spaceship/vessels/VesselDefinition.gd
2026-08-31 15:23:25 +02:00

54 lines
2.5 KiB
GDScript

class_name VesselDefinition
extends Resource
# The stable internal key: capability strings, unlock ids in vessel_levels,
# component scene names and every test refer to a vessel by this, NOT by
# display_name. The two are deliberately allowed to diverge - #77 renamed the
# "distorder" to the Energy Propulser purely in what the player sees, and
# nothing underneath had to be migrated for it.
#
# Note for editors of the .tres files themselves: Godot's resource format does
# NOT accept `#` comments inside a [resource] block. One added there parses as
# part of the preceding value and silently blanks the property after it, which
# presents as "<blank> did not resolve its definition" a long way from the
# edit. Comments about the data go here, in the script.
@export var definition_id: String
@export var display_name: String
@export_multiline var description: String
@export var build_cost: int
@export var build_resource_costs: Dictionary = {}
@export var build_time: float = 10.0
@export var icon: int = 2
@export var glow_color: Color = Color(0.25, 0.85, 1.0)
@export var hull_points: PackedVector2Array = PackedVector2Array([
Vector2(0, -22), Vector2(-14, 16), Vector2(14, 16),
])
@export var fleet_eligible: bool = false
# What one of these keeps beside it when stationed at an outpost, and which
# resource that is. Data here rather than a table in the outpost, so a new
# armed vessel brings its own magazine with it and the outpost never has to
# learn about it. 0 means it needs no ammunition to fight - the interceptor's
# gun is the case that does.
@export var garrison_ammo_resource: String = ""
@export var garrison_ammo_capacity: int = 0
# Do not add an explicit `= []` default here. Godot 4.7.1 can discard a
# PackedStringArray override while converting custom resources to binary .res.
@export var capabilities: PackedStringArray
@export var component_scenes: Array[PackedScene] = []
@export var base_stats: Dictionary = {}
@export var minimum_stats: Dictionary = {}
@export var upgrades: Array[Resource] = []
@export var unlock_id: String
@export var unlock_name: String
@export_multiline var unlock_description: String
@export var unlock_cost: int
@export var unlock_resource_costs: Dictionary = {}
# #63: spent from GameState.research_points, alongside unlock_resource_costs
# rather than instead of it. 0 (the default) means this unlock needs no
# research points at all.
@export var research_point_cost: int = 0
@export var unlock_icon: int = -1
func has_capability(capability: String) -> bool:
return capability in capabilities