Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
57 lines
1.9 KiB
GDScript
57 lines
1.9 KiB
GDScript
extends Node2D
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# Draws each extractor's hauler ONLY while it is somewhere the player could
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# see it, and rebuilds it from GameState every frame.
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#
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# The point is that the visuals are optional. GameState simulates the round
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# trip and pays out on arrival regardless of what exists in the scene, so a
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# route far from the player costs nothing but still earns - while flying
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# between a planet and the mothership shows the hauler making the run,
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# positioned from the very same `progress` value that triggers the payout.
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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 hauler_scene: PackedScene = preload("res://logistics/Hauler.tscn")
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# extractor index -> live Hauler 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.extractors.size()):
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var extractor: Dictionary = GameState.extractors[i]
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var pos: Variant = GameState.get_hauler_position(extractor)
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# No mothership means no route, so nothing to show.
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if pos == null or pos.distance_to(centre) > visible_radius:
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_despawn(i)
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continue
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var hauler: Node2D = active.get(i)
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if hauler == null or not is_instance_valid(hauler):
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hauler = hauler_scene.instantiate()
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get_parent().add_child(hauler)
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active[i] = hauler
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var previous: Vector2 = hauler.position
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hauler.position = pos
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# Laden on the outbound leg, empty on the way back.
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hauler.set_laden(extractor.progress <= GameState.HAULER_ARRIVAL)
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var travel: Vector2 = pos - previous
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if travel.length() > 0.5:
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hauler.rotation = travel.angle() + PI / 2.0
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# Drop visuals for extractors that no longer exist.
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for key in active.keys():
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if key >= GameState.extractors.size():
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_despawn(key)
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func _despawn(index: int) -> void:
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var hauler: Node2D = active.get(index)
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if hauler != null and is_instance_valid(hauler):
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hauler.queue_free()
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active.erase(index)
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