:
|
|
needed_resource = resource_type
|
|
break
|
|
if needed_resource == "":
|
|
continue
|
|
# One at a time per building: without this every idle transporter
|
|
# would be sent after the same shortfall and they would all arrive
|
|
# carrying resources nobody needs any more.
|
|
if _transporter_inbound_to(int(b.id)):
|
|
continue
|
|
var chosen: Dictionary = {}
|
|
var best_d: float = INF
|
|
for t in transporters:
|
|
if t.state != TRANSPORTER_IDLE:
|
|
continue
|
|
var here: Vector2 = transporter_position(t)
|
|
var d: float = here.distance_squared_to(b.position)
|
|
if d < best_d:
|
|
best_d = d
|
|
chosen = t
|
|
if chosen.is_empty():
|
|
return # every transporter is busy
|
|
chosen.target_id = int(b.id)
|
|
chosen.resource_type = needed_resource
|
|
_begin_leg(chosen, transporter_position(chosen), mothership, TRANSPORTER_TO_MOTHERSHIP)
|
|
|
|
# A distant extractor is worth visiting only once it has a full hold ready.
|
|
# This keeps the transporter system meaningful: mining is local until a
|
|
# vessel physically carries a researched-sized load home.
|
|
var load: int = transporter_load_limit()
|
|
for i in range(extractors.size()):
|
|
var extractor: Dictionary = extractors[i]
|
|
var resource_id: String = String(extractor.get("resource_type", RESOURCE_ORE))
|
|
if _extractor_inventory(extractor).amount(resource_id) < load or _transporter_inbound_to_extractor(i):
|
|
continue
|
|
var chosen_extractor: Dictionary = {}
|
|
var best_extractor_distance: float = INF
|
|
for t in transporters:
|
|
if t.state != TRANSPORTER_IDLE:
|
|
continue
|
|
var d: float = transporter_position(t).distance_squared_to(extractor.position)
|
|
if d < best_extractor_distance:
|
|
best_extractor_distance = d
|
|
chosen_extractor = t
|
|
if chosen_extractor.is_empty():
|
|
return
|
|
chosen_extractor.extractor_index = i
|
|
chosen_extractor.resource_type = resource_id
|
|
chosen_extractor.target_id = 0
|
|
_begin_leg(chosen_extractor, transporter_position(chosen_extractor), extractor.position,
|
|
TRANSPORTER_TO_EXTRACTOR)
|
|
|
|
# Collect building outputs last: queued deliveries and extractor collection
|
|
# both outrank resources that are merely ready for pickup.
|
|
for b in buildings:
|
|
var pickup_resource: String = _collectable_building_resource(b, load)
|
|
if pickup_resource == "" or _transporter_inbound_for_pickup(int(b.id)):
|
|
continue
|
|
var chosen_pickup: Dictionary = {}
|
|
var best_pickup_distance: float = INF
|
|
for t in transporters:
|
|
if t.state != TRANSPORTER_IDLE:
|
|
continue
|
|
var d: float = transporter_position(t).distance_squared_to(b.position)
|
|
if d < best_pickup_distance:
|
|
best_pickup_distance = d
|
|
chosen_pickup = t
|
|
if chosen_pickup.is_empty():
|
|
return
|
|
chosen_pickup.target_id = int(b.id)
|
|
chosen_pickup.resource_type = pickup_resource
|
|
chosen_pickup.extractor_index = -1
|
|
_begin_leg(chosen_pickup, transporter_position(chosen_pickup), b.position,
|
|
TRANSPORTER_TO_BUILDING_PICKUP)
|
|
|
|
|
|
func _advance_transporters(delta: float) -> void:
|
|
_sync_hub_transporters()
|
|
if transporters.is_empty():
|
|
return
|
|
_dispatch_transporters()
|
|
for t in transporters:
|
|
if t.state == TRANSPORTER_IDLE:
|
|
continue
|
|
var distance: float = (t.from as Vector2).distance_to(t.to as Vector2)
|
|
var leg: float = maxf(distance / transporter_speed(), 0.0001)
|
|
t.progress += delta / leg
|
|
if t.progress < 1.0:
|
|
continue
|
|
t.progress = 1.0
|
|
_arrive(t)
|
|
|
|
|
|
func _arrive(t: Dictionary) -> void:
|
|
var here: Vector2 = t.to
|
|
var hub_pos: Variant = _hub_position(int(t.hub_id))
|
|
match t.state:
|
|
TRANSPORTER_TO_MOTHERSHIP:
|
|
var target: Dictionary = find_building(int(t.target_id))
|
|
var resource_type: String = String(t.get("resource_type", RESOURCE_ORE))
|
|
var want: int = building_requested_resource(int(t.target_id), resource_type)
|
|
var take: int = mini(mini(want, bank_inventory.amount(resource_type)), transporter_load_limit())
|
|
if take <= 0 or target.is_empty():
|
|
# Nothing to carry, or the building is gone. Go home empty.
|
|
t.target_id = 0
|
|
_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
|
|
return
|
|
bank_inventory.withdraw(resource_type, take)
|
|
t.carrying = take
|
|
_begin_leg(t, here, target.position, TRANSPORTER_TO_BUILDING)
|
|
TRANSPORTER_TO_BUILDING:
|
|
# The cargo moves at exactly the moment the vessel arrives.
|
|
var resource_type: String = String(t.get("resource_type", RESOURCE_ORE))
|
|
if deposit_resource_to_building(int(t.target_id), resource_type, int(t.carrying)) <= 0:
|
|
# Building demolished in transit - put the cargo back rather
|
|
# than quietly destroying it.
|
|
bank_inventory.deposit(resource_type, int(t.carrying))
|
|
t.carrying = 0
|
|
t.target_id = 0
|
|
_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
|
|
TRANSPORTER_TO_EXTRACTOR:
|
|
var extractor_index: int = int(t.get("extractor_index", -1))
|
|
if extractor_index < 0 or extractor_index >= extractors.size():
|
|
_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
|
|
return
|
|
var extractor: Dictionary = extractors[extractor_index]
|
|
var load: int = transporter_load_limit()
|
|
var resource_id: String = String(extractor.get("resource_type", RESOURCE_ORE))
|
|
var extractor_inventory: RefCounted = _extractor_inventory(extractor)
|
|
if extractor_inventory.amount(resource_id) < load:
|
|
t.extractor_index = -1
|
|
_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
|
|
return
|
|
extractor_inventory.withdraw(resource_id, load)
|
|
t.carrying = load
|
|
t.resource_type = resource_id
|
|
_begin_leg(t, here, get_mothership_position(), TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR)
|
|
TRANSPORTER_TO_MOTHERSHIP_FROM_EXTRACTOR:
|
|
# Bank only on arrival; cargo retains the extractor's resource type.
|
|
bank_inventory.deposit(String(t.get("resource_type", RESOURCE_ORE)), int(t.carrying))
|
|
t.carrying = 0
|
|
t.extractor_index = -1
|
|
_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
|
|
TRANSPORTER_TO_BUILDING_PICKUP:
|
|
var source: Dictionary = find_building(int(t.target_id))
|
|
var resource_type: String = String(t.get("resource_type", RESOURCE_ENERGY))
|
|
var take: int = 0 if source.is_empty() \
|
|
else mini(building_resource(int(t.target_id), resource_type), transporter_load_limit())
|
|
if take <= 0 or source.is_empty():
|
|
t.target_id = 0
|
|
_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
|
|
return
|
|
_inventory_for_record(source).withdraw(resource_type, take)
|
|
t.carrying = take
|
|
_begin_leg(t, here, get_mothership_position(), TRANSPORTER_TO_MOTHERSHIP_FROM_BUILDING)
|
|
TRANSPORTER_TO_MOTHERSHIP_FROM_BUILDING:
|
|
bank_inventory.deposit(String(t.get("resource_type", RESOURCE_ENERGY)), int(t.carrying))
|
|
t.carrying = 0
|
|
t.target_id = 0
|
|
_begin_leg(t, here, hub_pos if hub_pos != null else here, TRANSPORTER_RETURNING)
|
|
TRANSPORTER_RETURNING:
|
|
t.state = TRANSPORTER_IDLE
|
|
t.progress = 1.0
|
|
|
|
|
|
# --- paying for things ------------------------------------------------------
|
|
#
|
|
# EVERY payment draws on the bank AND on what the ships are carrying. The
|
|
# player can already move resources between the two by hand at any building
|
|
# that takes them, so refusing a purchase that a couple of taps would have
|
|
# made affordable was pure ceremony.
|
|
#
|
|
# In one case it was worse than ceremony. A fresh game starts with an empty
|
|
# bank, ore is mined into the fleet hold, and the only way to bank it is to
|
|
# deliver it to a mothership - so charging construction to the bank alone
|
|
# made the first mothership cost ore that could not yet exist. Mine forever,
|
|
# build nothing.
|
|
#
|
|
# Bank first, hold second. The hold is also the fleet's mining capacity, so
|
|
# leaving it as full as possible means the next trip out can still carry
|
|
# something back.
|
|
#
|
|
# The one deliberate exception is AMMO - see AimedFleetAbilityController,
|
|
# which checks fleet_resource() directly. A gas bomb is fired from what the
|
|
# ships are physically carrying; that is a fact about where the matter is,
|
|
# not a convenience about where the money is.
|
|
|
|
|
|
func available_resource(resource_type: String) -> int:
|
|
return bank_inventory.amount(resource_type) + fleet_inventory.amount(resource_type)
|
|
|
|
|
|
func available_ore() -> int:
|
|
return available_resource(RESOURCE_ORE)
|
|
|
|
|
|
func can_afford(cost: int) -> bool:
|
|
return available_ore() >= cost
|
|
|
|
|
|
func can_afford_resources(costs: Dictionary) -> bool:
|
|
for resource_type in costs:
|
|
if available_resource(String(resource_type)) < int(costs[resource_type]):
|
|
return false
|
|
return true
|
|
|
|
|
|
func spend(cost: int) -> bool:
|
|
return spend_resources({RESOURCE_ORE: cost})
|
|
|
|
|
|
func spend_resources(costs: Dictionary) -> bool:
|
|
# Affordability is settled in full BEFORE anything is taken. Charging for
|
|
# part of a purchase that then fails is worse than refusing it, and with
|
|
# several resource types in one price that is a real possibility rather
|
|
# than a theoretical one.
|
|
if not can_afford_resources(costs):
|
|
return false
|
|
for resource_type in costs:
|
|
var id: String = String(resource_type)
|
|
var owed: int = int(costs[resource_type])
|
|
owed -= bank_inventory.withdraw(id, owed)
|
|
if owed > 0:
|
|
fleet_inventory.withdraw(id, owed)
|
|
return true
|