spaceship/logistics/TransporterField.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
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>
2026-08-21 19:44:14 +02:00

51 lines
1.6 KiB
GDScript

extends Node2D
# Draws the transport vessels GameState is simulating, and only while they
# are somewhere the player could see them. Same arrangement as HaulerField,
# and for the same reason: the simulation is authoritative and the visuals
# are optional, so a run happening far away costs nothing but still moves
# ore. Position comes from the very same `progress` that decides when the
# ore actually changes hands.
@export var visible_radius: float = 2600.0
@onready var fleet: Node2D = get_node("../Fleet")
var transporter_scene: PackedScene = preload("res://logistics/Transporter.tscn")
# index into GameState.transporters -> live node
var active: Dictionary = {}
func _process(_delta: float) -> void:
var centre: Vector2 = fleet.get_centroid()
for i in range(GameState.transporters.size()):
var t: Dictionary = GameState.transporters[i]
var pos: Vector2 = GameState.transporter_position(t)
if pos.distance_to(centre) > visible_radius:
_despawn(i)
continue
var node: Node2D = active.get(i)
if node == null or not is_instance_valid(node):
node = transporter_scene.instantiate()
get_parent().add_child(node)
active[i] = node
var previous: Vector2 = node.position
node.position = pos
node.set_laden(int(t.carrying) > 0)
var travel: Vector2 = pos - previous
if travel.length() > 0.5:
node.rotation = travel.angle() + PI / 2.0
for key in active.keys():
if key >= GameState.transporters.size():
_despawn(key)
func _despawn(index: int) -> void:
var node: Node2D = active.get(index)
if node != null and is_instance_valid(node):
node.queue_free()
active.erase(index)