54 lines
2.5 KiB
GDScript
54 lines
2.5 KiB
GDScript
class_name VesselDefinition
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extends Resource
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# The stable internal key: capability strings, unlock ids in vessel_levels,
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# component scene names and every test refer to a vessel by this, NOT by
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# display_name. The two are deliberately allowed to diverge - #77 renamed the
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# "distorder" to the Energy Propulser purely in what the player sees, and
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# nothing underneath had to be migrated for it.
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#
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# Note for editors of the .tres files themselves: Godot's resource format does
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# NOT accept `#` comments inside a [resource] block. One added there parses as
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# part of the preceding value and silently blanks the property after it, which
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# presents as "<blank> did not resolve its definition" a long way from the
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# edit. Comments about the data go here, in the script.
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@export var definition_id: String
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@export var display_name: String
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@export_multiline var description: String
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@export var build_cost: int
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@export var build_resource_costs: Dictionary = {}
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@export var build_time: float = 10.0
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@export var icon: int = 2
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@export var glow_color: Color = Color(0.25, 0.85, 1.0)
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@export var hull_points: PackedVector2Array = PackedVector2Array([
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Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
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])
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@export var fleet_eligible: bool = false
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# What one of these keeps beside it when stationed at an outpost, and which
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# resource that is. Data here rather than a table in the outpost, so a new
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# armed vessel brings its own magazine with it and the outpost never has to
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# learn about it. 0 means it needs no ammunition to fight - the interceptor's
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# gun is the case that does.
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@export var garrison_ammo_resource: String = ""
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@export var garrison_ammo_capacity: int = 0
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# Do not add an explicit `= []` default here. Godot 4.7.1 can discard a
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# PackedStringArray override while converting custom resources to binary .res.
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@export var capabilities: PackedStringArray
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@export var component_scenes: Array[PackedScene] = []
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@export var base_stats: Dictionary = {}
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@export var minimum_stats: Dictionary = {}
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@export var upgrades: Array[Resource] = []
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@export var unlock_id: String
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@export var unlock_name: String
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@export_multiline var unlock_description: String
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@export var unlock_cost: int
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@export var unlock_resource_costs: Dictionary = {}
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# #63: spent from GameState.research_points, alongside unlock_resource_costs
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# rather than instead of it. 0 (the default) means this unlock needs no
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# research points at all.
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@export var research_point_cost: int = 0
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@export var unlock_icon: int = -1
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func has_capability(capability: String) -> bool:
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return capability in capabilities
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