spaceship/buildings/BuildingDefinitions.gd
Loïc Wisniewski 0810c99f08 #116: the Spacial Workshop, and the drones that mend what waves break
Modelled on the transport hub, deliberately and closely: drones belong to a
workshop rather than to the player, are provisioned when it is built, are
never a production order, and are upgraded at a ship lab like any other
vessel. Anything that already knows how hub transporters behave knows how
these do, and Drone Bays raises the count at workshops already standing -
the same shape as Freight Yards and Garrison Bays.

What a repair COSTS is the one new idea. It is a share of the building's own
price, in proportion to how much of its health is gone: levelling a crafter
and rebuilding it costs its full price, and patching one up after a wave
costs a fraction, the fraction being the damage. The ore is spent when a
drone LEAVES, so two drones cannot be sent to the same wall and spend twice
for one load of repair, and a building demolished in transit sends its load
home rather than swallowing it.

"Required resources are sent to the spacial workshop": the workshop asks hub
logistics for the ore its outstanding repairs will need, exactly as a gas
burner asks for gas, because building_logistics_deficit now takes the larger
of the definition's static buffer and what the world actually demands. There
is a ceiling on that, so one badly-mauled base cannot pull the whole bank
into a single workshop and starve everything else.

Worst first: the structure closest to coming down is the one a repair is
worth most on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 21:59:51 +02:00

25 lines
1.3 KiB
GDScript

class_name BuildingDefinitions
extends RefCounted
const ORDER: PackedStringArray = ["mothership", "ship_crafter", "command_center", "outpost", "planning_center", "spacial_workshop", "extractor", "transport_hub", "ship_lab", "gas_burner"]
const DEFINITIONS: Dictionary = {
"mothership": preload("res://buildings/MothershipBuildingDefinition.tres"),
"ship_crafter": preload("res://buildings/CrafterBuildingDefinition.tres"),
"command_center": preload("res://buildings/CommandBuildingDefinition.tres"),
"outpost": preload("res://buildings/OutpostBuildingDefinition.tres"),
"planning_center": preload("res://buildings/PlanningBuildingDefinition.tres"),
"spacial_workshop": preload("res://buildings/WorkshopBuildingDefinition.tres"),
"extractor": preload("res://buildings/ExtractorBuildingDefinition.tres"),
"transport_hub": preload("res://buildings/TransportHubBuildingDefinition.tres"),
"ship_lab": preload("res://buildings/ShipLabBuildingDefinition.tres"),
"gas_burner": preload("res://buildings/GasBurnerBuildingDefinition.tres"),
}
static func get_definition(definition_id: String) -> Resource:
return DEFINITIONS.get(definition_id)
static func all() -> Array:
var result: Array = []
for definition_id in ORDER:
result.append(DEFINITIONS[definition_id])
return result