#216: transport hubs and spacial workshops no longer conjure their crews. Transporters and repair drones are ordered at a ship crafter, assigned per building through a new Station menu, flown out from the mothership hangar, and spent by the work they do - 20 runs, 12 repairs, counted where the run ENDS so nothing retires with cargo in the air or a building half repaired. A spent vessel is gone, so the structure is short again and the player has to build another. The menu shows what each one has left, worst first. Craftability needed its own flag: "the crafter can make it" and "it can take a berth in the fleet" stopped being the same question. #217: transporters crawl at 120 rather than 150, and a Burn Drive lets them carry energy and spend it to travel far faster. Fetching it is a leg of its own, to the nearest store that has any - so a refuelling transporter cannot be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged for it. Unresearched, nothing detours and nothing changes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
60 lines
2.9 KiB
GDScript
60 lines
2.9 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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# #216: orderable at a ship crafter without joining the fleet. Transporters
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# and repair drones used to appear with their building for nothing; they are
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# built now, and they staff a structure rather than flying with the player.
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# Separate from fleet_eligible because "the crafter can make it" and "it can
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# take a berth in the fleet" stopped being the same question.
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@export var support_craftable: 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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