#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>
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11 changed files with 193 additions and 2 deletions
40
logistics/RepairDrone.gd
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logistics/RepairDrone.gd
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extends Node2D
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# #116: purely visual - a repair drone on its way out to a damaged structure
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# or back to its workshop. Carries no state of its own; GameState owns the
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# simulation and RepairDroneField creates, positions and frees this to match.
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const HULL_COLOR: Color = Color(0.5, 0.95, 0.8)
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var laden: bool = false
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func _ready() -> void:
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add_to_group("repair_drones")
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# #91: behind the fleet, like every other piece of ground furniture.
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z_index = -1
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queue_redraw()
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func set_laden(value: bool) -> void:
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if laden == value:
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return
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laden = value
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queue_redraw()
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func _draw() -> void:
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# Small and blunt, with a tool arm out front, in the workshop's own
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# green-teal: it should read as a tender belonging to a building rather
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# than as a fleet vessel or a hub's magenta hauler.
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var hull: PackedVector2Array = PackedVector2Array([
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Vector2(0, -11), Vector2(8, -3), Vector2(6, 10), Vector2(-6, 10), Vector2(-8, -3),
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])
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NeonDraw.draw_glowing_polygon(self, hull, HULL_COLOR, 1.0)
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NeonDraw.draw_glowing_line(self, Vector2(0, -11), Vector2(0, -18), HULL_COLOR, 0.9, 0.35)
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NeonDraw.draw_glowing_line(self, Vector2(-5, -18), Vector2(5, -18), HULL_COLOR, 0.9, 0.35)
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if laden:
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# The load it is carrying out, in ore's own colour so it reads as
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# material rather than as a light on the hull.
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NeonDraw.draw_glowing_circle(self, Vector2(0, 3), 5.0,
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GameState.resource_color(GameState.RESOURCE_ORE), 1.0)
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6
logistics/RepairDrone.tscn
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logistics/RepairDrone.tscn
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://logistics/RepairDrone.gd" id="1"]
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[node name="RepairDrone" type="Node2D"]
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script = ExtResource("1")
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59
logistics/RepairDroneField.gd
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logistics/RepairDroneField.gd
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extends Node2D
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# #116: draws the repair drones GameState is simulating, and only while they
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# are somewhere the player could see them.
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#
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# Same arrangement as TransporterField, and for the same reason: the
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# simulation is authoritative and the visuals are optional, so a repair run
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# happening far away costs nothing but still puts the building back together.
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# Position comes from the very same `progress` that decides when the repair
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# actually lands.
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@export var visible_radius: float = 2600.0
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@onready var fleet: Node2D = get_node("../Fleet")
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var drone_scene: PackedScene = preload("res://logistics/RepairDrone.tscn")
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# index into GameState.repair_drones -> live node
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var active: Dictionary = {}
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func _process(_delta: float) -> void:
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var centre: Vector2 = fleet.get_centroid()
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for i in range(GameState.repair_drones.size()):
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var drone: Dictionary = GameState.repair_drones[i]
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# An idle drone is parked inside its workshop's own art; drawing it
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# there adds a dot sitting on a building rather than a vessel doing
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# something.
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if String(drone.state) == GameState.DRONE_IDLE:
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_despawn(i)
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continue
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var pos: Vector2 = GameState.repair_drone_position(drone)
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if pos.distance_to(centre) > visible_radius:
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_despawn(i)
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continue
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var node: Node2D = active.get(i)
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if node == null or not is_instance_valid(node):
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node = drone_scene.instantiate()
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get_parent().add_child(node)
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active[i] = node
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var previous: Vector2 = node.position
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node.position = pos
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node.set_laden(int(drone.carrying) > 0)
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var travel: Vector2 = pos - previous
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if travel.length() > 0.5:
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node.rotation = travel.angle() + PI / 2.0
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for key in active.keys():
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if key >= GameState.repair_drones.size():
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_despawn(key)
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func _despawn(index: int) -> void:
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var node: Node2D = active.get(index)
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if node != null and is_instance_valid(node):
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node.queue_free()
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active.erase(index)
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