class_name PlanetSetupHost extends Node2D # Instantiates the contents of a PlanetSetup onto a landed surface: one # CapturePoint per authored point - registering/restoring conquest progress # through GameState so re-landing on a partly-taken planet keeps its # progress - and one enemy per authored spawn. const CAPTURE_POINT_SCENE: PackedScene = preload("res://CapturePoint.tscn") const ENEMY_SCENE: PackedScene = preload("res://Enemy.tscn") var setup: Resource func apply_setup(new_setup: Resource) -> void: setup = new_setup for child in get_children(): child.queue_free() if setup == null: return GameState.register_capture_points(GameState.planet_id, setup.capture_points.size(), GameState.planet_definition_id) for i in range(setup.capture_points.size()): _add_capture_point(i, setup.capture_points[i]) for spawn in setup.enemy_spawns: _add_enemy(spawn) func _add_capture_point(index: int, at: Vector2) -> void: var point: Node = CAPTURE_POINT_SCENE.instantiate() point.point_index = index point.position = at add_child(point) if GameState.is_point_captured(GameState.planet_id, index): point.mark_captured() func _add_enemy(spawn: Resource) -> void: var enemy: Node = ENEMY_SCENE.instantiate() enemy.enemy_id = spawn.enemy_id enemy.position = spawn.position add_child(enemy)