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 Arriving at the mothership used to # bank the fleet's hold automatically (#14), edge-triggered so that ore # withdrawn while parked was not instantly taken back.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.building_type = 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)