spaceship/vessels/VesselDefinitions.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

37 lines
1.3 KiB
GDScript

class_name VesselDefinitions
extends RefCounted
const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter", "carrier", "laser", "distorder", "repair_drone"]
const DEFINITIONS: Dictionary = {
"interceptor": preload("res://vessels/InterceptorVesselDefinition.tres"),
"shield": preload("res://vessels/ShieldVesselDefinition.tres"),
"gas_bomber": preload("res://vessels/GasBomberVesselDefinition.tres"),
"transporter": preload("res://vessels/TransporterVesselDefinition.tres"),
"carrier": preload("res://vessels/CarrierVesselDefinition.tres"),
"laser": preload("res://vessels/LaserVesselDefinition.tres"),
"distorder": preload("res://vessels/DistorderVesselDefinition.tres"),
"repair_drone": preload("res://vessels/RepairDroneVesselDefinition.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
static func fleet() -> Array:
var result: Array = []
for definition in all():
if definition.fleet_eligible:
result.append(definition)
return result
static func with_capability(capability: String) -> Resource:
for definition in all():
if definition.has_capability(capability):
return definition
return null