50 lines
1.4 KiB
GDScript3
50 lines
1.4 KiB
GDScript3
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extends Node2D
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# Rebuilds every player-placed structure from GameState when the space
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# scene loads, and answers "is the fleet standing on one?".
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#
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# Buildings live in GameState rather than in the scene because Main.tscn is
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# torn down and recreated on every trip to a planet's surface - anything
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# kept only as a node would be lost on the first landing.
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@onready var fleet: Node2D = get_node("../Fleet")
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var building_scene: PackedScene = preload("res://Building.tscn")
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var spawned: Array = []
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func _ready() -> void:
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rebuild_all()
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func rebuild_all() -> void:
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for b in spawned:
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if is_instance_valid(b):
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b.queue_free()
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spawned.clear()
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for record in GameState.buildings:
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_spawn(record)
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func place(type: String, at_position: Vector2) -> void:
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GameState.add_building(type, at_position)
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_spawn(GameState.buildings[-1])
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func get_building_fleet_is_on() -> Node2D:
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var centre: Vector2 = fleet.get_centroid()
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for b in spawned:
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if is_instance_valid(b) and b.position.distance_to(centre) <= b.interact_radius:
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return b
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return null
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func _spawn(record: Dictionary) -> void:
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var b: Node2D = building_scene.instantiate()
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b.position = record.position
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b.building_type = record.type
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# Deferred for the same reason as the other field spawners: this can run
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# from inside a parent's _ready() chain, where a direct add_child() is
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# rejected while the tree is still setting up children.
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get_parent().add_child.call_deferred(b)
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spawned.append(b)
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