extends Node2D # Draws each extractor's hauler ONLY while it is somewhere the player could # see it, and rebuilds it from GameState every frame. # # The point is that the visuals are optional. GameState simulates the round # trip and pays out on arrival regardless of what exists in the scene, so a # route far from the player costs nothing but still earns - while flying # between a planet and the mothership shows the hauler making the run, # positioned from the very same `progress` value that triggers the payout. @export var visible_radius: float = 2600.0 @onready var fleet: Node2D = get_node("../Fleet") var hauler_scene: PackedScene = preload("res://logistics/Hauler.tscn") # extractor index -> live Hauler node var active: Dictionary = {} func _process(_delta: float) -> void: var centre: Vector2 = fleet.get_centroid() for i in range(GameState.extractors.size()): var extractor: Dictionary = GameState.extractors[i] var pos: Variant = GameState.get_hauler_position(extractor) # No mothership means no route, so nothing to show. if pos == null or pos.distance_to(centre) > visible_radius: _despawn(i) continue var hauler: Node2D = active.get(i) if hauler == null or not is_instance_valid(hauler): hauler = hauler_scene.instantiate() get_parent().add_child(hauler) active[i] = hauler var previous: Vector2 = hauler.position hauler.position = pos # Laden on the outbound leg, empty on the way back. hauler.set_laden(extractor.progress <= GameState.HAULER_ARRIVAL) var travel: Vector2 = pos - previous if travel.length() > 0.5: hauler.rotation = travel.angle() + PI / 2.0 # Drop visuals for extractors that no longer exist. for key in active.keys(): if key >= GameState.extractors.size(): _despawn(key) func _despawn(index: int) -> void: var hauler: Node2D = active.get(index) if hauler != null and is_instance_valid(hauler): hauler.queue_free() active.erase(index)