An unarmed hauler with no weapon component - only VesselCargoComponent, so it structurally cannot fire, the same pattern that already made the shield vessel weaponless after #35. Its cargo_capacity (120, six interceptors' worth) makes it the first real payoff for #56's fleet hold cap. Wired into the crafter, hangar and ship lab menus, all of which were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel UI *nodes* are hand-placed (Main.tscn), not the logic, so this repacks those three button rows to 4/4/5 columns and extends BuildController's matching onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size (3 -> 4) now that a fourth vessel is fleet-eligible.
34 lines
1 KiB
GDScript
34 lines
1 KiB
GDScript
class_name VesselDefinitions
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extends RefCounted
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const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter", "carrier"]
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const DEFINITIONS: Dictionary = {
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"interceptor": preload("res://InterceptorVesselDefinition.tres"),
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"shield": preload("res://ShieldVesselDefinition.tres"),
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"gas_bomber": preload("res://GasBomberVesselDefinition.tres"),
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"transporter": preload("res://TransporterVesselDefinition.tres"),
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"carrier": preload("res://CarrierVesselDefinition.tres"),
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}
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static func get_definition(definition_id: String) -> Resource:
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return DEFINITIONS.get(definition_id)
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static func all() -> Array:
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var result: Array = []
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for definition_id in ORDER:
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result.append(DEFINITIONS[definition_id])
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return result
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static func fleet() -> Array:
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var result: Array = []
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for definition in all():
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if definition.fleet_eligible:
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result.append(definition)
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return result
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static func with_capability(capability: String) -> Resource:
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for definition in all():
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if definition.has_capability(capability):
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return definition
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return null
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