#77 - the Distorder becomes the Energy Propulser. Renamed everywhere the player reads it, reskinned to match: a symmetric hull flaring into an engine skirt instead of the lopsided warped lump, an engine bell with a thrust plume instead of the wobbling ring glyph, and energy's own yellow instead of purple, since energy is what it burns. The internal id stays "distorder" - it is the capability string, the unlock key and the component scene name, and renaming the wiring would be a large mechanical change with no player-visible effect. Its speed ceiling now grows with the LOGARITHM of how many fly. Each one used to add a flat 1.0, so a fleet that could afford six simply drove at six times cruise and the vessel stopped being a choice. Base-2 makes the rule one sentence - every doubling adds another 1.0 - and leaves two propulsers worth exactly what they were worth before, so nothing already built is devalued. #78 - a gas burner can be paused. It converts gas the player may want for bombs into energy they may not need yet, and the only way to stop it was to demolish it. The action is data-driven like every other: the visual's ActionProvider lists "pause", and any converter can adopt it. Pause is the burner's PRIMARY action, so it is one tap rather than a menu; the button shows what it will DO, bars while running and a play triangle while stopped; and the building itself goes visibly cold, because a paused building that looked identical to a running one would be a setting to remember rather than see. Conversion progress is left where it was rather than reset, so switching off and on again does not discard a part-finished unit. #79 - picking something up says so. A "+N" with the resource's own mark rises and fades where it happened. Built from the SAME glyph the resource tables and transfer rows use, so a material added to the catalog later cannot end up with one mark in the HUD and a different one in the world. A pickup a full hold REFUSES raises nothing. Two Godot traps cost real time here and are now written down where the next person will hit them: - a `#` comment inside a .tres [resource] block is not a comment. It parses as part of the preceding value and silently blanks the property after it. One in DistorderVesselDefinition.tres left definition_id empty, which surfaced as "<blank> did not resolve its definition" in a test far from the edit. The note lives in VesselDefinition.gd now. - a global class_name is not reliably resolvable, INCLUDING a script's own inside its own static function. ResourcePickupVFX.new() failed to compile when reached through a preview scene, taking Rock and the gas vents with it. It has no class_name now and constructs itself by path. Suite 114/114. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
45 lines
1.6 KiB
GDScript
45 lines
1.6 KiB
GDScript
extends "res://BuildingVisualBase.gd"
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# Drawn once, not per frame - the burner has no animation. It does have two
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# LOOKS though (#78): lit while it is converting, cold while the player has
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# paused it. A one-shot draw plus a redraw on the state signal keeps that free.
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#
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# GameState is reached through the tree rather than by its global autoload
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# name. This script is compiled as part of a preload chain from
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# BuildingDefinitions, which can happen before autoloads are registered - a
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# bare `GameState` reference here failed to compile outright, taking the whole
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# visual with it. Same hazard PlanetSetups and PlanetSurfaceController already
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# work around, and the same fix.
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func _state() -> Node:
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return get_tree().root.get_node_or_null("GameState")
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func _ready() -> void:
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set_process(false)
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var state: Node = _state()
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if state != null:
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state.building_paused_changed.connect(_on_building_paused_changed)
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queue_redraw()
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func _on_building_paused_changed(id: int, _paused: bool) -> void:
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if id == _own_building_id():
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queue_redraw()
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# The visual sits under Building/VisualHost, so its owner is two levels up.
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# Asked for rather than stored, because the visual is instantiated before the
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# Building node has finished setting its own id.
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func _own_building_id() -> int:
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var host: Node = get_parent()
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var building: Node = host.get_parent() if host != null else null
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return int(building.building_id) if building != null and "building_id" in building else 0
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func _draw() -> void:
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register_draw()
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var state: Node = _state()
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var paused: bool = state != null and state.is_building_paused(_own_building_id())
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_draw_gas_burner_static(self, paused)
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