Fleet Offices sit behind a new Berth Authority doctrine. It costs ore and no research points, deliberately: points come only from conquering a planet, conquering needs a fleet, and the fleet caps at its opening hull until an office exists - so pricing the fleet's own gate in them would lock a player behind a fight that one vessel has to win first. The research unlocks the STRUCTURE; capacity is still the built, supplied thing #219 made it. The tree gains a sixth lane for it, so the branch that fleet size vacated is occupied again rather than reading as a hole. Also fixes a shape #216 exposed: a stationed transporter drew a hull written into its own script while a delivered one drew the definition's, and the transporter's definition declared none at all - so one in flight was an empty polygon. Both vessels now draw the definition, and a test pins that the two paths agree. The repair drone had the same fault, off by two units. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
46 lines
1.7 KiB
GDScript
46 lines
1.7 KiB
GDScript
extends Node2D
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# #116: purely visual - a repair drone on its way out to a damaged structure
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# or back to its workshop. Carries no state of its own; GameState owns the
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# simulation and RepairDroneField creates, positions and frees this to match.
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const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
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const HULL_COLOR: Color = Color(0.5, 0.95, 0.8)
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var laden: bool = false
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func _ready() -> void:
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add_to_group("repair_drones")
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# #91: behind the fleet, like every other piece of ground furniture.
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z_index = -1
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queue_redraw()
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func set_laden(value: bool) -> void:
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if laden == value:
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return
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laden = value
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queue_redraw()
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func _draw() -> void:
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# Small and blunt, with a tool arm out front, in the workshop's own
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# green-teal: it should read as a tender belonging to a building rather
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# than as a fleet vessel or a hub's magenta hauler.
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# From the DEFINITION, for the reason Transporter.gd records: #216 made
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# these fly out as ordinary deliveries, and a delivery draws the
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# definition's hull. Two copies meant two shapes for one vessel.
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NeonDraw.draw_glowing_polygon(self, _hull(), HULL_COLOR, 1.0)
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NeonDraw.draw_glowing_line(self, Vector2(0, -11), Vector2(0, -18), HULL_COLOR, 0.9, 0.35)
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NeonDraw.draw_glowing_line(self, Vector2(-5, -18), Vector2(5, -18), HULL_COLOR, 0.9, 0.35)
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if laden:
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# The load it is carrying out, in ore's own colour so it reads as
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# material rather than as a light on the hull.
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NeonDraw.draw_glowing_circle(self, Vector2(0, 3), 5.0,
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GameState.resource_color(GameState.RESOURCE_ORE), 1.0)
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func _hull() -> PackedVector2Array:
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var definition: Resource = VESSEL_DEFINITIONS.get_definition(GameState.REPAIR_DRONE)
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return PackedVector2Array() if definition == null else definition.hull_points
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