spaceship/BuildingField.gd

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GDScript3
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extends Node2D
# Rebuilds every player-placed structure from GameState when the space
# scene loads, and answers "is the fleet standing on one?".
#
# Buildings live in GameState rather than in the scene because Main.tscn is
# torn down and recreated on every trip to a planet's surface - anything
# kept only as a node would be lost on the first landing.
@onready var fleet: Node2D = get_node("../Fleet")
var building_scene: PackedScene = preload("res://Building.tscn")
var spawned: Array = []
# Nothing happens here per frame any more. Arriving at the mothership used to
# bank the fleet's hold automatically (#14), edge-triggered so that ore
# withdrawn while parked was not instantly taken back. #24 removes it
# entirely: unloading is now an explicit move in the transfer menu, in both
# directions and at every building, so an automatic one-way exception at the
# mothership was the odd case out - and it silently overrode a player who had
# just loaded the hold in order to carry ore somewhere else.
func _ready() -> void:
rebuild_all()
func rebuild_all() -> void:
for b in spawned:
if is_instance_valid(b):
b.queue_free()
spawned.clear()
for record in GameState.buildings:
_spawn(record)
func place(type: String, at_position: Vector2) -> void:
GameState.add_building(type, at_position)
_spawn(GameState.buildings[-1])
func get_building_fleet_is_on() -> Node2D:
var centre: Vector2 = fleet.get_centroid()
for b in spawned:
if is_instance_valid(b) and b.position.distance_to(centre) <= b.interact_radius:
return b
return null
func _spawn(record: Dictionary) -> void:
var b: Node2D = building_scene.instantiate()
b.position = record.position
b.definition_id = record.type
b.building_id = int(record.get("id", 0))
# Deferred for the same reason as the other field spawners: this can run
# from inside a parent's _ready() chain, where a direct add_child() is
# rejected while the tree is still setting up children.
get_parent().add_child.call_deferred(b)
spawned.append(b)