spaceship/logistics/RepairDroneField.gd
Loïc Wisniewski 0810c99f08 #116: the Spacial Workshop, and the drones that mend what waves break
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>
2026-08-23 21:59:51 +02:00

59 lines
1.9 KiB
GDScript

extends Node2D
# #116: draws the repair drones GameState is simulating, and only while they
# are somewhere the player could see them.
#
# Same arrangement as TransporterField, and for the same reason: the
# simulation is authoritative and the visuals are optional, so a repair run
# happening far away costs nothing but still puts the building back together.
# Position comes from the very same `progress` that decides when the repair
# actually lands.
@export var visible_radius: float = 2600.0
@onready var fleet: Node2D = get_node("../Fleet")
var drone_scene: PackedScene = preload("res://logistics/RepairDrone.tscn")
# index into GameState.repair_drones -> live node
var active: Dictionary = {}
func _process(_delta: float) -> void:
var centre: Vector2 = fleet.get_centroid()
for i in range(GameState.repair_drones.size()):
var drone: Dictionary = GameState.repair_drones[i]
# An idle drone is parked inside its workshop's own art; drawing it
# there adds a dot sitting on a building rather than a vessel doing
# something.
if String(drone.state) == GameState.DRONE_IDLE:
_despawn(i)
continue
var pos: Vector2 = GameState.repair_drone_position(drone)
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 = drone_scene.instantiate()
get_parent().add_child(node)
active[i] = node
var previous: Vector2 = node.position
node.position = pos
node.set_laden(int(drone.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.repair_drones.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)