Nothing can attack a structure that cannot be hurt, so this is the floor the rest of #97 stands on. max_hp is per definition - an extractor bolted to a rock is not the mothership - and the current value lives on the RECORD in GameState, not on the Building node. Main.tscn is torn down and rebuilt on every trip to a planet surface, so damage kept on a node would heal itself the moment the player landed. A record written before this carries no hp field at all. That reads as undamaged rather than as zero, or an existing save would open on a field of wrecks. The mothership cannot be destroyed - it floors at 1hp. The bank, the hangar and research all live there and a wiped fleet rebuilds there, so losing it would be a soft-lock with no route back. Keyed on the "bank" capability rather than on the type: whatever building holds the bank is the one that cannot be lost. Destroying a hub retires its transporters. Everything else keyed on a building id already copes with the building being gone - a transporter mid-delivery puts its cargo back rather than destroying it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
77 lines
2.6 KiB
GDScript
77 lines
2.6 KiB
GDScript
extends Node2D
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# Rebuilds every player-placed structure from GameState when the space
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# scene loads, and answers "is the fleet standing on one?".
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#
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# Buildings live in GameState rather than in the scene because Main.tscn is
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# torn down and recreated on every trip to a planet's surface - anything
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# kept only as a node would be lost on the first landing.
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@onready var fleet: Node2D = get_node("../Fleet")
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var building_scene: PackedScene = preload("res://buildings/Building.tscn")
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var spawned: Array = []
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# Nothing happens here per frame any more. Arriving at the mothership used to
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# bank the fleet's hold automatically (#14), edge-triggered so that ore
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# withdrawn while parked was not instantly taken back. #24 removes it
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# entirely: unloading is now an explicit move in the transfer menu, in both
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# directions and at every building, so an automatic one-way exception at the
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# mothership was the odd case out - and it silently overrode a player who had
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# just loaded the hold in order to carry ore somewhere else.
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func _ready() -> void:
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# #99: the record is the truth, so the node follows it out. Connected
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# here rather than in Building.gd because the field owns `spawned` and
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# would otherwise be left holding a freed node.
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if not GameState.building_destroyed.is_connected(_on_building_destroyed):
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GameState.building_destroyed.connect(_on_building_destroyed)
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rebuild_all()
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func _on_building_destroyed(building_id: int, _type: String) -> void:
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var kept: Array = []
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for b in spawned:
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if not is_instance_valid(b):
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continue
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if int(b.building_id) == building_id:
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BuildingExplosionVFX.spawn(get_tree().root, b.global_position)
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b.queue_free()
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continue
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kept.append(b)
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spawned = kept
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func rebuild_all() -> void:
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for b in spawned:
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if is_instance_valid(b):
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b.queue_free()
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spawned.clear()
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for record in GameState.buildings:
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_spawn(record)
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func place(type: String, at_position: Vector2) -> void:
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GameState.add_building(type, at_position)
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_spawn(GameState.buildings[-1])
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func get_building_fleet_is_on() -> Node2D:
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var centre: Vector2 = fleet.get_centroid()
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for b in spawned:
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if is_instance_valid(b) and b.position.distance_to(centre) <= b.interact_radius:
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return b
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return null
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func _spawn(record: Dictionary) -> void:
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var b: Node2D = building_scene.instantiate()
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b.position = record.position
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b.definition_id = record.type
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b.building_id = int(record.get("id", 0))
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# Deferred for the same reason as the other field spawners: this can run
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# from inside a parent's _ready() chain, where a direct add_child() is
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# rejected while the tree is still setting up children.
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get_parent().add_child.call_deferred(b)
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spawned.append(b)
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