spaceship/buildings/ExtractorBuildingDefinition.tres
Loïc Wisniewski c221584848 #99 (#97a): buildings have health, and can be destroyed
Nothing can attack a structure that cannot be hurt, so this is the floor the
rest of #97 stands on.

max_hp is per definition - an extractor bolted to a rock is not the
mothership - and the current value lives on the RECORD in GameState, not on
the Building node. Main.tscn is torn down and rebuilt on every trip to a
planet surface, so damage kept on a node would heal itself the moment the
player landed.

A record written before this carries no hp field at all. That reads as
undamaged rather than as zero, or an existing save would open on a field of
wrecks.

The mothership cannot be destroyed - it floors at 1hp. The bank, the hangar
and research all live there and a wiped fleet rebuilds there, so losing it
would be a soft-lock with no route back. Keyed on the "bank" capability
rather than on the type: whatever building holds the bank is the one that
cannot be lost.

Destroying a hub retires its transporters. Everything else keyed on a
building id already copes with the building being gone - a transporter
mid-delivery puts its cargo back rather than destroying it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 13:37:40 +02:00

17 lines
651 B
Text

[gd_resource type="Resource" script_class="BuildingDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://buildings/BuildingDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
definition_id = "extractor"
display_name = "Extractor"
description = "Mines resources into local storage for transport vessels to collect. It keeps extracting while you are away."
cost = 25
action_icon = 11
menu_icon = 11
capabilities = PackedStringArray("extraction")
map_color = Color(1, 0.85, 0.3, 1)
menu_button_name = "ExtractorButton"
menu_label_name = "ExtractorLabel"
menu_cost_name = "ExtractorCost"
placement_mode = "planet"
max_hp = 40