#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>
53 lines
1.7 KiB
GDScript
53 lines
1.7 KiB
GDScript
class_name VesselLaserComponent
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extends "res://vessels/VesselCooldownFillComponent.gd"
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var capability_id := "laser"
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var damage: int = 2
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var beam_range: float = 950.0
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const READY_COLOR := Color(0.3, 0.9, 1.0)
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const COOLING_COLOR := Color(0.08, 0.28, 0.34)
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func _init() -> void:
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cooldown_duration = 4.0
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func apply_stats() -> void:
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var ship: Node = get_parent()
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var state: Node = ship.get_tree().root.get_node("GameState")
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damage = int(state.vessel_stat(ship.vessel_type, "damage"))
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beam_range = state.vessel_stat(ship.vessel_type, "beam_range")
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cooldown_duration = state.vessel_stat(ship.vessel_type, "beam_cooldown")
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queue_redraw()
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# #90/#103 follow-up: the beam is a LaserBeamEffect in the world, not
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# something the fleet's controller draws. See the class comment there.
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const BEAM_EFFECT = preload("res://vfx/LaserBeamEffect.gd")
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# What one shot costs, and how much a garrisoned laser keeps beside it. Data
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# on the component rather than in the controller: a garrison spends the same
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# ammunition through a different trigger.
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const ENERGY_PER_SHOT: int = 8
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func ability_range() -> float: return beam_range
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func ability_ammo_resource() -> String: return GameState.RESOURCE_ENERGY
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func ability_ammo_cost() -> int: return ENERGY_PER_SHOT
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func fire_ability(world: Node, origin: Vector2, at: Vector2) -> bool:
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if not consume_shot():
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return false
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var direction: Vector2 = at - origin
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# A beam always reaches full range; the aim chooses its direction only.
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BEAM_EFFECT.fire(world, origin, direction, beam_range, damage)
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return true
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func consume_shot() -> bool:
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return _begin_cooldown(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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