#105 shipped with interceptors as the only garrisonable vessel, and the reason was a design fault rather than a decision: firing the laser and the gas bomb lived in the player's fleet controllers, so a stationed laser would have held its position and never shot. The shot is now a thing in the world rather than something a controller draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam and ArtilleryShell already had on the enemy side - and they outlive the vessel that fired them. Above them sits one seam, on VesselCooldownFillComponent: ability_range(), ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a bomb are now the same shape of thing to whoever pulls the trigger, so the garrison AI never names an ability - the test asserts that literally, by reading the AI's own source. A third armed vessel needs to implement the seam and nothing else. Ammunition is the CALLER's business, deliberately: the fleet spends from its hold, a garrison from its outpost's store, and neither concern belongs in the component. A garrison with an empty magazine holds fire rather than falling back on the fleet's hold. Outpost storage: 50 gas per stationed bomber and 50 energy per stationed laser, off the VESSEL definitions, so an outpost never learns which vessel needs what. It is a capacity, not a stock - hub transporters fill it exactly as they fill a gas burner's buffer, because building_logistics_deficit now takes the larger of the definition's static buffer and the garrison's magazine. Every other resource is capped at zero: an outpost is not a depot, and ore parked at one has nothing to do there and no transporter coming for it. Also restores two properties the Godot editor dropped from GasBurnerBuildingDefinition.tres when it re-saved the file: collected_outputs and capabilities. Without the first, nothing ever collects the burner's energy - test_gas_burner caught it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
41 lines
1.2 KiB
GDScript
41 lines
1.2 KiB
GDScript
class_name VesselGasBomberComponent
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extends "res://vessels/VesselCooldownFillComponent.gd"
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var capability_id := "gas_bomber"
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const READY_COLOR := Color(1.0, 0.25, 0.78)
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const COOLING_COLOR := Color(0.38, 0.16, 0.32)
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func _init() -> void:
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cooldown_duration = 5.0
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const BOMB_EFFECT = preload("res://vfx/GasBombEffect.gd")
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const GAS_PER_SHOT: int = 5
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const MAX_RANGE: float = 950.0
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const BLAST_DAMAGE: int = 3
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const SHOT_COOLDOWN: float = 5.0
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func ability_range() -> float: return MAX_RANGE
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func ability_ammo_resource() -> String: return GameState.RESOURCE_GAS
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func ability_ammo_cost() -> int: return GAS_PER_SHOT
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func ability_cooldown() -> float: return SHOT_COOLDOWN
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func fire_ability(world: Node, origin: Vector2, at: Vector2) -> bool:
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if not consume_shot(SHOT_COOLDOWN):
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return false
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# Unlike the beam, the bomb goes to the POINT it was aimed at, and it has
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# to travel there - which is what makes it dodgeable.
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BOMB_EFFECT.launch(world, origin, at, BLAST_DAMAGE)
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return true
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func consume_shot(duration: float) -> bool:
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return _begin_cooldown(duration)
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func _ready_color() -> Color: return READY_COLOR
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func _cooling_color() -> Color: return COOLING_COLOR
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