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>
59 lines
1.9 KiB
GDScript
59 lines
1.9 KiB
GDScript
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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